How can I shade smooth the object on the right?
You have to connect a positive value to the group ouput and name the ouput as shade_smooth in the modifier
It works in my build from 2-3 days ago, Iāll check in the latest
Yes, it seems broken. I just filled a bug repport.
Iām not sure if this is the propper way butā¦
We can now capture and output attributes with the Attribute Capture node. So we can create one and connect it to the Group Output.
This makes possible for us to choose a name in the the Modifiers Pannel. If the chosen name exists weāll be changing that attribute. In the image āshade_smoothā is a reserved name so weāll be changing its value.
In the last video shared in the thread Dalai explains that we can even put the names of Vertex Groups here and change their values directly with geo nodes. And thatās preeetty cool
I guess that an autocomplete feature is planned and also being able to use attributes exposed here in the Shader nodes in Eevee (we can use attributes made in GN in the Shader Nodes only in Cycles for now).
Isnāt there an āAttribute getā node that outputs a field already?
Also, there was an attribute input node in here from the field prototype, i suppose that it will come soon right?
These two ways to grab an attribute would resolve the shade_smooth problem from above.
iām sure they will be re-introduced soon
Iām pretty sure this will come soon.
I hope in the end there will be āGet Attributeā and āSet Attributeā nodes which are able to read and write arbitrary (i.e. attributes that you create and name) and āfactoryā attributes (like āpositionā, ānormalā, āshade_smoothā, ā¦) just like in the software with the big āHā (where they are called āBindā and āBind Exportā) or in the good old software with the āSā that got killed by āADā some years ago where these nodes were called āGet Dataā and āSet Dataā.
Yeah i want āGet/Setā naming too, so elegant and simple
i think they really want their āStore/Freeze/Capture/Persistentā terms.
we can always create our own nodegroups or change the label i guess
On a side note: Iām using nodes in real production since about 15 years now (in S and H ) and I still donāt understand what that āAttribute Captureā node is supposed to do.
OK. My mistake was to write āshade_smoothā as name of output but not as the output itself in the modifier.
So, attribute capture node is not necessary. Boolean can be specified in Group output.
I think itās like an attr get followed by an attr set.
Iām sure devs are aware of things like these. I guess theyāll try to commit all the changes as soon as possible.
Not only because Blender 3.0 will be released in December but because in November there is the nodevember challenge
Oh I didnāt now that, thanks!
I think I got it.
If you set the attribute socket only on Group Output node, all geometry is smoothed.
But if you use attribute capture nodes, you can set different values for different portion of geometry.
From the wiki
So for example if you rotate your mesh using a transform node and then want a mask using the position coordinates before the rotation, you would ācaptureā the position data from the previous geometry.
Earlier the node was named Attribute Freeze in the prototype which I personally think was a better name because many confuse ācaptureā with something like āstoreā or āsetā.
Have a look at this post from devtalk
Here are some notes from the 2021-08-09 geometry nodes sub module meeting that explain the choice of naming a bit more:
- Attribute Freeze
Attribute FreezeThis implies it is not interpolated afterwards, i.e. it wouldnāt changeAttribute LockSame as abovePropagate Value as AttributeāValueā sounds singlePropagate AttributeA bit vague, and propogation happens anyway, without the nodeAttribute SnapshotIt implies it is frozen in timeAttribute StoreWas strongly considered, but the node only temporarily keeps that data, store may be misleadingAttribute KeepSame problem as āStoreāAttribute Hold / Hold AttributeKeep it out, doesnāt work well enough as a metaphorAttribute CatchImplies motion, feels very physical- Attribute Capture
/ Capture Attribute
Just a quick note for anyone trying the (field) Proximity Node: looks like recents changes made all geometry an instance by default. This means that in order to work you need to put a āRealize Instancesā node before this node.
Edit: Iām not a native english speaker butā¦ is āRealizeā correct? Because āRealize Instancesā sounds like the dev trying to say that the node is āMaking real instancesā but the verb ārealizeā means something different in english afaik
This doesnāt work
This does works
Oxford says:
give actual or physical form to.
āthe stage designs have been beautifully realizedā
Though it is technically valid (by the third uncommonly used definition), my personal opinion is that āmake instances realā sounds better. One particular reason is that it is already used as the name of a blender operator that does the exact same effect. Why change the name if people are already used to it?
Iām not too worried about it though. Naming can be difficult and give annoying results, but Iād rather have other annoyances like the dashy lines fixed.
That makes sense. However it goes against the new guidelines of āverbs firstā. It should probably be ācapture attributeā instead.
Yeah, people get used to the naming and it does not generally become a problem in the long run. Because we all are acquainted with the previous attribute workflow and the prototypes, we are confusing the Attribute Capture with Attribute Store. I donāt think it will be a problem in long run or confuse newcomers.
Hi,
Iām using a MacPro (2013 version with 24 gb, and the AMD FirePro D700 6 GB graphic card).
Iām using Geometry Nodes to populate large fields of plants, i.e.,
corn, wheat, etc.
It brings the computer to itās knees ā click and spinning beach ball.
Do you know if more ram would help?