If you add more than one geometry node tree to a single object, the whole modifier stack is used as the mesh source. Can we use just the very first version: the source mesh and ignore the followed used modifiers?
Example: Lets say you've distributed instances on an object, then the next distribution will use the result and distribute new instances on itself. But I want to use just the souce mesh for a specific geometry nodes modifier if needed.
I've tried to use a geometry switch and the Self Object node, but it didn't work and I get the error: "Geometry cannot be retrieved from the modifier object.".
Is it possible to ignore the modifier stack in geometry nodes and always use the geometry source to be used for new modifiers?