thinsoldier
(thinsoldier)
October 29, 2021, 4:15pm
1888
How would you make a bounding box that goes around all of the objects in a collection?
Edit: I got it but I don’t know how to get them to move over to the origin of the object that geonodes modifier is on.
Now if someone could turn this into an addon that displays the bounding box of all non-child objects that have children and have that bounding box envelop the bounding boxes of all of its direct children I’d be quite happy.
Hello.
Interesting result!
Can you share your nodetree or part of nodetree for tranings?
thinsoldier
(thinsoldier)
October 29, 2021, 11:06pm
1890
If these 3 nodes mean "all monkeys look at the origin point of the object that has the geometry nodes applied to it, how do I make all the monkeys look at an Empty instead?
1 Like
Chanfiroly
(Chanfiroly)
October 29, 2021, 11:18pm
1891
I’d say subtract the empty location from the position with the object info of the empty set to relative
2 Likes
thinsoldier
(thinsoldier)
October 29, 2021, 11:39pm
1892
Now to figure out how to make them look at the banana no matter where it is along the z axis
9 Likes
use the euler rotate node
(p1-p2).normlized() is the vector
or
(monkey.xyz-banana.xyz).normalized()
Hi brothermechanic,
Here’s the node tree for the setup. I’d also attached the blend file in case you want to have a look at it later.
//
Book_stack.blend (4.2 MB)
7 Likes
thinsoldier
(thinsoldier)
October 30, 2021, 1:43am
1895
I’m not finding a normalize node
Oh, you my hero!
I go to learning!
One serious concern I have is the nodes appear to have a cost even when nothing being evaluated changes.
kkar
(kkar)
October 30, 2021, 4:34pm
1901
That is the unfortunate situation with the other node implementations in Blender as well. I always disable the ones that are not contributing to the node graph.
I thought there was that new ‘lazy evaluation’ thing in 3.0. Does it work?
Performance
Geometry nodes has a new, faster evaluation system (b084b57fbf ).
Multiple branches of the node tree are now executed in parallel where possible.
Lazy evaluation is supported, so where possible, only the inputs and outputs that are required are computed.
For example, the Separate Geometry node is twice as fast if only one output is used and the Switch node only computes the input that is passed through.
Source:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Nodes_Physics
2 Likes
obsurveyor
(obsurveyor)
October 30, 2021, 6:34pm
1903
That sounds like just the inputs and outputs on a node. There might still be a cost for a node just being there, even if it’s not used at all.
2 Likes
I think the solution is a freeze icon per modifier,
When checked it stores the current evaluated mesh, and disables the modifiers above it and itself.
This way you can animate the modifer evaluation but keep its results between evaluations.
You need align euler node, it’s not the rotate euler node.
Solvent
(Solvent)
October 30, 2021, 7:33pm
1907
Just a question about converting some nodetrees from the old system to the new one: I have a number of projects that depend on doing this:
That is, on getting the locations of the centers of faces to (usually) rotate those faces around. What’s the fields-based equivalent for this?
Thanks.
Edit:
For future reference, the function I was looking for in “Attribute Convert” can now be found in “Capture Attribute.”
1 Like