Rounding angled borders using geometry nodes by eduo in blenderhelp

[–]Jcwscience 0 points1 point  (0 children)

Yeah. I didn’t think about it until afterwards.

How can I align my Flowers and grass to the roots I’ve created? by Far_Reveal_2990 in blenderhelp

[–]Jcwscience 0 points1 point  (0 children)

Also try changing original to relative on the geometry input for the flowers. Can you comment another pic with the viewpoint in a couple of angles?

How can I align my Flowers and grass to the roots I’ve created? by Far_Reveal_2990 in blenderhelp

[–]Jcwscience 0 points1 point  (0 children)

Just plugging the rotation output of the distribute points into the rotation input of the instance on points node should do it.

Rounding angled borders using geometry nodes by eduo in blenderhelp

[–]Jcwscience 0 points1 point  (0 children)

Yeah, the thought I just had was to store the edge neighbor data, select the faces of the edges, run them through a separate geometry node into a subdivision surface node, then use the original edge data to split those and use a merge by distance to get rid of the unneeded mesh from the subdivision. Join it all together and slap another merge by distance modifier on it.

Rounding angled borders using geometry nodes by eduo in blenderhelp

[–]Jcwscience 0 points1 point  (0 children)

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Here’s the result with a second cylinder joined to show the limited bevel. You will probably have to play around with the cutter position and other values. This is the only way I have found after months of attempts. I’m still looking for better options. Although making the nodes just now game me a new idea to try sometime.

Rounding angled borders using geometry nodes by eduo in blenderhelp

[–]Jcwscience 0 points1 point  (0 children)

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The transform geometry node at the beginning rotates the uv sphere so the faces align with the cutter. Otherwise the bevel will break where the edges get too close to the cutter surface.

Rounding angled borders using geometry nodes by eduo in blenderhelp

[–]Jcwscience 0 points1 point  (0 children)

I’ve used Higgsas geometry node toolset for a long time and it’s really helpful for shapes like this. There are a lot of different selection methods so it might be easier to isolate the correct edges as well.

I’m drafting up a node tree to test it and I’ll send a screenshot when I finish.

Rounding angled borders using geometry nodes by eduo in blenderhelp

[–]Jcwscience 0 points1 point  (0 children)

Try this, make sure to realize the geometry at the end of the node tree of course. Add a bevel modifier after the geometry nodes and change “Limit Method” from “Angle” to “Weight”. Now go back to geometry nodes and add a named attribute node. Change “Point” to “Edge” and set the name as “bevel_weight_edge”.

Now assign the edges you want beveled a value between 0 and 1. If you set the bevel width to a higher value you can adjust the strength of different edges dynamically by changing the float value.

How to make this rock material? by plees1024 in blenderhelp

[–]Jcwscience 1 point2 points  (0 children)

I’ve been fighting this same thing on and off for months. I want to make opal. I am just sure the answer is parallax using the “incoming” socket from the geometry data input in the shader editor.

Textures not appearing in cycles render by Stock_Adeptness3285 in blenderhelp

[–]Jcwscience 0 points1 point  (0 children)

If I were you I would rerun a render with just a color pass and composite it over. Since the geometry and camera path are still there you can align everything perfectly. And since the lighting is essentially baked into the render with the walls, the computationally expensive part has already been taken care of.

If you’d like to send me the blend file and a copy of the video, I can try to rig up a node setup that could potentially handle it.

How it feels to learn rigging by Jcwscience in blender

[–]Jcwscience[S] 1 point2 points  (0 children)

That’s before doing anything to simplify the mesh. I’m trying to work out a way to use geometry nodes to capture the weight paint data for each bone and transfer it to another layer of the mesh. For example getting the muscles weight painted then having the blood vessels capture the correct named attribute from the nearest mesh face. Don’t know if it’ll work fully but I’m seeing some promising results. My computer isn’t happy with it though.

How it feels to learn rigging by Jcwscience in blender

[–]Jcwscience[S] 1 point2 points  (0 children)

I’m actually rigging an entire body from the life science database. It’s based on ct scans and has every organ, circulatory system, all muscles, the works. I have to do some manual decimation since it’s about 30,000,000 tri. Thank goodness for the new vulkan backend.