I converted it from attributes to fields, the experience was quite good.
In terms of missing nodes, I’m missing the Extrude, so the crust has thickness, the Subdivision Surface and the Attribute Transfer. I could do without the last one, but I used it in the old system.
I actually have been making a donut scene for demo file submission since months ago ever since the prototype branch. I wanted to announce it once I get rid of all legacy nodes but since you went ahead I might as well announce mine
Still waiting for subdivision surface and mesh to curve. And then maybe I will do some clean up and annotation and post it. Now it’s not ready so I am not posting the file yet.
There can’t be enough donuts. Yours is very nice composition in general. I’d definitely want to play with the scene and see what kind of proceduralism is happening.
Yes it might be more useful to have just a curve. I wonder why it is called a “torus” knot if the equations don’t even generatre a torus??
It might feel a bit empty to just have one object and node setup in the demo. You can always provide both curves and surfaces .
@dfelinto regarding the “Geometry Nodes” status - what is the state of the system displaying attributes in the eevee render? Since version 2.93, it is impossible to create complex materials using node geometry in eevee.
“Brecht proposes Kévin works on Eevee generic attribute rendering for geometry nodes, since this is closely related to his work on Alembic generic attribute support and familiarity with this area due to the OpenSubdiv work. This might make it into 3.0 still.”
It might hurt retro-compatibility, converting old set up will be more tricky, or might be impossible to obtain exact result (there was a lot of options).
Last time I checked there were projects to revive the texture editor, is the texture editor officially dead perhaps ?
edit*
it’s also a feature regression compared to before, now users are not able to input their own textures in a geometry node modifier, having the equivalent to the displace modifier is not possible currently.
Below, was possible before, and not now since the texture data socket is no longer available:
Very strange. What are the specification of your computer? For me both on Linux and on Windows 10: Intel GPU (UHD Graphics 610), Nvidia GPU (GTX 950), Intel CPU (Gold G5400), AMD CPU (Ryzen 2600) - it does’t work.
What about procedural collection, if i need for example generate 200 objects seed from my geonodes I must convert every single one to make collection and after that I can use them to next geometry nodes, maybe make some solution?
As far as I can see, the Edge Split node In the ToDo list (if its called todo-list?)
A user still has to map all seams to sharp edges to make it work. It would be nice, if the edge split takes a selection input instead of a checkbox for “sharp” edges.
Totally agree with this, we need to be able to give the user an option to pick the texture the user wants from the modifier, not to force them to go into the node tree.
This in fact goes against share-ability because it makes more difficult to artist-users to use the tools we design…
it’s a bad regression IMHO
EDIT: It seems that we won’t loos the texture socket for the modifier and we will be able to use cycles nodes, so this comment is probably wrong (good news)