Let's say I create object primitive plane and I create a vertex group. I add one vertex of the plane into the group but leave the other 3.

Is it then possible to transform that one vertex in the group using geometry nodes?


It's possible and really really easy to do. You just need two nodes to make it happen


enter image description here

Node Setup: enter image description here Note that test is the name of the vertex group. Also the vertex group should have weight of 1

(I am using blender 2.93)

To change material_index follow this node group: enter image description here

Demonstration: enter image description here

P.s. For it to work, U have to select the target faces(editmode)-> right click-> shade smooth them

  • $\begingroup$ As a follow up question, would it be possible to change the material index instead of the position? $\endgroup$ Apr 19 '21 at 12:03
  • $\begingroup$ !My attempt uses a vertex group (r) and checks if it's weight is 0 and puts the result into a custom c attribute. The c attribute is created as boolean within vertex domain, so I convert it to d attribute that's in the face domain and is an integer. Then I'm trying to add/subtract the d attribute to/from the material index, but the material index doesn't change. $\endgroup$ Apr 19 '21 at 16:14
  • $\begingroup$ Hey, turns out I was being an idiot. You can change material_index. I have edited my answer please read it.......The key is to instead of putting material_index as result of attribute math, u have to keep a different attribute and later convert that attribute as an integer to material_index $\endgroup$ Apr 20 '21 at 11:15

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