How do you reproduce UV offset when replacing Array modifier with Instance on Point geometry nodes?
You can use the index * a multiplier and add it to the uv
Is light linking possible with geometry nodes?
No. Geometry nodes are modifying geometry or providing geometry attributes.
Using those attributes for light linking is still implying that Cycles or EEVEE are able to do light linking.
Cycles and EEVEE are not supporting light linking. Geometry nodes can not do anything against that.
Thanks for the info. Kinda suspected that but wasnât sure.
Why canât I use a random value to set the vert count of Mesh Circle?
I need a random integer from 3 to 5 with a seed that I can change on every repeated use of the node network.
Will we ever be able to see a proper bounding box and get Dimensions value in the sidebar for Geometry Nodes based objects?
I have a node network that can make a slightly randomized four-leaf-cloverâŚ
âŚbut for each object I have to manually input a different seed value to get it to be different.
Is there any way to truly randomize the seed value?
I have another node network that scatters points on a plane and then uses the four-leaf-clover network to instance plants all over the plane. Every plant is identical. Using the Random Value node to provide the seed seems to give the same seed to every instance.
This dude is talented. Just leaving this here as inspiration for myself as I embark on Blender geometry nodes
https://twitter.com/JesseMiettinen/status/1505463391657373698?cxt=HHwWhMC9oc--veQpAAAA
Same problem brothermechanic faced earlier.
In your case:
The RandomValue-node outputs a field, not a single value. Note the diamond shape of the socket, compared to the round shape of that on the MeshCircle-node.
From the docs:
But you can input a (fake) static ID into the RandomValue-node, so it outputs a single random value instead, like so:
greetings, Kologe
Why canât I use a random value to set the vert count of Mesh Circle?
I suppose thatâs mainly because as @Kologe had pointed out, the round-shaped socket of the Mesh Circle node indicates that it can only receive a single value, not a field value as youâd normally see in the diamond-shaped socket. If you want to have the ability to generate polygons using the Mesh (or Curve) Circle node with a random number of points for each one, besides @Kologeâs suggestion, it can also be done with this method of using Duplicate Elements + Resample Curves node
https://twitter.com/BennyGovaerts/status/1497493767699369985/photo/1
Do you know a way to have something like mesh booleans but with points?
Iâd like to create a grid of point on a surface and then instance meshes only on points that are positioned inside the surface boundaries.
How would you export / output a Geometry Nodes network GIVEN INDEX Face / Point OUTSIDE so it can be tracked by an outside Empty object, so it could be exported into After Effects?
Thank you, Iâll try your suggestion
Just a heads up, you donât need to plug in position into the raycast and the dot product, any vector would work as long as they are the same. You can just type in something like (0,0,1)
Thank you, Iâve tried the nodes suggested by @higgsas but it doesnât work.
Probably as Iâm using the base geometry mesh where Iâve attached the geomNode network.
Anyway, trying as you suggested worked fine, saving nodes, that is always more than welcome
Thank you guys
In simple cases yes you can just use 0.0.1 normal but with more complex geometry that have overhangs itâs not gonna work
You have to ask yourself- random value based on what? This âwhatâ is plugged into the ID socket. By default itâs something similar to the index node- which doesnât really make sense in your case. But as @Kologe pointed out, it works fine if you change this âwhatâ to something constant
@higgsas why have you removed the dot product?
Oh sorry you meant have ray direction and dot product have same value without needing position vector, yea itâs works too