Mesh Screw Node #86901

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opened 2021-03-24 19:46:45 +01:00 by Hans Goudey · 10 comments
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{F9908143 size=full}

This task is for a port of the "Screw" modifier to a node.

Details

  • All of the "Axis" and "Axis Object" controls from the screw modifier can simply be a "Direction" input, which can be further calculated with vector math nodes, etc.
  • There can be a single "Steps" parameter, since the "Viewport / Render" difference can be calculated outside of the node.
  • The merging can likely be handled afterwards with a separate node if necessary. This may be slightly less efficient, but I think the simplicity is worth it.
  • Smooth shading can be done with a separate node, so can flipping the normals.

Related Nodes

image.png Currently geometry nodes doesn't use the normals stored in MVert, but this node would probably be good to add eventually

Further Questions

  • Generalizing "Stretch UVs": The idea for geometry nodes is to use generic float2 layers for UVs, so this option would need to be generalized a bit to include in the node
  • Calculate Order: I've seen a few bug reports come in where the solution was just to turn this option on. Maybe it should just be turned on by default and not exposed in the node UI?
{[F9908143](https://archive.blender.org/developer/F9908143/image.png) size=full} This task is for a port of the "Screw" modifier to a node. **Details** * All of the "Axis" and "Axis Object" controls from the screw modifier can simply be a "Direction" input, which can be further calculated with vector math nodes, etc. * There can be a single "Steps" parameter, since the "Viewport / Render" difference can be calculated outside of the node. * The merging can likely be handled afterwards with a separate node if necessary. This may be slightly less efficient, but I think the simplicity is worth it. * Smooth shading can be done with a separate node, so can flipping the normals. **Related Nodes** | ![image.png](https://archive.blender.org/developer/F9908155/image.png) | Currently geometry nodes doesn't use the normals stored in `MVert`, but this node would probably be good to add eventually | | -- | -- | **Further Questions** * Generalizing "Stretch UVs": The idea for geometry nodes is to use generic `float2` layers for UVs, so this option would need to be generalized a bit to include in the node * Calculate Order: I've seen a few bug reports come in where the solution was just to turn this option on. Maybe it should just be turned on by default and not exposed in the node UI?
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly

Added subscriber: @GregoryS

Added subscriber: @GregoryS
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Added subscriber: @ideasman42

Added subscriber: @ideasman42
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Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
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Currently I'm not convinced that a high level node like this is required in geometry nodes. I think it's better if we provide the tools to build node groups that accomplish similar things. This is a win for performance (easier to optimize smaller amounts of lower level code), flexibility (more building blocks to piece together for different results), and the power of the system (ultimately, more will be possible because of the previous reasoning).

Currently I'm not convinced that a high level node like this is required in geometry nodes. I think it's better if we provide the tools to build node groups that accomplish similar things. This is a win for performance (easier to optimize smaller amounts of lower level code), flexibility (more building blocks to piece together for different results), and the power of the system (ultimately, more will be possible because of the previous reasoning).

Added subscriber: @mod_moder

Added subscriber: @mod_moder

I made such a group of nodes.
It can be implemented both as an array and through profile curves and spirals.
So yes, I don't think there is much gain from a single node.

I made such a group of nodes. It can be implemented both as an array and through profile curves and spirals. So yes, I don't think there is much gain from a single node.

Added subscriber: @Stephan-Kellermayr

Added subscriber: @Stephan-Kellermayr

Just in case anyone is looking for it, here is an (almost) complete replica of the Screw Modifier based on Geometry Nodes: https://blender.stackexchange.com/a/272351/145249

PgORP.png

Just in case anyone is looking for it, here is an (almost) complete replica of the Screw Modifier based on Geometry Nodes: https://blender.stackexchange.com/a/272351/145249 ![PgORP.png](https://archive.blender.org/developer/F13406749/PgORP.png)
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Reference: blender/blender#86901
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