3
$\begingroup$

I can place an instance of an object at each index but how can I replace each instance with it's corresponding numerical index value?

img1

My goal is to show the numerical index value and where it's located at/on an object (for faces/edges/vertices) using geometry nodes.

Example: Instead of showing cylinders have it display the corresponding index value.

img2

My thought process was to:

  1. Convert each numerical index to a string and
  2. Place that string at it's corresponding index location. But ran into an issue at the start with converting the index value to a string.

Note: The goal is to do this in Geometry Nodes. Is this even possible without using a loop (which GN doesn't have yet)?

I'm using GN 3.1

$\endgroup$
1
  • 1
    $\begingroup$ i think it is not possible because [1]: i.stack.imgur.com/Aikdu.png both won't take fields, but just constants. :( $\endgroup$
    – Chris
    Mar 10, 2022 at 13:19

4 Answers 4

5
$\begingroup$

although i think it is not possible with geometry nodes (ok it is, if you make all the text-meshes by hand) ...BUT...you can do it very easy with animation nodes and geometry nodes.

Idea: let animation nodes make the collection of texts. Let GN use it and show it.

GN setup:

enter image description here

AN setup:

enter image description here

result:

enter image description here

enter image description here

$\endgroup$
2
  • 2
    $\begingroup$ Thanks...I guess it's one more thing to hope for... devtalk.blender.org/t/loops-in-geometry-nodes-proposal/21357 At least the person who wrote Animation nodes proposed loops in geometry nodes.. (Jacques Lucke) $\endgroup$
    – Rick T
    Mar 10, 2022 at 15:23
  • 2
    $\begingroup$ loops are necessary. I really hope it will come $\endgroup$
    – Chris
    Mar 10, 2022 at 16:09
3
$\begingroup$

I do not want to "steal" an accepted answer here in any way, I just want to give a proof:

Yes, the task can be solved wonderfully with Geometry Nodes!

Just in a nutshell, here is the node tree as an overview:

enter image description here

enter image description here

...please excuse this short post, I will go into more detail soon when I have more time.

$\endgroup$
1
  • $\begingroup$ Hehe.. I made one of these too.. I got interested in Ginymbi's Attribute Viewer .. (did you introduce me to it?).. and stripped it back into what seemed to me to be more resuable modules :) $\endgroup$
    – Robin Betts
    Jul 13, 2022 at 20:16
1
$\begingroup$

Was told about a great tool call index-viewer for blender which helps with this. Yes it's free.

https://artofriaz3d.gumroad.com/l/indexviewerfields

img1

The node groups is wild!!!!!

img2

$\endgroup$
0
$\begingroup$

I had the same problem, at first I thought hey cool there's a value to string node,that should work. But nah. ;) My solution is to have one instance on point node for the single digits, one for the tens and one for the hundreds. And a some math nodes to fix the positions of the digits.

I uploaded some of my tests to twitter: https://twitter.com/DaBo_de/status/1507702609993416712?s=20&t=z7y5o8JqgCGg86JQEye8og

$\endgroup$
1
  • $\begingroup$ Can't really see the image/animation/node network (to fuzzy/small). Maybe if you posted the node network here we can see how it looks / works. $\endgroup$
    – Rick T
    Jun 9, 2022 at 17:14

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .