As more and more useful nodes are popping up (https://developer.blender.org/D10308), matching the layout of the existing nodes, I really feel like the topic of the node design should be tackled sooner than later.
Another reshuffle that improves readability in my opinion:
I tried to create a nodegroup that convert XYZ Euler vector to Quaternion;
Itâs currently not working as i believe thereâs a precision problem, some decimals might be truncated?) If some wants to have fun with Quaternion in geonode i have a test file with everything set up
Based on this image, the team has plans to create some sort of ID or Index attribute to create random attributes for each point clouds/instances? If I want to make my droplets to be animated, it makes sense to have different movements for each one.
Reserved-name attributes are attributes that nodes expect to operate on. For example, the Point Instance node expects its input to have position , rotation and scale attributes.
I tried to separate points based on height using the displacement texture, but I get a wrong result. Looks like the Attribute Sample node creates attributes that are offset from the displacement texture on the surface:
I can confirm this. I also tried to use displacement modifier and Attribute sample texture node on the same object. It looks like they applies a texture differently. Changing coordinates parameter of displacement modifier did not improve the situation.
Should not the Attribute sample texture node and other modifiers have opportunity to unwarp a texture in the same way?
I thought about using that, but I canât figure out how to compare z position only. Either thereâs some new type of math, that I havenât heard of, for comparing vectors or Attribute Compare is broken⊠Itâs really hard to troubleshoot without some sort of attribute inspector.
Location is a XYZ vector, thereâs some separate vector node coming, also you can try to multiply by another vector such as (0,0,1),then doing a sum of some sort for example.
Hi, are there any news in regard of converting the generated instances into an actual object (mesh), so it can be exported to a game engine? Does it work well even for large number of instances?
Thanks for the hint. So does this mean that Attribute Compare doesnât compare xyz values separately, but combines them into one value somehow and then does the comparison?
Yay for docs! Hereâs a bit of feedback for them though:
The ânaming conventionâ section is kind of weird. Those seem like built-in attributes to me?
How to call out nodes should be consistent. On the page there is both the grammatically incorrect ... in the Point Distribute to ... as well as the much better ... created by the Point Distribute Node in... I think the inclusion of Node or just node would read better in all cases.
The notes are oddly asymmetrical. The naming convention section usually describes where the attribute is used like Used in the Point Distribute... but the top section is worded differently. Maybe have an explicit âUsed byâ example section for each note consistently?
âradiusâ, âFloatâ, âControls the size of points in the viewportâ, âUsed by: Point Distribute nodeâ etc.
âidâ, âIntegerâ, âProvides a stable value for random calculations. Mostly internal use only.â, âCreated by: Point Distribute node. Used by: Attribute Randomize nodeâ
Built in attributes are attributes that cannot be removed, and the data will always have them. Naming convention attributes are used implicitly by nodes, but theyâre just like any other attribute, and you can add them and remove them.
scale is assumed to be a vector type.
radius is only built-in for pointclouds, where itâs assumed it will have a float type.