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I have a circle.

I add an array modifier with object offset to an empty.

I scale the empty and i get:

enter image description here

Is there a way to get constant distances of the circles? or adding a constant to the radius?

I am also open for a GN solution... ;)

enter image description here

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2 Answers 2

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You can achieve concentric circles this way for instance :

Begin with a simple new Mesh > Circle object.

enter image description here

Create a separate mesh object and add this as a new GN modifier :

enter image description here

Explanation :

Instance a line with an offset of exactly 1 in x direction, then use the x position as an index in order to change the point scale attribute accordingly. Then, move all points to the same place by setting position to (0, 0, 0).

Throw in a radius offset multiplier and the circle count as modifier inputs for flexibility.

You can get this result :

enter image description here

Note : You can get rid of the Attribute Separate node if you set the line offset to (1, 1, 1) and directly use the position attribute instead of the new x attribute but it's less readable imo :

enter image description here

Note : Even shorter, plug the offset directly into the Line node offset to get rid of the Attribute Math node.

enter image description here

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  • $\begingroup$ great! what version are u using? because in my 3.0 alpha from today...i see the circles only in edit mode :( $\endgroup$
    – Chris
    Jul 8, 2021 at 11:33
  • $\begingroup$ ok, i think you took a beziercircle....that works ;) $\endgroup$
    – Chris
    Jul 8, 2021 at 11:49
  • $\begingroup$ @Chris Hmm, I used latest 2.93.1 version. I used a displace modifier with very low strength after the GN to turn the geometry "real" though $\endgroup$
    – Gorgious
    Jul 8, 2021 at 11:57
  • $\begingroup$ Eh? Why should displacement make the geometry 'real'? Is this logic, or a random workaround until GN matures? $\endgroup$
    – Robin Betts
    Jul 8, 2021 at 12:45
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    $\begingroup$ @RobinBetts My guess is until you actually need to use a regular operation on GN geometry, it stays in this kind of "instanced" state where it's computationally more efficient to display $\endgroup$
    – Gorgious
    Jul 8, 2021 at 12:47
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You can use a single vertex + Array Modifier (constant offset) + Screw Modifier:

Number of vertices per circle is the number of steps of the Screw modifier.

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  • $\begingroup$ that's genius too! unfortunately i cannot give two checkmarks. And because Gorgious was faster...he got it. But i LOVE your solution!!! +10 (although i can only give +1) $\endgroup$
    – Chris
    Jul 8, 2021 at 11:39
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    $\begingroup$ @Chris.. I'll throw one in for you.. :) $\endgroup$
    – Robin Betts
    Jul 8, 2021 at 13:23

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