Geometry Nodes

Sorry, I am spamming, but it also looks like instanced objects cannot be used with the Boolean node.

Not working on object doing distribution:

And not working on themselves:

This is probably a limitation right now, but would open up a lot of possibilities.
Since the weight proximity did not work, my plan was to use the Boolean Node and oversized spheres to create islands where I want smaller spheres to be placed.

In the video example of miro channel I shared above, the modifiers didnā€™t had an effect on the mesh itself, only on the distributed points.
They were still instances

So indeed thereā€™s two solution for modifiers evaluation of instances : effect on real mesh (assuming there would be a non destructive way to make the instance merged into a single mesh & effect on the distributed points :thinking:

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Thanks @lone_noel that is an interesting workaround, but would get convoluted very quickly if you had to do it many times. I will have a play around with that approach, as I have been mostly avoiding nested groups.

I do love a nodal workflow for operators and seeing the general flow of a procedural setup. However when it comes to expressions, nodes do drive me nuts if I have to string a ton of them together. Generally I would much rather a single expression node with written code. I guess it is similar to vex vs vops in H. I generally prefer vex, but vops has its uses, especially when using procedural noise.

I am sure we will see some expression or python nodes in geometry nodes eventually, as it is still early days. I like the idea of being able to put an expression into any of those attribute fields, in the same way that you can in other parameter fields in blender (to auto setup a driver). You already can put a driver expression into the value input node, but I donā€™t think that works in any other node?

Would be interesting to be able to pipe a written expression in a node into the attribute field sockets. This way would be cleaner, as then the fields themselves would only accept a single attribute (especially if they ever get dropdown menus), but more complex things could be piped into them with an expression node.

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I think with instanced objects the problem might be that they need to be converted into their own data block instead of referencing data of the source object. There might be a need for a node to explicitly convert instanced copies into real objects for things like Boolean Node, or have the Boolean Node do it automatically.

Hereā€™s a solution :

-add a Ā« instance to real mesh Ā» node after instancing: then the Modifiers will have an effect on the created mesh

-if this mesh isnā€™t added, then the modifiers would have an effect on the scattered points, like the useful behavior on the video shared above.

@Miro_Horvath do you know what build it was ? Is it available somewhere ?

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do you know what build it was ? Is it available somewhere ?

Judging by the date of the video where I used it, itā€™s build from around Nov 10, 2020.

Proposing a new distribution method based on a prototype I have been working on. Point child. Primarily to allow you to create hierarchical scattering for outdoors environments.https://developer.blender.org/T84816

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@Kenzie why not just using a proximity mask ? We do that In the scatter addon. Might be easier and less complex/ more flexible as once the mask is created you can use it with any particles user would like

The only thing needed is to have the proximity modifier work with distributed points

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Definitely a consideration, the one problem Iā€™ve had with the thought is the geometry would have to be tesselated enough to support the gradient, which might be a no go with lower poly stuff. Would make it easier though if users were okay with having to divide the model a bunch. Yeah, probably its the way to go.

Shouldnā€™t it be possible to have geometry nodes to calculate a denser mesh just to know where to place the particles, and then keep the original object topology?

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Isnā€™t the more general solution to this problem a SDF? What if I want to, eventually, scatter some floating objects around each of those trees? A distance field that allows me to scatter within it might be more useful. It could also be useful to use when wanting to change some attribute of a particle based on how close it is to another 3d mesh etc.

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Hi, regarding the concept of the active modifier, I see that there are still many areas where clicking on it doesnā€™t make it active:

-Clicking on submenus titles, checkboxes or modifierā€™s name
-Changing float values
-Clicking on the handle for drag-drop

These are all instances where the modifier should but currently doesnā€™t become active.
I still think that the drifting from the hover functionalities for hotkeys resulted in a major loss in speed, so if weā€™re going to have those depending on the active state, at least the aforementioned limitations should be tackled before the release of 2.92, in order to make the active state more responsive and fast to use, now it feels almost broken to use hotkeys with modifiers.

Hi!
As of my understanding and tests, you cannot treat scattered geometry as a real one, so thereā€™s nothing you could do with that on top of Geometry Nodes modifier. However, you could scatter one geometry on top of another, and then use this for the next geometry to be scattered on top of.

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See! Modifiers worked on the generated points in old builds!
Because the generated points were vertices thus compatible with modifiers, when we did the switch to a new point type, all modifiers support got lost.

As you can see, using a weld modifier on generated point cloud was extremely efficient and useful at making the point distance themselves from each others.

many more modifiers could be extremely useful
sad that this feature went away

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yeah I really miss possibility to use shrinkwrap to stick instances to other objects.

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Isnā€™t this still the case? I could use a displacement modifier right after geometry modifier in recent builds. Sorry if I missed the point.

Just tried, didnā€™t work, no modifiers seem to support distribution nodes / point instances nodes

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Out of curiosity, does it work if interleave the modifiers? So that the points are created in a Geometry Nodes modifier, then a Weld modifier, then another Geometry Nodes modifier to instance the objects

No, it doesnā€™t work.

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Hi, guys. So, Iā€™m trying to instance a cylinder on another cylinder, but for some reason the instances are incredible squashed. Why?

Also, Iā€™m trying to use a remesh modifier to ā€œmergeā€ all the instances on the original cylinder but it doesnā€™t work. It only affects the original cylinder. What would be the ideal workflow?

Thanks a lot.