Geometry Nodes

For anyone interested… here is a update to the older z-up-curve-to-mesh which now has even-thickness on by default - This is very different from the curve-to-mesh even-thickness node-group and has specific application in arch-vis type setups:

Next up is a z-step re-sampler…

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Pardon me, I just want to take a minute to complain:

It really sucks that the blender foundation built a functional version of geonodes and had it running wild for a couple releases, then completely structurally changed how it works.

The amount of completely out of date tutorials and other resources is mind boggling and really hard to sift through. Not everyone takes the time to distinguish between geonodes and geonodes fields. It’s a hassle to try to find valid information.

I get why they changed it, and I can see how we are better off now, but we’re still playing catchup. They had most of the modifiers already ported to nodes and now they have to do all that work again!

Anyway, that’s enough complaining for now.

Does anyone know how to sample a volume in geonodes? I’m generating a volume from points to volume and I would like to pull that data to use it in cycles, either directly, or sampled onto a surface attribute. Any hints?

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The following setup will give you all of the points inside a mesh. Use this with the volume to mesh node, and you can find all of the points inside a volume:

I’m not sure if it’s possible to access the density in any way until we get volume grid attributes.

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That’s awesome, but I really want to get a smooth gradient. I’m looking for the local density, but I might need to use a different approach.

Can you use the source points?

Your frustration sounds valid… can imagine a lot of people feel like their work has been thrown out the window.

But for me… back then I did Chris P’s Frustum culling tut and some scattering and then lost interest as I struggled to figure out how to do anything generative… simple tasks quickly became way too confusing and more often than not I just gave up.
Consequently, had little interest in GN until Blender 3.0 was updated in my Steam library one day and I decided to give GN another try… and suddenly things just clicked.

So… don’t think I’d be doing GN if it wasn’t for fields.

Hoping to add a bit of a somewhat positive take :man_shrugging:

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I mean, would you rather it stayed as it was?

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Nope, I can see the improvement, still a bummer though.

Yeah, fair enough

Yeah, and I could do a proximity off of that, but I don’t know to get a density

Maybe you could average the proximity of the nearest 10 points, perhaps using the divide and conquer proximity technique @Xeofrios used on the circle packing? I’ll poke around a bit and see if I can wrap my head around something.

I feel you. A lot of times the reason is just people doing tutorials with alpha builds, but this time it was a big structural change between release versions. Anyways I really prefer having a few outdated yt videos over developers going down the first path just for the sake of not changing route. I think this was worth it

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Attribute Smooth geometry node is on the way, should help make gradients from solid colors

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Hi guys, does anyone know how to use the Texture type input…? I just noticed that is not the same as the Image input, the socket color is slightly different so it doesn’t work when I plug it into the image texture node, and its icon also appears different on the modifier’s UI, but I can’t find where to connect it… How it is supposed to be used?

Thanks!

I vote for other pastries






When it comes to blender you must sort your search results by date. Anything more than a few months old should not be your first choice unless you are very familiar with the author.

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I believe it is depreciated now that image textures and procedural textures are possible. It was originally for the attribute sample texture node before the Fields Revolution. Now, you shouldn’t need to input brush textures.

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Ok, got it, thank you very much!

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You mean, when it comes to geonodes. I can find modeling tutorials that are 10 years old that still have usable info. Or 5 year old cycles tutorials. The geonodes changes fundamentally altered the way you use geonodes.

I get that geonodes is very new code, it was just a particularly harsh bump in the road of development to pull the rug out from everyone.

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I was one of the people pushing to move away from attributes, they were useful but made quite a few things impossible, (getting a point at a index for instance)

I wait so long loops geonodes. Do you know when finally implement this?

On further testing I see that the Image Texture node doesn’t allow me to load procedural textures from outside GN, the selection dropdown only shows external images.
I need to use a proc texture that is also being used in other modifiers and I can’t find a way to plug it into the geo nodes tree. How can I do that? :thinking: