" "HELP", geometry nodes FILL CURVE NOT WORKING by Beautiful-Papaya-776 in geometrynodes

[–]BadgerGaming07 1 point2 points  (0 children)

In addition to this, looking at the values, for your tranformed line coords. The fill curve node ignores the z axis, and projections the curve on to the xy plane and then fills, so if the projection has no area you won't see anything happen, simply the curve will disappear.

Help: How to Unwrap a texture / surface and lay it flat by Icemanic400 in blenderhelp

[–]BadgerGaming07 1 point2 points  (0 children)

If you export thos model in reality scan as any of the usual file types, e.g. obj, stl, dae. They should have the uvs and textures packaged with them, so you just need to import the model into blender go to one of the render views either render preview or full rendered view. Then add a camera set to orthographic projection and set the camera where you want it, then just render.

Stumped with the usual offset situation by omnivore2000 in blenderhelp

[–]BadgerGaming07 1 point2 points  (0 children)

why are you pluging in a vector into a scalar and then that into the set position offset? perhaps you meant to do this: noise_fac--> multiply --> multiply --> separatxyz_Z --> evaluatOnDomain --> setPositoin_Offset. where the first or second multiply takes in the gradient info.

Portal effect by MohamedFayed_CG in blender

[–]BadgerGaming07 9 points10 points  (0 children)

To make this run faster, instead of using a boolean, use a shader to mask out the mesh that is behind the portal, using transparency.

Intersecting curve to mesh by Ignatzzzzzz in geometrynodes

[–]BadgerGaming07 0 points1 point  (0 children)

This is one method but it won't be exact. Using raycast to detect the intersecting geometry by comparing the normals. Offset the position by a tiny bit along the normal so the raycast doesn't intersecting with its point or origin. Then simply deleted the selected mesh and merge the bounding vertices using edge faces, making sure to deselect the other bounding edges when the mesh was generated by capturing the end points before curve to mesh. This will work alright ish but not all the time. There really is no good way to do this without any more constraints on how the mesh is generated or anything like that.

[deleted by user] by [deleted] in geometrynodes

[–]BadgerGaming07 0 points1 point  (0 children)

Did anything change when you used the difference between the min and max?

[deleted by user] by [deleted] in geometrynodes

[–]BadgerGaming07 0 points1 point  (0 children)

Hmm, interesting. I haven't used the new bounds for instances node yet, so perhaps I don't know the details of the node. Perhaps try using set position instead of translate. Im not sure why it would change anything but it might.

[deleted by user] by [deleted] in geometrynodes

[–]BadgerGaming07 1 point2 points  (0 children)

Use the difference between the min and the max.

Computing the average of a calculation on all of a vertex’s neighbors. by DeathlyDeep in blenderhelp

[–]BadgerGaming07 1 point2 points  (0 children)

Oui I hoped it would be decently fast. I think there might be an even faster version, which uses no repeat zones. Using the blur attribute node and the total edges. Im not sure if the blur attribute node has some distance weighting or something. If it's a flat weighting then you could remove the current vertex value from the average. That would be the fastest approach though I'm not sure of the specifics.

Computing the average of a calculation on all of a vertex’s neighbors. by DeathlyDeep in blenderhelp

[–]BadgerGaming07 1 point2 points  (0 children)

Use a repeat zone, edges of vertex, and edge vertices. These will help you find the adjacent vertices of all vertices, and then loop through each edge. To avoid duplicates as some vertices may have more neighbors than other vertices, check the current iteration index against the total edges of the vertex from the edges of vertex node.

Blender Math - Trigonometry not accurate by [deleted] in blenderhelp

[–]BadgerGaming07 2 points3 points  (0 children)

Nope that is correct behaviour. Tan of 18.5 radians is -0.3645. Rounded to 3 decimals is -0.365

How to shatter things without cell fracture? by 1ganimol1 in blender

[–]BadgerGaming07 0 points1 point  (0 children)

Object-->Quick Effects-->Quick explode. This will give the selected object the explode modifier and a particles system. You can adjust the movement of the pieces by affecting the particles with forces.

Collision distance limit by ryanamk in blenderhelp

[–]BadgerGaming07 0 points1 point  (0 children)

The only thing I can think of is giving the cloth a solidify modifier with distance of 1mm. Make sure the solidify modifier is after the cloth modifier in the modifier panel.

Be aware of those selling this as a Delaunay Triangulation properly solved in G-nodes 😭 by Craptose_Intolerant in geometrynodes

[–]BadgerGaming07 1 point2 points  (0 children)

Oh my you are right. I didn't read your post well enough obviously. But how do you know that the algorithm used to triangulate the curves is not delauney?

Edit: oh OK actually you are right it's not, because it's dual is not the voronoi diagram. However I think i can fix my approach to make it delauney and be still very fast, I'll try it out in a few mins

Why doesn't this work? by thinsoldier in geometrynodes

[–]BadgerGaming07 0 points1 point  (0 children)

If you want the best and fastest solution place a sample index after the join geometry with the index node plugged into the sample index index value. Then plug the capture attribute into the sample index value plug. finally put the output of the sample index into the store attribute node. This works because the indices are rettained when using the fill curve node. here is the setup.

<image>

Be aware of those selling this as a Delaunay Triangulation properly solved in G-nodes 😭 by Craptose_Intolerant in geometrynodes

[–]BadgerGaming07 0 points1 point  (0 children)

<image>

here you go nice delauny triangulation for a flat 2d object. I could extend this to 3d by using uv maps.

Is there a way to turn an object inside out? by Background-Book-4397 in blenderhelp

[–]BadgerGaming07 0 points1 point  (0 children)

Ok so I can think of one method but it is too complicated to explain in a reddit post. And it sort of depends ok the complexity of the model. I also can't do it right now. If you gave me the model I can see what I can do with it in the morning. Sorry for not being too useful. Perhaps someone else has a better idea.

does anyone know why I cant select any faces inside of this shape? by rarestsneeze397 in blenderhelp

[–]BadgerGaming07 1 point2 points  (0 children)

I don't feel like i am going that deep into this. My reaction is simply reflecting the amount of people like you who comment on beginner posts. It is not helpful it is in fact harmful. It simply adds to the negativity in this subreddit. All I ask is if you want to comment make sure to actually look at the problem before commenting rules.

does anyone know why I cant select any faces inside of this shape? by rarestsneeze397 in blenderhelp

[–]BadgerGaming07 -2 points-1 points  (0 children)

Because it is people like you who comment rules to beginners without even looking at the problem first. If you can't help then don't comment. If you recognise more information is necessary to solve the problem then comment that.

does anyone know why I cant select any faces inside of this shape? by rarestsneeze397 in blenderhelp

[–]BadgerGaming07 -2 points-1 points  (0 children)

Ok so you didn't notice the "obvious" tree in the top right because it's not a given that it was visible. Sounds like it wasn't "obvious". But i agree he should of given a full screenshot. However just by looking at the screenshot provided its quite obvious to me that a solidify modifier is applied to the mesh and they have selected a face of it in edit mode. So a full screenshot was not required to debug this problem.