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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.

The tutorial: enter image description here

My attempt enter image description here

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  • $\begingroup$ Thanks so much for the help guys! And also thank you for explaining it so clearly! I've definitely learned a couple of new things from your answers alone! $\endgroup$
    – Daniel
    Commented Sep 3, 2022 at 22:31
  • $\begingroup$ You are welcome! $\endgroup$
    – quellenform
    Commented Sep 3, 2022 at 22:38

2 Answers 2

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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:

enter image description here

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:

enter image description here

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.


(Blender 3.2)


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?

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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:

enter image description here

  1. Subdivide (Simple)
  2. Bevel (Vertices, with material offset)
  3. Edge Split and Solidify

enter image description here

  1. Displace (Normals, to separate tiles)
  2. Bevel (Edges)

... Which might make for a flexible workflow, in some circumstances.

enter image description here

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