While implementing this in the geometry level is a great news, Animation Nodes wont go away anytime soon since it gives us a lot of control at scene level.
Bug? Adding a remesh modifier on top on the geo nodes modifier makes the node network disappear as in it is not possible to see the nodes until the remesh modifier is removed. I wonder if this is a bug of some kind
Not a bug but a feature:
As you can add as many Geometry Nodes modifiers to an object as you want, you have to tell the Geometry Node Editor which one of them you want to edit and view. Just make sure you āselectā your Geometry Node modifier in the modifier list so it gets a blue frame like this:
Currently itās quite hard to activate but thatāll be taken care of soon I guess!
Right, you need to click on the blank space of the panel, but the selector just got wider so there is basically no blank space left. Weāll have to bring back the way clicking on the icon activated the modifier I suppose.
You can always use the pin in the node editor header to keep a specific node group visible.
Bug? Right now isnāt possible to animate the manually created sockets on the modifier list. Animating within the nodes works, but no keyframes are shown on the animation editors.
After toying a little with the new 2.92 build, I sure hope to see some kind of attributes implementation within most nodes, like Subdivision, Triangulate, etc.
Also, it seems that manual attributes creation doesnāt work.
Well. It looks like modifying nodetree datablock in editorās header is modifying nodetree for active modifier.
So, you have to select active modifier to switch from one nodetree to another.
Pinning editor is greying out ability to browse nodetree datablock.
That is not great. It is a change that makes node editor only copying half of Properties Editor behavior.
Now, we are force to click on a modifier panel that was thought for that.
If you click on header, you close/open modifierās panel.
That means that you canāt select a modifier that is closed.
If you click elsewhere, you are editing name of nodetree or applying actions of buttons of datablockās name template.
You have to click on thin background region of modifierās panel around datablockās name template.
IMO, that would be better if clicking on dragging handle could make a modifier the active one.
But s there a way to randomize the Point Distribution on a plane, when you want to have more than one object? It seems thereās no way to set a point randomization on the base object for scattering.
So all scattered objects all end up in the same spot.
And are all distributed objects always Z-up? If I scatter on e.g. a cube all my items are facing upwards.
You can use a ārandom attributeā node and set the drop down to āvectorā.
Note, that the values for rotation are in radians so 2 * pi is 360 degrees.