Timeline for In Blender 3.0, how can we control instance properties (scale, etc.) by proximity?
Current License: CC BY-SA 4.0
9 events
when toggle format | what | by | license | comment | |
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Jan 22, 2022 at 2:35 | comment | added | Marty Fouts | @GordonBrinkmann sort of. The empty shouldn't be an input, it should just be picked in the Object Info node. In that case, plugging the location into Source Position is exactly right and the only thing wrong is that the Geometry output of the Group Input needs to plug into the Target input of the Proximity node. See my just posted answer. | |
Jan 22, 2022 at 2:31 | answer | added | Marty Fouts | timeline score: 1 | |
Jan 21, 2022 at 18:00 | history | tweeted | twitter.com/StackBlender/status/1484586596972347398 | ||
Jan 21, 2022 at 13:37 | comment | added | Gordon Brinkmann | By the way: the Geometry Proximity node calculates the distance between the location of the original geometry's points or distributed points etc. to the geometry of a target object. Which means the way you connected it, it wouldn't work. The Object Info node's Geometry output has to be plugged into the Target input of the proximity node, and Source Position needs the positions of the "original" points. This will not work with an empty since it has no geometry (see comments below Nathan's answer). | |
Jan 21, 2022 at 11:10 | history | became hot network question | |||
Jan 21, 2022 at 6:04 | history | edited | Mentalist | CC BY-SA 4.0 |
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Jan 21, 2022 at 4:27 | vote | accept | Mentalist | ||
Jan 21, 2022 at 3:27 | answer | added | Nathan | timeline score: 11 | |
Jan 21, 2022 at 3:10 | history | asked | Mentalist | CC BY-SA 4.0 |