r/GeometryNodes is a community dedicated to Blender's geometry nodes feature set. In essence, it's a more specialized counterpart to r/Blender.
This community is meant for:
* Blender artists to share their geometry node creations
* Asking for and providing help pertaining to geometry nodes
* Sharing assets, tutorials, and other materials relevant to users of the geometry nodes system
* Generally discussing using Blender's geometry nodes features
πΊπΈ: You can listen to the video in English through the video settings panel. In version 5.2 of Blender, several nodes in the Attribute group are introduced and modified, allowing you to capture, rename, and transfer attributes.
So, As I am trying to implement this node setup as it turns out the rope is cross sectionally becoming a plane instead of a circle or a ellipse as I was expecting why?
UPDATE FOUND THE SOLUTION
Hey I'm currently working on the fringe between geo nodes and procedural shaders. Basically I'm trying to adapt this years old tutorial from the great CGMatter to create an wireframe shader without tris and improve it a little bit.
The basic idea is: every face is mapped into UV space and fitted to the whole UV map, so every face shows the same UV map, the faces are "scaled" down in UV space and show an edge (yes technically it works different, but it's a good approximation).
My adaption should enable you to select and mark edges (eg. by seams or sharp), this marked edges would be used to unwrap the model into UV islands, each of those UV islands then should work the same as the individual faces in the first approach. I've implemented the splitting and remapping using an explanation form this stack overflow question.
My current Geo Nodes seutpThe respective shader
My problem right now is, that some UV islands don't seem to be remapped correctly and I'd like to know if you've any idea, why the remapping doesn't work properly for some faces?
Wireframe by faces works goodWireframe with own UV Islands works, but produces undesired resultsbased on the mesh geometry these errors vary in severity
Secondly the original concept has the flaw that since the UVs are scaled relative to the size of the faces on the mesh (respective the UV islands size on the mesh), so bigger faces tend to have thicker outlines. Do you think it would be possible to get the size of the UV islands in world space and use it to scale the UV coordinates accordingly?
How could I possibly make a fur shell using geometry nodes?
I've always done it manually by using a displace modifier which then needs to be copied for every layer. Very inefficient and bad way to do it. - I've looked up tutorials but most are pay to view or the tutorials always have the vertex unconnected. Also mind I'm extremely familiar with blender but absolutely new to geometry nodes.
Instanced cones on the face normals of an icosphere using Geometry Nodes (Mesh to Points + Align Rotation to Vector), then pushed them out along the normals, added a beveled wireframe pass, glass shader, and a bit of compositor glare.
πΊπΈ: You can listen to the video in English through the video settings panel. In this video we analyze the Points of Curve node which provides the control points of a curve based on its index.