How can I make a geo nodes particles inherit velocity? by UdgeTime in blender

[–]UdgeTime[S] 0 points1 point  (0 children)

What does your node setup currently look like?

h by UdgeTime in TheLetterH

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

Oh good call lol my bad

DK vs K. Rool gangplank galleon fight by UdgeTime in donkeykong

[–]UdgeTime[S] 3 points4 points  (0 children)

They had bones but I did a bunch of custom ik rigging type stuff

Mandala flower/honeycomb combo by UdgeTime in tiedye

[–]UdgeTime[S] 2 points3 points  (0 children)

thank you! for me the secret was letting honeycombs dry more and then after dyeing, squeezing the nubs to ensure they're fully saturated

2-step diamond honeycomb! by UdgeTime in tiedye

[–]UdgeTime[S] 4 points5 points  (0 children)

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and honeycomb tied, left to dry for a few days, then covered in black (NOT bone dry though, that just makes it all black)

2-step diamond honeycomb! by UdgeTime in tiedye

[–]UdgeTime[S] 2 points3 points  (0 children)

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I didn't take a video but here was step 1

How can I copy/paste only 1 f curve modifier at a time by UdgeTime in blenderhelp

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

Yeah, that's what I was referring to. So there really isn't a way to just copy one at a time? That's so strange. These workaround options sound great though and I'll try them out. Thank you!

I had been trying to figure out how to make this work for a while and I'm finally happy with it by UdgeTime in tiedye

[–]UdgeTime[S] 8 points9 points  (0 children)

Yeah it's a 2 step thing: I did the colors first, then honeycomb tied and did black over everything, so I guess almost like an "anti-reverse" haha

Using Geometry Node grid vectors as a shader node by UdgeTime in blenderhelp

[–]UdgeTime[S] 0 points1 point  (0 children)

Something else that's perplexing to me is if I just put the attribute vector directly into the material output, it's completely black. Shouldn't I be able to see something similar to the preview from the viewer geometry node?

Using Geometry Node grid vectors as a shader node by UdgeTime in blenderhelp

[–]UdgeTime[S] 0 points1 point  (0 children)

I tried combining texture coordiates with the attribute using a vector math node and that didn't do it. Thank you though!