That’s not a bug. You can quickly change the material of geometry by using an attribute fill node. Just set the attribute to material_index and the number to the slot number the material is in.
I also like using the attribute randomize node to randomize the material.
EDIT:
Wait a second. You are right. It does not work to assign a material index attribute to faces that were not created manually. Is that a bug? Or am I missing something?
Can someone help me with a little problem in the geometry nodes?
Ihm working on an Arrow made out of small spheres. The geometry nodes come in quite handy here.
My problem is, I want to behave my arrow in a way, where I can see through the spheres it is made of,
but in the same time the arrow itself should look/behave like a solid object.
So I only want to distribute the object points, where faces are actually visible for the camera, while at the same time be able to see the background through the arrow…
See the attached image to know what I try to explain.
Yes, kinda. I want the “culled” Backfaces to have no points ditributed to them, depending on the camera angle.
As the scene will have a camera animation at the end, this has to be dynamic. Depending what faces or part of corresponding faces is visible at the current time/frame of the animation.
Using the Attribute Compare node gives you a hard cutoff for the ‘backfaces’, but I found, that using the Attribute Map Range node looks better when animating as makes it less jarring, when a face “flips” from being front-facing to back-facing.
Hey guys! Here’s my new challenge. I instanced a card (simple polygon) on points. I need these cards to always face the camera but only be rotating in the z axis. Also, I would like to change the shader at every 30 degree angles. So from z rot 0 to 29, shader 1, from 30 to 59, shader 2 etc.
It’s cool, but it relies on the solidify and bevel modifiers to look good. Since switches aren’t here yet, I have to manually switch to the union when I apply or render. The texture is a simple musgrave.
The only thing left is the materials. For some reason, you cannot change the material on instances. To get the result you want, I would use the camera info shader node to factor a mix between whatever shaders you are using. (in one material)
Good luck!
Thanks but if I do that, the cards with match the camera rotation but I need the cards to be oriented to the camera. I found the way to do it. Shader is next.
FINALLY! I’ve been (halfheartedly) trying to figure out how to do this for awhile now. Thanks!
Edit: I spoke a bit too soon. I tried it out on my object, and…nothing. Now, I’m not exactly the most swooft and adept with geometry nodes, so it’s obvious I’m missing some important step.
Here’s a breakdown of my scene. Leaf Distribute is basically a blobby shape surrounding the tree that I want to want to distribute the leaf planes across per face (hence the name). Leaves are, of course, the leaf alpha that’s to be distributed. Here’s a shot of my scene. What exactly am I doing wrong?