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I'm diving into geometry nodes today using 3.1 Alpha.

At this point I used Distribute Points on Faces and connected the Density Factor to a vertex group so I can use Weight Paint to change the value. But, here is the problem: my object will stay blue - the weight paint does not effect my object.

Part of the problem I solved already: I bypassed the Group Input's Geometry-node and used a Curve Primitive. During the Weight Paint I tried somethings and I see it only would paint the 'original' Geometry and not the geometry made from this Curve Primitive.

How can I make this work? Is there a node so I can 'convert' this into a geometry I can paint on? I attached a simplified illustration of my problem.

Weight Paint doesnt work on Geometry Node

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2 Answers 2

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Since you join an object to a primitive that doesn't have vertex groups, it isn't saved. Change the order:

enter image description here

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  • $\begingroup$ Ah this is interesting, didn't know that there was a sequence in a the join geometry node. But, still the primitive isn't weight paintable $\endgroup$
    – jspr
    Commented May 11, 2022 at 12:17
  • $\begingroup$ Of course, because it doesn't exist in mesh data. All that you edit comes from group input before GN is appled. Apply modifier as quellenform suggests. $\endgroup$
    – Crantisz
    Commented May 11, 2022 at 12:21
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The geometry created using Geometry Nodes is not editable as a mesh until you apply the modifier.

To do this, press CTRL+A and select Apply all Modifiers (or do this explicitly in the properties if you only want to apply one modifier as shown below).

Only then is the geometry available as a mesh and can be edited as usual.

enter image description here

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  • $\begingroup$ But that diminishes the whole point of using geomtry nodes, right? I'm looking for a non-destructive way $\endgroup$
    – jspr
    Commented May 11, 2022 at 12:18
  • $\begingroup$ @jspr Yes and No. Geometry nodes are still a bit new, and in some respects harmonize relatively poorly with the usual destructive workflow. The problem here in Blender is that a non-destructive workflow cannot be seamlessly combined with a destructive workflow. If you really want to have everything completely procedural, I would take a closer look at Houdini. $\endgroup$
    – quellenform
    Commented May 11, 2022 at 12:38

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