Check the overview thread for more information about the meeting.
Present
- Dalai Felinto
- Hans Goudey
- Iliya Katueshenock
- Jacques Lucke
- Lukas Tönne
Since the Last Meeting
- The team fixed the final bugs for the 3.6 release today.
- Lukas continued work on the node panels, and settled on the basic design for the data structures involved.
- Jacques has been working on serial loops, with the initial pull request finished.
- As part of this work, the logging for “zones” like the simulation zone was formalized a bit.
- Initial support for rotation sockets has been added, with a new attribute type, and support in many multi-type nodes.
- The mix node supports supports rotations as well.
- Vertex and edge creases for subdivision surface are now exposed as generic attributes, which means vertex creases can be edited in geometry nodes.
- The team worked on various performance improvements as well.
- Iliya removed some costly selection access in a few nodes.
- Hans worked on the Mesh to Curves node, which is now significantly faster and uses less memory for single-point profiles, especially for poly curves.
- Iliya also slightly improved the Duplicate elements “face” mode.
- Simulations UI recieved a few tweaks too
- The simulation panel is ordered before other panels now.
- The cache bake directory is cleared when duplicating a modifier.
Meeting Topics
- Do we still need to add an empty material slot to primitive nodes?
- Setting the material with a selection, when the default material was used before.
- It’s causing problems like #105993: Applying geometry nodes modifier create an empty material slot for no reason
- It may be possible to change this, we’d have to look into the original commit.
- Or the empty material slots could be removed when applying the modifier.
- Seeing the materials in the spreadsheet would help for cases like this. That’s a known todo.
- We have three new sample files by Simon to demonstrate simulations for 3.6.
- Curves/hair system in an animation context.
- This didn’t make it into the agenda for 4.0
- Simulation plays an important role, otherwise the hair will just rotate based on the face/UV it’s attached to.