… but how to stop hot wax from dripping onto the rug…
5 Likes
Using float curve to define scale and color ramp to define position
thinsoldier
(thinsoldier)
September 15, 2022, 3:17am
88
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odd note to self: this is not “math” - this is batch processing or functional programming or forEach looping over an array. It’s just like when I had that eureka moment with shader nodes when I realized everything was a function being applied to every “pixel” of the image/procedural texture. If I was good at “math” I’d have 4 spheres per voronoi color box instead of 5 without feeling the urge to just stop and go eat and go to sleep.
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[…
odd note to self: this is not “math” - this is batch processing or functional programming or forEach looping over an array. It’s just like when I had that eureka moment with shader nodes when I realized everything was a function being applied to every “pixel” of the image/procedural texture. If I was good at “math” I’d have 4 spheres per voronoi color box instead of 5 without feeling the urge to just stop and go eat and go to sleep.
GN dot pattern sized by texture color.blend (122.1 KB)
2 Likes
thinsoldier
(thinsoldier)
September 21, 2022, 10:19am
91
Cloud displacement with geometry nodes and shader nodes at the same time.
1 Like
thinsoldier
(thinsoldier)
September 21, 2022, 10:32am
92
Newcomb Highschool Library floorplan
1 Like
thinsoldier
(thinsoldier)
September 23, 2022, 1:21am
93
Working on a capsule primitive and using that with curve modifier to make rope text with actual rounded caps.
GN capsule-primitive.blend (181.8 KB)
5 Likes
thinsoldier
(thinsoldier)
September 23, 2022, 7:29am
94
make procedural material for a vase I downloaded from 3dsky
thinsoldier
(thinsoldier)
September 28, 2022, 6:10am
96
You do have some points here. I just did some tests and it seems the glowing spot glitch disappears if you go into the light settings and turn off multiple importance sampling (though I have no idea what the impact of that would be in a complex scene).
I think I have found some better settings:
glass: remove visibility for diffuse and shadow
emissive mesh: remove visibility for diffuse and shadow
light object: remove visibility for camera, glossy and transmission
Also, you can get less nois…
The struggles of putting a point light inside of a glass lightbulb.
thinsoldier
(thinsoldier)
September 28, 2022, 8:42am
97
Extracting treasures from the deceased Geometry Nodes free-for-all thread.
How would you get an alternating pattern of 2 very different objects to follow a curve?
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Easiest way is to use a Collection Info node pointing to a collection with your 2 shapes, and a Instance on Points with Pick Instance Selected.
If on the other hand you are asking how to do it with generated geometry, then you chain 2 Instance on Points nodes and select on mod2-by-index (offsetting by 1 on the 2nd Instance on Points).
You can also “fake” a collection by making this support NodeGroup:
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Call it Mesh-To-Instance…
…and use like this (Applied to a Bezier Curve here):
[i…
For anyone interested, added a Even-Thickness Curve-To-Mesh Geometry Node-Group for Blender 3.0:
How do I use the normal of faces to align instances on points?
I’m using dual mesh to get a point in the middle of the face to put the instances on but I also want to align them to the normals of the original faces.
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Is there any way to keep uv map after realize instances?
Or is there any way to have the verts of instances snap to the nearest vert of nearby instances without actually merging… like a “snap by distance” node. Or is there a way to have a face that is being instanced on faces of varying sizes, snap each of its own verts to the corner verts of the parent face?
To work around not being able to do any of the above I would like to apply the Geometry Nodes modifier and manually weld the verts. But …
^ that one did not get an answer
How do you do this with actual individual book objects of varying thickness?
Over on polyhaven they have this great collection of random books: https://polyhaven.com/a/decorative_book_set_01 and I’d like to do something like in the video above but every example of such a thing relies on the default cube and not actual meshes of varying thickness.
I think I found a way. You can get the bounding boxes for the books and then calculate their dimension with the accumulate node. Then you can transfer the size back to the books via their index.
I kinda hope I’m overcomplicating something because this was way harder to figure out that I anticipated. Debugging fields can be bit opaque…
[Stack of books]
Here’s the file. Maybe someone can find a simpler way to do this!
Stack of books.blend (923.1 KB)
^ THIS IS THE ONE - bookshelf books stack shelves books accumulate
You’re a genius.
Debugging/inspecting ANYTHING in geometry nodes is very opaque to me.
Is there any way to have it never repeat the same book twice until after every unique index had been used at least once?
Yes. You gotta iterate a bunch of random points along a mesh line of count equal to amount of objects. Then collapse points and use those indices. Let me see If I can mock that up.
