Medieval Castle and Geometry Nodes Workflow

Oh man I was sure I would end up finding something better. Thanks for the pointers !

At first I was wondering how to poke the faces like you suggested but I remembered something I read on BSE. Extrude faces and scale the top face to 0 to get poked faces.

So to reiterate :

  1. Resample curves
  2. Curve to mesh, but you can’t just use the direction inside the Curve Line node because it will be extruded along the local normal (or tangent ? didn’t check)

(Edit : the Curve line direction should be (0, -1, 0) but the problem doesn’t change)

So my solution was to instance a curve with 2 duplicated control points, then offset every other point using a modulo with the index.

  1. Poke the mesh using an Extrude and Scale Elements with 0 scale

Tha was a piece of cake ! Note I used a slight offset in the Extrude because I use the edge angles to filter out the edges that are not diagonals later.

  1. Now we need to heat up the brain cells a bit to filter in only the diagonal edges. The selection is threefold.

First we remove the “horizontal” edges by checking the unsinged edge angle (honestly that was a shot in the dark, I can’t really explain why it works)

Then we get rid of the vertical lines by checking that the two verts of an edge’s X and Y components are the same

Then we get rid of the edges that are located below the local Z = 0, that will aleviate some computation in the boolean later on.

gn_wooden_scaffolding_03

  1. And now we split the edges to get individual splines later on, convert them to curves, resample then using the LOD input slider, and transform it to mesh with a quadrilateral curve !

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Pretty much the same result as earlier, but with way less overhead in nodes.

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Here’s the updated node tree

However I did notice that this performs worse than the first solution i nterms of computation, roughly * 2 time, but it’s nowhere near the bottleneck of this tree so I’ll stick with it since it’s so much simpler !

Concerning your question, that’s really funny, I think I’m stuck on a very similar thing ! Vector maths is not my forte so I usually play with every setting until it works but in my case it didn’t.

I was trying to instance ladders which are themselves a node tree I’ve showcased earlier.

It looks Ok-ish when the curve is along the X axis

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But pretty bad when it turns… i can’t figure out the correct rotation

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And I can’t use the Align Euler to Vector trick because the ladders are instanced using curve lines and a curve line doesn’t really have a notion of rotation… I’m trying to play with the tilt but can’t get my head around it for now !

So I’m afraid you seem to be way beyond my level on this topic. I’ll poke around though and see what takes !

@joseph cheers, happy to share ! Don’t hesitate to ask questions or maybe show what you’re working on, inspiration goes both ways :stuck_out_tongue_closed_eyes:

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