Using Geometry nodes, I wanted to invert my selection. I'm not sure if I'm using the correct node for this purpose but it won't let me plug the node as seen on the image below:
For my current use case, I could probably get away with the following setup:
but I wanted to know how to invert selection for when the need arises.
I tried to search for [blender "geometry nodes" "reverse selection"] and [blender "geometry nodes" "invert selection"] but nothing came out useful.
Hi Chris, thanks for your answer, it directly answered the title of my question. But I want to expand this a bit more. Here's why:
If I cascade two Triangulate nodes, it produces this:
In effect, It retained the integrity of the whole geometry.
While using Separate Geometry, it broke my geometry into two:
In effect, I lost some of the details of my input geometry:
I'm pretty sure I used the wrong node (the Separate Geometry Node) which I mentioned in my initial question because that's the only node that I had in mind. But, if I wanted actually reverse the selection of my previous node without actually separating the two geometries, how would I do that?