Timeline for Geometry Nodes - Array of objects with caps
Current License: CC BY-SA 4.0
21 events
when toggle format | what | by | license | comment | |
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S Mar 7 at 21:53 | history | bounty ended | AxiDes | ||
S Mar 7 at 21:53 | history | notice removed | AxiDes | ||
Mar 7 at 21:53 | vote | accept | AxiDes | ||
Mar 7 at 14:29 | answer | added | lemon | timeline score: 1 | |
Mar 7 at 13:44 | comment | added | lemon | could you indicate the goal of the input parameters? In your node setup it seems to be a calculation that is independant from instance sizes, but... ? | |
Mar 7 at 11:35 | answer | added | Lutzi | timeline score: 1 | |
S Mar 6 at 11:19 | history | bounty started | AxiDes | ||
S Mar 6 at 11:19 | history | notice added | AxiDes | Draw attention | |
Mar 4 at 4:41 | comment | added | AxiDes | So I've given the linked blend file a look, and I'm not entirely sure if it will work in my circumstance, as it arrays ALL the objects in the collection, rather than picking a single object. I want to pick a single object from the collection randomly, and then instance it repeatedly to make up a building. So for example, we have a collection with objects "abcd", the solution linked will provide a result like "cdab" rather than "bbbb" (if "b" was the object randomly chosen). If that makes any kind of sense. | |
Mar 4 at 4:37 | history | edited | AxiDes | CC BY-SA 4.0 |
added some extra info clarifying how the setup should work
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Mar 3 at 9:58 | history | edited | AxiDes | CC BY-SA 4.0 |
added 20 characters in body
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Mar 3 at 9:50 | comment | added | AxiDes | I've definitely seen that one, though I haven't had the time to really sit down and see if I can work it into my setup. I'll definitely take a look at it again later to see if I can make sense of it. For the time being though, I've edited my question to hopefully better detail what's going on. The node setup is completely different, and the original issue has been taken care of, but it's still in the same spirit as the original question, I think. Hopefully what's been changed is alright. I've tried to detail my process in case it helps someone else at least. I've also updated the blend file. | |
Mar 3 at 9:46 | history | edited | AxiDes | CC BY-SA 4.0 |
Reformatted question to better capture the current issue, as the original has been solved.
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Mar 3 at 9:25 | comment | added | Robin Betts♦ | Check out: blender.stackexchange.com/a/251488/35559 | |
Mar 3 at 8:39 | comment | added | Robin Betts♦ | You may be able to edit this post, if you can do it concisely.. I don't think it's 'under threat'.. it's well-constructed and not an obvious duplicate.. sorry I haven't had time to address this one myself, yet. | |
Mar 3 at 7:28 | comment | added | AxiDes | Yeah, so I've more or less solved my original issue, and have buildings that generate without gaps (using single elements). I've got new issues, trying to make it work with collections instead of single objects, but I think that no longer fits within the scope of this question. I'll post my solution to the original issue in a bit. | |
Mar 3 at 5:41 | comment | added | AxiDes | Alright so I've gotten single parts to stack no matter the size using Accumulate Fields, by checking the Z value of the bounding box, and subtracting 1 (why that works I don't know). However, the question then arises of how to do it with a collection, as a collection input doesn't have a "scale" output to plug into the bounding box... | |
Mar 2 at 10:04 | comment | added | AxiDes | From my searching, it seems like what I need, but I've got no clue how to use it in this context. As mentioned in the post, I'm pretty much a beginner with GN, and while I'm picking things up slowly it's all still pretty arcane to me. | |
Mar 2 at 8:58 | comment | added | Robin Betts♦ | Maybe Accumulate Field would point the way to a general method, here? | |
Mar 2 at 8:30 | history | edited | AxiDes | CC BY-SA 4.0 |
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Mar 2 at 8:24 | history | asked | AxiDes | CC BY-SA 4.0 |