I’ve recently run into this issue. The workaround I found was to have to curve to mesh node have a ‘radius’ of 0 and to add the custom normal offsets after with a set position.
Welcome to BA Cartesian Caramel.
Love your lives on YT!
I’ll echo the @AlphaChannel You’re very much welcomed here! Hope to see your input on the development of geometry nodes discussions here and at devtalk forums.
Try my z-up curve tilt group (file at top of linked thread) - takes in custom normal so when transferring normals using closest surface you can follow a surface:
Good luck!
Thank you! I’ve been wanting to contribute more to the development of geometry nodes since a lot of my professional work relies on it. Since I do not know C++ I’ve been looking for a way to give feedback in terms of the current common workarounds, but I do not want it to come across as just feature requests.
Developers are very much interested to know how users utilize geo nodes. Right now is the best time to explain your workflows and present your struggles and ideas how things can be improved from your point of view.
As long as you’re constructive and not overly negative in your feedback it’ll be the net positive for the community and the development of Blender.
The best place would be the devtalk forums in the geo nodes feedback topic. Chat could be a good place to but I’d use it after you get to know some key developers and there is a need for more direct conversations.
Where did you find this thing? I’m not seeing in the 4.1 alpha from this AM…
The daily build just kept crashing for me, but the project page had a custom build link:
https://projects.blender.org/blender/blender/pulls/116066#issuecomment-1082509
Recently i’ve discovered strange Mesh Boolean node behevior. If a node tree become very “expensive” (3000ms in my case), you can create a new object and insert this laggy object to a new node tree and lags are gone… (but you still have access to previous object and retain proceduralism)
By the gods, is that what it does ??! thanks Hans for adding this
Isn’t that because the whole node tree is being evaluated again because you made a change vs. the new tree using the cached output? It seems like this could be probably be addressed by the devs with some optimization of when and how much of the tree needs to be re-evaluated instead of just doing it for every change.
Yes, this workaround is kind of “baking” the nodetree. But it works only on another object. If you try to create a second nodetree on same object lags will still be there.
Guess we need to wait for actual “bake” node )
baking is not the issue, the system calculates a bunch of stuff only on the final mesh changing,
if a input to a ‘sample node’ like proximity/ray/cloestest_except_self or ‘bool’ all use BVHTRee or kdtree under the hood.
if the mesh that generates these trees does not change they don’t need rebuilt,
for realtime we will want to cache these trees only on changes and re-use as much as possible.
(like bool is usually 2 trees, and testing tree intersections between leaves )
I do hope you’ll also share your projects and experiments here. It’s also a great place to get feedback and ideas from the community.
this is great!
what I don’t understand is why we can’t have ‘data to strings node’ that creates a string stored per point.
like why can’t we do this to geometry nodes text object?
I don’t believe that strings are fieldable currently. Same with images or materials, they are a higher level data type that can’t be pushed around at scale like floats or vectors.
Generic array should fix this whne it lands I bet.
This would be a nice present to end the year, I hope Eugene can get this working.
#116485 - WIP: Adding selection input to Subdivide Mesh geometry node - blender - Blender Projects
This essentially means adaptive subdivision that will work with all modes (Workbench and Eevee included) and reduce the reliance on Cycles’ experimental render-time subdivision.
So far, the review shows the idea is good, but the developer needs some guidance on the best practices when adding features to nodes.
Hallelujah
Panels in the modifier window