Geometry Nodes

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, Iā€™ll check in the latest

Yes, it seems broken. I just filled a bug repport.
 
 

 
Iā€™m 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 weā€™ll be changing that attribute. In the image ā€˜shade_smoothā€™ is a reserved name so weā€™ll 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 thatā€™s preeetty cool :slight_smile:

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).

2 Likes

Isnā€™t there an ā€œAttribute 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?

Capture dā€™Ć©cran 2021-10-01 125637

These two ways to grab an attribute would resolve the shade_smooth problem from above.

iā€™m sure they will be re-introduced soon

1 Like

Iā€™m pretty sure this will come soon.
I hope in the end there will be ā€œGet Attributeā€ and ā€œSet Attributeā€ nodes which are able to read and write arbitrary (i.e. attributes that you create and name) and ā€œfactoryā€ attributes (like ā€œpositionā€, ā€œnormalā€, ā€œshade_smoothā€, ā€¦) just like in the software with the big ā€œHā€ (where they are called ā€œBindā€ and ā€œBind Exportā€) or in the good old software with the ā€œSā€ that got killed by ā€œADā€ some years ago where these nodes were called ā€œGet Dataā€ and ā€œSet Dataā€. :wink:

2 Likes

Yeah i want ā€œGet/Setā€ naming too, so elegant and simple

i think they really want their ā€œStore/Freeze/Capture/Persistentā€ terms.
we can always create our own nodegroups or change the label i guess :woman_shrugging:

1 Like

On a side note: Iā€™m using nodes in real production since about 15 years now (in S and H :wink: ) and I still donā€™t understand what that ā€œAttribute Captureā€ node is supposed to do. :thinking:

OK. My mistake was to write ā€œshade_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 itā€™s like an attr get followed by an attr set.

1 Like

Iā€™m sure devs are aware of things like these. I guess theyā€™ll 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 :smiling_face_with_three_hearts:

Oh I didnā€™t 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.

2 Likes

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 ā€œcaptureā€ 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 ā€œcaptureā€ with something like ā€œstoreā€ or ā€œsetā€.

Have a look at this post from devtalk

2 Likes

Yeah i confirm that

These two nodes are not yet implemented in 3.0

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 Freeze This implies it is not interpolated afterwards, i.e. it wouldnā€™t change
    • Attribute Lock Same as above
    • Propagate Value as Attribute ā€œValueā€ sounds single
    • Propagate Attribute A bit vague, and propogation happens anyway, without the node
    • Attribute Snapshot It implies it is frozen in time
    • Attribute Store Was strongly considered, but the node only temporarily keeps that data, store may be misleading
    • Attribute Keep Same problem as ā€œStoreā€
    • Attribute Hold / Hold Attribute Keep it out, doesnā€™t work well enough as a metaphor
    • Attribute Catch Implies motion, feels very physical
    • Attribute Capture / Capture Attribute :trophy: :trophy: :trophy:
3 Likes

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 ā€œRealize Instancesā€ node before this node.

Edit: Iā€™m not a native english speaker butā€¦ is ā€œRealizeā€ correct? Because ā€œRealize Instancesā€ sounds like the dev trying to say that the node is ā€œMaking real instancesā€ but the verb ā€œrealizeā€ means something different in english afaik

 
 
This doesnā€™t work

 
 
This does works

2 Likes

Oxford says:

give actual or physical form to.

ā€œthe stage designs have been beautifully realizedā€

Though it is technically valid (by the third uncommonly used definition), my personal opinion is that ā€œmake 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?

Iā€™m not too worried about it though. Naming can be difficult and give annoying results, but Iā€™d rather have other annoyances like the dashy lines fixed.

4 Likes

That makes sense. However it goes against the new guidelines of ā€œverbs firstā€. It should probably be ā€œcapture 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 donā€™t think it will be a problem in long run or confuse newcomers.

1 Like

Hi,

Iā€™m using a MacPro (2013 version with 24 gb, and the AMD FirePro D700 6 GB graphic card).

Iā€™m using Geometry Nodes to populate large fields of plants, i.e.,

corn, wheat, etc.

It brings the computer to itā€™s knees ā€“ click and spinning beach ball.

Do you know if more ram would help?