One of my favorite techniques in Blender is editing vertex normals to make stylized trees like in this article: link
The technique works in a nutshell like this:
- create leaves texture and model in shape of three quads
- create a blob and add particle system on it, use leaves object as source
- turn particles into independent objects, join it all into one object
- increase the size of the blob
- add data transfer modifier to the leaves and change vertex normals so they point outwards towards the blob
Relevant gif that outlines the steps
I'm trying to replicate this in geometry nodes of 3.0, but I got stuck on the last step. So, using geometry nodes 3.0, can I adjust vertex normals so they point outwards of the shape for this 'stylized shading'.