Geometry Nodes

I’m trying the 3.0 build from yesterday. I managed to align the Y axis of the instanced object to the curve tangent, any ideas on how to rotate the instances around local Y accordingly to the curve tilt?

I Intuitively tried this:

But I’m obviously missing the point.

Here’s one method. Different options might work better on the align nodes depending on the orientation of your instance object.


Though they currently share the same socket, the difference between an angle and a regular direction vector is extremely important. In your example you have a the rotation plugged into the “Vector” input, just watch out for that.

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Ahhh thanks, I suspected that was something related to what the vector socket represented. And completely forgot that I could use Normal. I’m not at my PC now, but I assume that the tilt of the curve directly controls the normal direction right? Otherwise I would still need to rotate the normal.

Just to make sure I understood the issue:

Let’s say that I want to control the roll of the elements with an arbitrary value(constant field) and not with the curve tilt.

Could I rotate ( just like I wrongly tried to do with the rotation directly) the normal with an “vector rotate” around the tangent vector before aligning the instance rotation to the normal? It would be legal since in this case, I would rotate a direction vector (the normal) and not a Rotation vector, correct?

EDIT:

I tried myself, It works, I managed to add global offset to the tilt:

Thanks a lot Hans @HooglyBoogly !!

Can someone confirm that The Raycast Node is missing/not ported yet in 3.0 build from yesterdat oct 12? Or it changed name?

Ray cast and Attr transfer is missing, planned for 3.0 :slight_smile:

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Hey folks
i “updated” the local/global matrix transforms nodes and the quaternion nodes
they are now all working with vector + fields !

Capture d’écran 2021-10-14 133429

Get here → Pasteall.org

Also if someone have a transform node with reverse option that is compatible with field/vector please poke me :grinning_face_with_smiling_eyes:

Let me know if i got something wrong (i suck at math), but well it seem to work fine :slight_smile:

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How could we get attributes from different indeces now?

E.g. if We want to mix the Positions 0 - 20 with the positions 40 - 60, how would we do it?

I guess we could use split geometry a number of times and use Attribute Transfer but that seems cumbersome and unintuitive. Also I’m not sure how AT would work without setting new attribute names.

I feel all the input nodes should also have an Index input in order to achieve this, or am I missing a more obvious way?

I saw an index range node in the geometry-node chat
not sure yet how it will be used

It would be nice to clarify that. I could be wrong but I don’t think we could get arbitrary attributes of specific indices with it.

What I do wrong? how to aligh instances along face normals?
Help please


Well i just made one

Capture d’écran 2021-10-14 162102

updated the files → Pasteall.org

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in this list I don’t see mesh boolean nodes but its need update to something like this or team got different idea for update it?
Mesh_Boolean

I’m still waiting for Fast solver option in boolean node.

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And I am waiting for mesh data being prevented when Realize (Realize Instances node / applying the modifier), or at least some workaround, until then I can’t use GNs unfortunately.

Me too! The Exact is too slow for doing booleans with many objects, eg-architectural urban scale.

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Pablo Working on some interesting things

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Thank God, you can turn them off!

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If He’ll add dash density, dash opacity and wires thickness (Separate for fields and Geo) controls that will be the perfect balance between quick customization and simplicity IMHO.

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Does anyone knows if i the current 3.0 build is there the possibility to make instances inherit instancer attributes?
In my case I’m instancing objects on a curve and I would like to store the curve point position (or just position z component) on each point of instanced geometry. I would then realize instances and move some points on each realized instance accordingly to the z height of the point on which the realized instance was originally instanced.

The Best I could do is select just the base points and just set the position z to 0, but I actually want to move a bunch of points higher than the base as well and transform them by a specific amount without flattening everything.

This is kind of what I’d like to do:

No, inherit instances isn’t possible.
But you can instance your curve, move it down and instance on the curve instance. If you need the instances on the curve, you have to make the curve instances real.