- User Since
- Jun 7 2018, 6:40 AM (153 w, 3 d)
Sat, Apr 24
I was trying to recreate array linear modifier with the node. I think primitive nodes quite suitable for this. And it's very convenient that the Offset mode is able to generate one point because there are cases when generating of one object is what is expected from the array modifier. Also it's convenient sometimes to generate arrays with the end points mode interface.
Thu, Apr 22
Mon, Apr 19
Apr 16 2021
Apr 15 2021
Apr 13 2021
Was other alternatives considered to boolean selection? It seems to me that the approach does not cover all use cases. For example what if I want to find bounding boxes of all separate from each other mesh elements (islands). Now the node can only find bounding box of entire mesh. With boolean mask it will be able to find bounding box for only part of selected mesh. How should the solution look?
In Sverchok there is one node which can generate all util information about mesh elements.
This is what I found more or less convenient
Apr 12 2021
Mar 22 2021
Sorry, did not thought that example file will be useful here.
Mar 17 2021
Mar 16 2021
When I use Point separate node with attribute created via Python API positions are also being reseted. Is it relevant to this issue or I have create another?
Mar 12 2021
Is it going convert float to integer node to be added, or this conversion will be done automatically, or attribute nodes will get ability to deal with intigers?
Mar 11 2021
Looks I see the problem now. I'm using a texture which values are applied, what I believe, to point attribute dens1. But according that the density of points in the mesh is not high new instanced points does not fit with the texture.
Mar 10 2021
Probably at least add new attribute item could be shown in the drop down list? It would be less confusing I think. Now it looks like as you can't use any attribute names.
Mar 9 2021
Now I see what I made wrong. To see error icon in the error node header would definitely be helpful.
One of the use cases for using spreadsheets would be to show output content of nodes in custom node tree editor. But in case of Sverchok add-on I don't see how this could be done without low level API to spreadsheet editor because output of most nodes is just Python data. Sverchok generates Blender data blocks only to show result of whole node tree.
Could this issue also receive attention? It's quite relevant.
Mar 5 2021
Will asset manager support custom node tree data blocks so such add-ons as animation nodes or sverchok could use to save some node trees?
Feb 8 2021
Feb 6 2021
Feb 5 2021
I was basing on documentation of getting access to bmesh layers (https://docs.blender.org/api/current/bmesh.html#customdata-access) in my attempt.
Feb 4 2021
It looks like at least position attribute of collection geometry can't be edited. I would expect that geometry instanced from collection would be shifted according vector settings. Is it works as intended?
Jan 14 2021
I'm wondering why theA type B parameter of the Attribute vector math node does not have vector option? It would let have more control over scaling vectors over 3 axises.
I don't know why but I was expecting the Point scale node will generate scale attribute.
Only from documentation I found out that it just scale existing scale attribute. I guess from the node appearance it's not clear its functionality. Only name of the factor property gives a clue.
Jan 12 2021
Dec 29 2020
Dec 17 2020
Dec 11 2020
I've understood the problem. It's not a bug. There should be something like transfer attributes node between points distribute and attribute math nodes. Because when points were scattering they did not inherit attributes of parent mesh I guess. So transfer attributes node should pass vertex group attribute to scattered points. So it's something GM is not capable yet.
@Hans Goudey (HooglyBoogly) Should I open bug report then?
I have a question. It looks like point distribute node can include vertex group as point attributes. In my particular case geometry has Sv_VGroup vertex group and points are scattering as I expected. But Attribute math node looks like can't perform the same trick. Nodes in yellow border work but math node with Sv_VGroup attribute does not. The question is whether the node intended to work with vertex groups as point attributes?
Nov 28 2020
Instances can be joined but boolean node seems does not work. I guess it should?
I think what you are trying to do should look like this but actually it also does not work.
Nov 27 2020
I was trying to run some examples from python docs. Looks like neither of them worked properly. Probably I was not running them correctly.
Nov 26 2020
Nov 24 2020
So the node is searching name of given attribute in mesh elements. But if two elements have the same name of attribute than one attribute is overriding another. Is it so?
Should not attribute math node hase enum of mesh element (point, polygon, corner, ...)?
Nov 21 2020
My operation system is closing all programs after several seconds of processing this tree.
Nov 20 2020
Nov 18 2020
Nov 17 2020
Nov 14 2020
Another example probably of the same bug.
Nov 13 2020
I have encountered with another bug with last build but in this time BLender looks like get into infinite loop. Should I open new task?
Don't know but half solution of the problem does not look too bad. It will make tree model more accurate so why not doing this?
It would solve several problems entirely (including the issue of this topic) which I encountered:
- When reroute is added I have to replace its socket by my one.
- There are nodes which socket types dependent on socket types to which they are connected.
- During creating node groups from selected nodes they should be copied into another node tree and extra linking should be done. I Did not check this variant but I guess it should share the same problem.
Okay. Here is MY socket. How can I switch type of socket of any other type to socket of mine?
Nov 12 2020
Here is the list of standard socket types:
The type of a socket is its class. It impossible to change class of an instance. Change socket type means to create new socket instance from another class.
Nov 11 2020
How custom operator will be notify that reroute node was connected then? What I need is that reroute always has sockets the same type as socket to which it is connected. In another topic you gave me advice to do this in update function.
Nov 10 2020
Did you read your own message posted several weeks ago?
Nov 4 2020
Funny thing is that if I'm creating link outside of update tree event (via timer call) sockets are getting their actual status immediately. How this behaviour can be explained?
Well I was going to rely on it. I have the problem of determining of active output node of a group tree. There is tree.active_output attribute which looks doing nothing. It always (almost) points to last node in node collection (my guess). I think its purpose is to be corrected manually so it could point to any you like.
The problem is that with Blender's data structure for node trees it is just very inefficient to actually check if a socket it linked or not (it requires looping over all links).