Geometry Nodes

I think that most likely there is no solution that to that atm given the point instancing is relying on the shape for the distribution unless the devs fix that logic. Your best bet is to convert the points to meshes then shrinkwrap them on the deforming geometry. There could be other workarounds however the point distribution needs another logic to work without those glitches in such uses.

My guess is that the random point locations are calculated using the edges of a poygons (as in picking a random point on a triangle), and if the polygon starts to deform larger than a certain amount, a new point location will be choosen which causes those pops.

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Geometry nodes are not history-dependent, meaning that the node tree gets re-evaluated at each frame change, and all the points get re-scattered. Weā€™d need some sort of attribute interpolation for distributed points to be temporally stable, and a solver node to get data from the previous frame. I donā€™t think thatā€™s in the works right now, but I would like to see it happen too !

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I think a solution of your problem is to change order of your operations. First you have to scatter points on initial form of the sphere and then to deform it. In this way performance will be probably even more efficient. Iā€™m not sure how exactly such order can be achieved.

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Pretty sure I am late, but it would be cool if we could import objects straight from the asset browser (without having the object itself in the scene)

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Collection Info Node

https://developer.blender.org/rB894cc9c91592041a47c33300d784eac4e6412162

It does what it says, it adds a collection instance to the node tree.


Multi-Input sockets
https://developer.blender.org/rBc5514d3a2a03242ddc43f83be4bb72df7f85469f

For starters, you can boolean or join a bunch of different objects together without needing a long chain of nodes.

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So, Iā€™m sharing some tips on using Geometry Nodes to create a scatter of droplets. :slight_smile: Itā€™s a portuguese only tutorial, but maybe it can help.

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I would also like an ā€œasset drop modeā€ where as long as you donā€™t click yet you can use up/down arrows to scale the asset and left/right arrows to rotate it along Z (or hit x or y key to change the active axis).

Does anyone know if itā€™s possible for assets to have a custom local axis?

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Have you ever tried using metaballs for the waterdrops on a soda can?

The Attribute Proximity Node

https://developer.blender.org/rB4d39a0f8eb1103aa58611fff7219f4bf3d70f70f

In a nutshell, this is the vertex weight proximity modifier ported to geometry nodes. This can be used to do things like prevent scattered instances or displace the mesh in areas occupied by other objects or near them.


Volume to Mesh node

https://developer.blender.org/rB16abe9343a5e01426e85e4bb9d0e95c3217e35ea
The other half of the volume-based workflow, the use case is still a little limited as the volume displace modifier has not yet been ported (and it canā€™t yet work with volumes created by the modifier stack).


The ā€˜is viewportā€™ node

https://developer.blender.org/rBe7af04db0793b6c50194e22cb54ffc08629b8d2e
It does what it says, it allows you to make your node tree lighter weight for the viewport (such as less instancing).

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Hi, donā€™t know if this is the right place to ask questions. I try :slight_smile:
I want to be able to have a smooth transition and being able to control it. The Attribute color ramp doesnā€™t seem to work, or I am doing something wrong.

Hi,
That atribute compare node will result in 0 where the condition is not met and 1 when it is met but no in betweens, then the color ramp will remap those values to the steps at itā€™s extremes (which in the image are set to black and white, so the color ramp isnā€™t going to do anything). it wonā€™t make it gradual. Thereā€™s different ways to make it gradual depending on what type of effect you want to achieve. One way (not the coolest effects, but a simple setup) is to take the discarded points, assign them a random attribute value, and use that value weighted by the y distance to create a mask for the discarded points and then rejoin the unmasked points if that makes sense, like this:


Here the dist_y attribute is the difference between the y position of the points and the y position of the empty.

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thanks, not sure if i understand. iā€™ll give it a try.

Sorry, I think I made it more confusing than it needed to be, and the setup I showed wasnā€™t very good really. The important things to consider are that the attribute compare gives a boolean result, it wonā€™t become gradual via a color ramp. To make it a smooth transition you must incorporate some dependency on the y position of the points, and not just on the condition of y being greater than the y position of the empty, which is a boolean condition, and depending on the effect you are looking for, maybe add some randomness on which points to leave in/out, which in the example I showed was achieved by assigning the points a randomized attribute and factoring that value to decide which points to leave in / out). I hope Iā€™m not making it even more confusing, english is not my first language.

No, not at all. It was actually quite helpful. Now i understand the problem. Thanks for your help !!!

https://twitter.com/sakura_rtd/status/1360044044538105856

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It looks amazing ! but for some reason I canā€™t get to see it in more than 8px wide and 4px high.

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So strange, mate. Mineā€™s at least 14 x 8 px.

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Some people just donā€™t know their luck

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A fun geometry nodes experiment

flock_birds_c.blend (2.9 MB)

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https://developer.blender.org/D10432

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