Geometry Nodes

Hi Benny_G,
Unfortunately for geo node editor, you don’t get the option to choose the coordinate space (tangent or object) to use for mesh displacement so I guess that you have to construct the vectors yourself to be able to get the right displacement. After spending sometimes looking at your file, here’s my attempt at deforming the mesh.

Vector displacement_A.blend (1.0 MB)

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Yes. Multi-editing with alt click is only working for icons of header of Geometry modifier.
As a workaround, you can create a driver to drive 50 independent values of copies of same GN modifier as 1.

Thanks , for the setup for the vector tangent space setup. :heart_eyes:

I have just made one change : replaced one off the map range node by a curve float so that i can make other shapes .

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Hi!
I need to scatter buildings around a mesh (like a city generator basically :slight_smile: ) and I am wondering if there’s a way in geo nodes to have the scattering react to each bounding box of the instanced meshes, so that there’s no intersection between the different instances.

Thanks! :slight_smile:

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Hey GN masters, can anyone help me with this? I’m making a few UI and graphic charts animations for a client and for many of them I need to get the position of points/vertices and show them as text. I figured I’d try GN for this project but I’m not sure I’m going in the right direction.


At first I thought I could just separate Position X, Y and Z to get just the Z direction and make it a String but it doesn’t work, how can I achieve this?

Thanks!

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Hard luck doing something like that without a “for-each” node :slightly_frowning_face:. Perhaps it might be possible if you went full hardcore made a counter or something in GN. But the good news is that we will probably have an experimental version of loop nodes within a month or two.
Maybe ask someone who is good with sverchok?

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Thanks! I don’t have much time to also learn Sverchok (GN is already proving too hard for me :stuck_out_tongue: ) and the deadline is close, so I’ll go back to After Effects for this one.
But I’ll keep checking the thread and GN progress so hopefully I can ditch AE for this kind of stuff in the future :slight_smile:

Ok I went and did the text as separate objects so they can have independent values. The points of the line graph are using Hook empties so I can get the position of each empty for the text value, now my question is, how can I make the blue text objects move with the line as the white text does?

Here’s the node tree for the line:

And this is the node tree for each text (blue):

Here’s the file:
LineGraph_V01.blend (1.2 MB)

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Always like a good challenge even if it costs me another day of Nodevember. :roll_eyes:
https://imgur.com/a/SIqcrzk

value.blend (99.1 KB)

I basically made the instance on points node choose the instance geometry based on the z position. Ask me if want some more additions! (brackets, size crontrol etc)

7 Likes

Mad cheers.
Geometry Nodes: propagate attributes in Instance on Points node
and its reciprocal Geometry Nodes: Propagate attributes in Instances to Points node

Also Geometry Nodes: Add Point Count to Spline Length Node

These commits just open so many doors

5 Likes

Hi!

I am trying to drive the poisson disk distance or density using geometry proximity node, but something’s not working.

I’d also like to use the proximity to an object to drive the selection, so that there’s none emitted next to the object, but also here I am having some trouble.

So basically the idea is that the buildings should get bigger and less dense as we get closer to the object, and then stop being emitted altogether when they get even closer to the object.

this is my current setup

I’ve successfully used the proximity node to drive the scale of the instances, but I cannot use it properly in the point distribute node.

Any idea?

Thank you!

1 Like

Wow, thank you very much! :clap:

I’ll study the file and comeback if I have any other question.

Hello everyone! does realize instances destroy UV attributes? I want o make geometry from instances but when applied the modifier or connect the realice instances node the material desapears… Am I doing something wrong or is a known issue?


This is a known issue. Instances don’t actually store points and their data. That’s actually the point, each instance acts like a copy of the original geometry, but with it’s own location, rotation, and scale.

Currently, the realize instances node can only realize geometry. Hopefully, it will be able to save attributes in the future.

great, thanks for your repply !

UV data are not destroyed when realizing instances, but stored as attribute, to access it in shader editor you need use Attribute node

2 Likes

Oh! I did not know that was already implemented! Great to hear!
Pardon my outdated information, @lucaspedrajas.

Generalized Compare node (just one node to compare anything, even colors).
rB17578408434f (blender.org)

Dual Mesh node (which means once the planned modeling nodes go in, we can do things like honeycomb tiles without addtional modifiers and without manual modeling).
rBd54a08c8af12 (blender.org)

9 Likes

Is there way to transfer vertex color from one plane to bunch of generated instances (using transfer with nearest face interpolated) ?

quick qstn:
Is there any overhead to using a lot of reroutes as well as group input nodes in geometry nodes? I use a bunch of those in my setups to make the noodles readable (light blue nodes are group inputs). I just want to be sure I’m not slowing things down by doing this

Edit: Is there also overhead if I used two geo nodes modifiers to do the exact same thing I could have done with one geo nodes modifier? Imagine they both have the exact same nodes and values, just that it was split between two modifiers instead of one.