That depends.
…what’s an LFO? ![]()
That depends.
…what’s an LFO? ![]()
It’s like a random value node with a range, except with a cycle on pause.
Did it work? You dont change the seed but the id then.
Yeah - if i connect a VALUE to ID INPUT, it turns green and works. But, now I’m sort of back where i started - and have to manually seed the value to get the random result.
(This bit on the random node was basically just “i don’t get how this works, and want to know” btw… i was playing with some other things, saw it, and started tweaking to see what would happen.)
ETA: This PR would solve the issue, if it gets approved… so, here’s hoping.
I’m working on a solution, but since my Geonodes skillz are rusty, it’ll probably take me a few while I look things up.
What I’m trying to do is set up a repeat zone where it creates a cube, moves it X meters on Z, grabs the ID of that cube, subdivides it, runs that ID into a +1 Add node, then repeats.
It’ll look something like this, even though the current setup is totally broken because it doesn’t randomize the subdivisions per iteration.
…or maybe it does, but it’s taking the previous cube, and subdividing it. Hold on.
Repeat Zones are still mostly voodoo to me… I’ve read a bit, watched a couple vids, etc - and definitely see the power of them, but it will be some weeks (cough*months) until i start to feel a bit of competency there.
It’s like everything in Blender. The concept is easy to figure out. Making it do what you want it to do is hard.
Now I wanna figure this out, because I’m so close, but can’t quite get it to work.
Connect the new Id ( the add result) to the output.
Be careful, before you blow your afternoon like I did today on “academic curiousity.” ![]()
@thorn Does this ease your pain?
That just made things weird.
My problem is the ordering, I’m pretty sure. I’ve managed to make it produce copies based upon the iterations, but it always takes the subdivided cube from the last iteration, copies it then subdivides it, giving me a randomly too dense mesh. It needs to start fresh with each cycle.
Yeah you reuse the join in the next loop. What do you want instead?
And can you just post or dm it?
Maybe I need to make two loops. One produces cubes, the other randomly subdivides them.
The process needs to be: create new cube on top of other one by iteration, THEN randomly subdivide those iterations between 1 and 5.
I have a good reason to start it again, cuz I just crashed Blender.
This is your fault. You did this to me!
Ok. Can you just post or dm it?
Gimme a second, I’m rebuilding it.
Unfortunately not; I can’t move up to 4.2, so don’t have access to the Rotate node.
FWIW, here’s a closer look at part of the node setup.
The basic idea is simple - i’m instancing collection objects on the outside of an object, and rotating them to face in the proper direction based on the face normal.
I’ll look at it tomorrow and post a little example.
@Renzatic: This should roughly be what you want.
Result with Offset 1:
Its late. Have to go…
Did it!
It’s amazing how simple it actually was.
So anyway @thorn, that’s how you do that.
Generator.blend (1018.2 KB)