I'm a complete noob with blender and just started learning geo nodes. I'm following this tutorial https://www.youtube.com/watch?v=GHGokQoqVb8&t=421s and I know it's for an old version of Blender but its driving me mad that I can't get the simplest thing to work. The guy creates a vertex group using the plane and then uses the single point in the middle to instance a cube but the nodes he uses are no longer the same and I managed to get it only this close (definitely learned a lot while searching how to do it though) I would really appreciate it if you guys help me.
In Blender 3.2 you have the possibility to directly access individual attributes of your geometry.
A vertex group is such an attribute.
Normally a vertex group is nothing more than a float value between $0$ and $1$, which can also be directly converted to an integer or boolean value and used as a selection.
And this is exactly how you can solve the puzzle with version 3.2:
Here I use the node
Separate Geometry, which gets the vertex group as selection in the input, and outputs two separate geometries in the output, on which I then instantiate the objects.
But there is another solution:
Here I first put the objects to be instantiated into a collection.
With the node
Collection Info these are fetched and made available as instances by activating Separate Children in alphabetical order.
If I then put the vertex group into the input Instance Index of the node
Instance on Points and additionally select the option Pick Instance, the same result is achieved as before.
Since the vertex group contains a value from $0$ to $1$, either one or the other object is selected.
PS: To get an overview of the nodes in different Blender versions, I recommend this post:
Can't find the node! Which node is available in which Blender version?
Quellenform has answered your question, so this post isn't meant to be accepted, it's just a side-note to point out that if it's the pattern you're after, it can be made with old-style modification of any quad surface.. e.g. from a plane:
- Subdivide (Simple)
- Bevel (Vertices, with material offset)
- Edge Split and Solidify
- Displace (Normals, to separate tiles)
- Bevel (Edges)
... Which might make for a flexible workflow, in some circumstances.