This is the barebones of it. You can automate some things like the random max value taking the index max of the object collection, for example. I haven’t figured out how to prolong the list yet though (Issue illustrated in 3rd image)
[Schermafbeelding 2022-03-12 om 10.28.04]
[Schermafbeelding 2022-03-12 om 10.27.…
UPBGE is just blender with BGE restored,
it’s just like old bge - with some pretty huge changes,
KX_objects no longer have a KX_MeshProxy - instead they have a blenderObject and bpy works in game / geonodes / drivers / eevee shaders / openXR etc.
so anything you can do in nodes will work there,
we can control when geonodes update pretty fine grain now.
[BWMD - UPBGE - BPR Presentation - 2022]
here is my presentation on it for blender world meetup day
I’m trying to get instanced objects to only appear on the points of a bezier curve that was hand drawn on the surface of Suzanne and then orient the instances along the face normal of the suzanne. I’m trying to get an effect like in this photo where the circle decorations follow the form of the costume:
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Anyone know how?
Is there a better way to achieve this and/or can someone explain to me exactly what I did? Because, I can’t explain it to myself.
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How can I get a texture from shader nodes to exactly match a texture from Geometry Nodes
Voronoi in Material:
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Voronoi in Geometry Nodes:
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Geometry nodes and the shader use different defaults for the coordinates of the Voronoi texture. Geometry Nodes bases them on the “Position” field, while the shader uses the “Generated” coordinates.
This is probably the case for most texture nodes, but I didn’t check this thoroughly.
Here is how you can match commonly used texture coordinates from the shader in geometry nodes:
Object Coordinates
[object-coordinates_position]
Generated Coordinates
[generated-coordinates_remap]
UV
[uv-c…
Why do you need to subdivide the plane so much for the UV map to work with Geometry nodes?
Hey! Thanks for the explanation. The guys at Erindale’s Discord and me found out you can simplify your tree a lot. You don’t actually need any capture attributes.
[Schermafbeelding 2022-04-10 om 19.21.32]
Your solution with the Edge Vertices is very interesting, I’ll have to look into that deeper. It’s definitely an advantage not needing the origin within the bounds of the object.
In any case I have to thank you a lot for figuring this out! Allowed me to have a beautiful stacking node group …
^ a better book stacker? It doesn’t work for some reason in 3.4 Alpha.
How do you reproduce UV offset when replacing Array modifier with Instance on Point geometry nodes?
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Why can’t I use a random value to set the vert count of Mesh Circle?
I need a random integer from 3 to 5 with a seed that I can change on every repeated use of the node network.
Will we ever be able to see a proper bounding box and get Dimensions value in the sidebar for Geometry Nodes based objects?
I have a node network that can make a slightly randomized four-leaf-clover…
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…but for each object I have to manually input a different seed value to get it to be different.
…
I’m trying to reproduce the extrude trick of the screw modifier with geometry nodes but I can’t figure out how to flip all the faces to point their normals in the right direction.
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If I use the geometry from the screw modifier object (without the solidify modifier) I can sort of get it to work except the face extrusion along normals doesn’t behave as well as the solidify modifier.
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Is there any work being done towards the goal of accurately being able to reproduce the results…
How do you use the verts in a vertex group as the selection of the Set Position node?
Problem with the measurement/position of centered text.
I don’t have the latest version on this computer so perhaps this problem is fixed already.
I have a text input box on the geometry node modifier.
String to curves node with alignment centered.
Fill curve > Realize Instances > Bounding Box
Get the min X, max X, and distance between them. (width of the text)
Make a mesh line with 2 verts. Offset is the width of the text. Start Location is negative half of the width of the text. Use Mesh…
Hi
The following will only help with your inconsistent normals:
When you have a base-curve/mesh and you extrude the edges, you’ll get inconsistent normals… a trick to overcome this issue is to start with a curve-to-mesh with a curve-line primitive (which has consistent normals), and then do further extrudes on that.
E.g: Using this base:
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With extrude edges ((0,0,1) offset):
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With mesh-to-curve->curve-to-mesh (with (0,1,0) line profile):
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Also, at any point, you can…
^ might be a reply to one of my questions being reused to answer another
Anyone how to separately select the red and blue edges on geometry created with Curve to Mesh node?
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I though I could set an attribute on the curve profile, but curves don’t have edges, and setting it on points would select all the edges…
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^ might be the source of what I was using to rebuild that christmas sleigh figurine made of pipes
5 Likes
eevee has the nicest bloom
1 Like
joseph
(J)
October 2, 2022, 1:53pm
100
How did you get such a colorful bloom? My bloom tends to wash out and be too white