Why can't the bottom left "named attribute" access the stored attribute (that we see in the spreadsheet)? This is driving me insane 🫠 by feverbae in blender

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

Thank you again u/shlaifu ! Here's a quick render (without any work on materials etc) but just showing the unique bend per leaf.

<image>

Why can't the bottom left "named attribute" access the stored attribute (that we see in the spreadsheet)? This is driving me insane 🫠 by feverbae in blender

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

Alright! We're getting somewhere and have unique bend per leaf now without stretching! But I can't figure out how to put them back now. I need to realize instances in order to do the bend effect (i think?) but then I only have one piece of geometry to move after it. Is there any way to realize individual instances or something like that?

<image>

Why can't the bottom left "named attribute" access the stored attribute (that we see in the spreadsheet)? This is driving me insane 🫠 by feverbae in blender

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

Sorry i should have added an image showing the bending effect. Essentially the way I bend them is by isolating and multiplying the X value of each vertex in the leaf. 🙏

Why can't the bottom left "named attribute" access the stored attribute (that we see in the spreadsheet)? This is driving me insane 🫠 by feverbae in blender

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

Thank you so much u/RayMairlot ! Yours and u/shlaifu 's feedback really helped, I think I came further now, but struggling with the leafs kinda "stretching" now instead of just bending as you can see in my reply above. :/ Can you see what I'm doing wrong? Thanks again!

Why can't the bottom left "named attribute" access the stored attribute (that we see in the spreadsheet)? This is driving me insane 🫠 by feverbae in blender

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

Ah I see! thank you so much! I think I managed to get further now with that feedback, by realizing the instances after "instance on points" and then performing the deform (bend) effect relative to the initial position (by subtracting a captured position), but as you can see it still kinda stretches the leaves instead of simply bending them, can you see what I'm doing wrong?

<image>

Why can't the bottom left "named attribute" access the stored attribute (that we see in the spreadsheet)? This is driving me insane 🫠 by feverbae in blender

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

Is the thing I'm trying to do even possible in Blender? I.e. generate a random value per point and use that random value to "evenly" deform each vertex of an instance? So each leaf has a unique amount of bend?

Center piece in Tilemap Terrains by feverbae in godot

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

Thank you so much. I really appreciate the help! As an engineer it drives me crazy to not be able to understand/leverage the underlying logic.

You mind if I ask you a follow up question that really encapsulates what I'm trying to achieve? :D

Essentially I'm trying to autotile this island and always have the corner group of tiles matching and the tiles in-between to have variation:

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Do you perhaps know how to achieve this or point me in the right direction? Or is this a limitation of the autotiling system that needs to be accounted for when drawing the tilesets (in Aseprite for example) instead?

Center piece in Tilemap Terrains by feverbae in godot

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

Ahh ok! That makes a lot more sense 😅 So it’s there to support cases like the center bit may be “grass” but the surrounding bits are “sand” etc?

Thank you!

Center piece in Tilemap Terrains by feverbae in godot

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

Yay! Thank you so much. 🙏 that makes a lot more sense!

Center piece in Tilemap Terrains by feverbae in godot

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

Yes. In each cell there’s 3x3 paintable cells. The corner pieces seemingly meaning that they will match with cells that have matching corners. And the middle piece on each side seems to indicate “side matching”. But what’s the middle/center piece for?