Sorry, I meant baking to the texture.
These are two different questions: one is about baking, and second is about geometry nodes output as a real geometry.
Sorry, I meant baking to the texture.
These are two different questions: one is about baking, and second is about geometry nodes output as a real geometry.
Question for the devs. I saw d7c2c889a688 (Allow attribute nodes to use different domains), which is just amazing. I know parametric modelling isnât for a while, so sorry to ask ahead, but I was really curious if the nodes for procedural modelling would have the same sort of consideration?
A lot of modelling operations would benefit from specifically telling blender what domain it is using (verts, faces edges etc). Just a little dropdown menu or something would be the so nice.
That is way too early for that. I can only give a vague âyesâ as an answer.
A fun geometry nodes experiment
Grab the file from Geometry Nodes - #303 by dreamak - Blender Development Discussion - Blender Artists Community
Something for DEVS, IIRC someoneâs already mentioned it here that itâd be great to have a way to expose an attribute on object A so object B can access it. At 2:55 Iâm talking about how I had to cheat to prevent wings flap synchronized and that itâd be nice to have a way to pass animation offset to each bird instance based on a randomized float attribute made on formationâs geometry.
Iâm still trying to get the hang of basic transforms, esp. combining them together. Whatâs going wrong here? I basically want to have one value control the Z height of the default cubeâs top face, another value the Z control the height of the default cubeâs bottom face, and then compare and combine those positions.
Pseudocode: If geometry is above the object origin, have the zup attribute add/subtract to its Z height, else if behow the object origin, have the zdn attribute add/subtract to its Z height.
@oscarbaechler itâs not clear to me what do you expect from combining positions?
I think Iâm justâŚdoing it wrong, and trying to figure out how to do it right.
I think I need a mask and an invert of the mask maybe
I might be missing something here but why can we use the normal
attribute to Align Rotation to Vector as well as to displace points created by Point Distribute nodes but not to displace the surface like normal? Is this a limitation of the Normal vector changing as displacement happens or will this be patched?
(I also streamed a bit of an introduction to GN a few days ago which might help any new comers)
I think I agree with what youâre getting at. An example is that a bevel node could use attributes on vertices, edges, and maybe even faces. With that you get the power of selections, vertex groups, and even âedge groupsâ! The attribute system is only there, soon it will just be about implementing support for this in nodes like bevel.
The normal attribute on meshes just isnât implemented yet. Weâve been working on the groundwork for it, but it still needs a bit more time. Currently, the point distribute node manually calculates the normals as part of the process of sampling the mesh surface, and it provides that attribute to the points it creates.
Thatâs the idea. I had left a comment on Pabloâs Blender Today a month or two ago about what if the future blender would get edge and face groups, to which he said that would need every single modifier and physics system to be pretty much rewritten or modified to incorporate them. That would undoubtedly be a really big ouch. With geometry nodes, however, as I understand it the modifiers and nodes wonât be 1:1, which is a positive. So itâs an opportunity for a fresh start of sorts. Maybe a barrel of worms, but so powerful!
Are there plans to have the attribute proximity work with instances ? Right now it outputs 0 weight from distributed meshes
Can attributes created by Geometry Nodes currently be referenced by Shader Nodes? It doesnât seem to be working for me at the moment.
If the node doesnât work on instances then it wonât work with the object info and collection info nodes either. If you have the time, could you report that as a bug with an example file?
âWe do not support rendering attributes created with geometry nodes in Eevee and Cycles in general yet. Sometimes it works âaccidentallyâ for different reasons.â from https://developer.blender.org/T84980
The Cycles implementation is being worked on: https://developer.blender.org/D10210.
@jacqueslucke Iâm wondering, does this new bpy.types.Attribute have any connection to Geometry Nodes?
I tried to create a new attribute on a mesh with
mesh.attributes.new("attr_from_api", "FLOAT", "POINT")
and access it within GeoNodes, but failed.
In theory that should work, but it has not been tested much yet. Maybe try to delete the attribute before adding it again (maybe it exists on another domain already or so, I donât know).
If you havenât figured it out until tomorrow, you can poke me on Blender Chat again about the topic.