I thought transferring data through a named attribute would be fairly simple to do, but, par for the course, it’s not.
To explain what I’m doing here, at the point where I set the curve radius on the trunk, I throw in a Store Named Attribute node named “tradius” just beyond where I grab the geometry after setting the radius, and using the value of the multiplied float curve I use to define the radius.
Sure enough, it started grabbing float data, just like I wanted. I saw it pop up in the spreadsheet, and figured I was good to go.
Now, I go into my Limb node, bring in the stored attribute into a setup similar to how I defined the tapering trunk radius, and…
…nothing. It produces no branches, and leaves the splines as-is. If I detach the Named Attribute node, it works as intended. With it, it doesn’t do a thing.
I’m working off the assumption that storing a named attribute is just like capturing an attribute, but you can slap a name on it that can be referenced elsewhere to keep from having to drag noodles all over the place.
This is a good thing because potentially someone could write a malicious python script, python is a programming language and you can do many things with it.
It is similar to the typical “are you sure you want to run this” warning you get when you download any program from the internet (I get it when I run a portable Blender version for the first time.)
I came across this thread here while doing endless amounts of Googling to figure out what the hell I’m doing wrong.
They provide a link to the .blend file, which I grab, then proceed to reconfigure to match what I’ve got going on in geotrees. And what do you know, IT WORKS!
So now that I’ve verified that it should work under normal circumstances, I have to now search for the variable in my node tree that’s screwing me over.
I’ve gone through the whole tree looking for badly scaled branches, and haven’t found a single one. Everything is fitted as it should be. This has been my dream for SO long now! It’s just…just…
This is a very, very early version of GeoTrees Redux. Once I got the scaling issue down, the rest started falling into place surprisingly quickly. I’d say it’s already giving me better results than the previous geotrees, and it’s actually quite a bit simpler on the deeper end.
I still have a lot to do, but I figured I’d go ahead and release what I’ve got for everyone to check out. If anyone has any suggestions, or wants to add anything to the node tree, feel free!
Downloaded and going to have fun checking!
First tip, do not bother putting it in a zip. Compress in Blender’s save as dialog (N panel compress),
It does better than zip.
I’ve had this bookmarked all week, I finally downloaded it and tried it out. I’m extremely impressed. Now I just need to find 50 dollars somewhere and cough up for Instant Impostors - I think these two tools combined together would allow you to actually make gouache style forests in Blender, something I previously thought wasn’t feasible at scale
Thanks! There’s lots of tricks out there for forests, Instant Impostors is the best I’ve found so far in terms of maintaining quality across different lighting setups, view distances, and viewing angles. I’ve been following the development pretty closely on Twitter, it’s truly game-changing stuff
Yeah, Instant Impostors gives a lot more freedom with styles, it preserves the shaders so you could even do something crazy like a half-tone ink forest. I would bet it works well for complicated rocks as well.
Im getting off-topic, I apologize, I’ll reserve future comments for when I have II and can test it with GeoTrees