- User Since
- Sep 29 2009, 4:43 PM (601 w, 3 d)
Tue, Mar 30
Actually Outliner and Properties are slightly to big to my taste.
Fri, Mar 26
Another stakeholder for shrinkwrap here... Ability to stick(snap) objects to terrain is an essential feature for landscapes creation. I'm talking about the scenario when terrain object isn't the instancer, but rather the target object to snap instances to. To achieve this behaviour user just need to set Wrap Method to Project(Z-axis), here are two examples:
- a polygon object is used to scatter instances, https://youtu.be/BFsq-Jc55no?t=72 in this example terrain is flat, but if there would be hills then repositioning the polygon object would cause trees to remain sticked to terrain
- a curve object is used to scatter lamps along spline. https://www.youtube.com/watch?v=zGyZ_o3TkCE&t=154s If I wouldn't use Shrinkwrap here lamps would levitate over terrain when I offset them further from center spline
Thu, Mar 25
I'm wondering, is the bisect functionality something closely tied with mesh mirror node or can it exist as a separate node?
Mon, Mar 22
Fri, Mar 19
Rather handy feature! Here's my 2cents:
Fri, Mar 12
I apologize in advance if this is not the right task to comment about it, but as I see the Display menu here I gotta ask, would it be possible to have a check box to see position attributes in world(global) coordinates, please?
Thu, Mar 11
Feb 11 2021
Feb 10 2021
Displacing mesh via Attribute Sample Texture node doesn't work because custom data(in this case UV coordinates) aren't exposed as attributes(only Points created with Point Distribute node have it). So this is just a limitation rather than a bug, right?
As far as I understand this task https://developer.blender.org/T84297 should handle this problem and open another batch of possibilities.
Feb 9 2021
Feb 8 2021
@Sergey (randum) this is not supported yet. https://developer.blender.org/T84980
"We do not support rendering attributes created with geometry nodes in Eevee and Cycles in general yet. Sometimes it works "accidentally" for different reasons. This is something I started looking into last week. We'll handle this as part of normal feature development and not as a bug fix. I created a related task for it: T85075."
Jan 23 2021
Jan 15 2021
Jan 11 2021
Nov 25 2020
Nov 13 2020
"Additionally to the minimum distance threshold it would be useful to be able to pass the point cloud information of one scattering system into the next to avoid overlapping between the systems."
I upvote this, it gets very handy while trying to eg generate various vegetation layers within a forest
just a few ideas:
(custom) node graph
modifier flow graph or just simply flow
Nov 11 2020
thanks @Jacques Lucke (JacquesLucke) , may I ask you to elaborate more on modifiers evaluation change if it won't sound like rocket science? ;)
Hi @Jacques Lucke (JacquesLucke) , I'm just curious, is there a specific reason(performance maybe?) why you have Nodes modifier assigned to PointCloud in this demo? thanks
Nov 10 2020
Not sure if it is in scope of this task, but have you considered also to allow user to mute all nodes from the selected one up to the Output node?
I don't have Houdini here right now, but if I'm not mistaken there's something similar in opposite fashion that user can preview node graph up to the selected node.
Nov 6 2020
Nov 3 2020
Oct 30 2020
Oct 20 2020
Oct 12 2020
Sep 30 2020
Ok, it seems that I'm expecting the result(2nd picture) which can't be done the way I tried to do it. Now I understand that the result is correct as the second sphere(Sphere.003) has no mesh to operate on, therefore the result is no mesh.
Anyway, would it be possible to have a checkbox "all objects within a collection as one mesh"(if Operand Type is set to Collection) in boolean modifier?
Apr 8 2020
Jan 20 2020
Thanks for the hint @ronan ducluzeau (zeauro), but still it's a weird user experience that I have to set non-zero Surface Thickness when plane has no rotation, but once Plane is rotated(either X or Y axis) it works even without non-zero Surface Thickness.
Jan 16 2020
Jan 7 2020
I'm having the same problem(version ed32db06c124 from 16 dec 2019), but do I understand well that you're able to get it working(particles generated) if start frame is set to 1? It seems so from your description... in my case whatever I set as start/end frame it doesn't generate particles at all.
Nov 27 2019
Nov 25 2019
Nov 17 2019
@Jeroen Bakker (jbakker), @Clément Foucault (fclem)
It seems that any object placed other than to (0,0,0) is having this issue. In the attached file just reset plane's position(ALT+G) and problem is gone.
Aug 5 2019
Jul 17 2019
Jan 9 2019
Dec 26 2017
Aug 9 2017
Thank you for the explanation Campbell,
Aug 8 2017
Oh, you're right Campbell, I overlooked that part. Still, it doesn't make any sense to me why only keymaps, addons, default startup,themes... should be allowed and not whatever setting in user preferences. Yes, users can still control any of user settings(eg. in Interface tab) via API, but the same way users can control via Api, those(keymaps, addons...except splashscreen), which are now allowed via app. templates. I don't understand this separation.
Aug 7 2017
Aug 6 2017
Aug 5 2017
Jul 20 2017
Jun 16 2017
Confirmed, nightly build works fine, thanks.
Apr 11 2017
Jul 7 2014
Thnx for the quick reply aligorith,