What?
We can examine the setup and perhaps gain some insight into what it is "trying" to accomplish.
In your Odd Face Index Calculation frame, let's follow the data left-to-right…
…and interrogate each in turn for "what is this node's output, conceptually?"
- Truncated Modulo
This node uses the [Bezier Segment's, Curve's Points, Point Cloud's] Point Count (hereafter: "c"). The node's output Value is c mod 2.
- Switch
A 0 or 1 subtrahend determined by c's oddness.
- Add
The greatest odd int ≤ c
- Subtract
The second-greatest odd int ≤ c
- Add
Pardon my syntax from here forward, where curly braces indicate the two possible values.
{is c even? → 2c - 4,
is c odd? → 2c - 2}
- Index
"Points of Reference" Curve To Points, point index field
- Subtract
index - 2c - {4,2}
- Multiply
2c
- Subtract
index - 2c - {6,4}
- Subtract
2c - 4
- Greater Than or Equal
bool answering, is 9's "index - 2c - {6,4}" ≥ 2 ?
- Add
index - {10,8}
- Switch
combined case |
Output value |
simplified |
c even and index - 2c - 6 ≥ 2 |
index - 2c - 6 |
|
c odd and index - 2c - 4 ≥ 2 |
index - 2c - 4 |
|
c even and index - 2c - 6 < 2 |
index - 2c - 6 + 2c - 4 |
index - 10 |
c odd and index - 2c - 4 < 2 |
index - 2c - 4 + 2c - 4 |
index - 8 |
Why?
That node tree is many things; "working", reducible, intractable, baffling…
The above was all easy enough to work out. But then what does, say, "the index 6 less than double the input count of the current index" across the realized curve's points field mean to you? You're the user of this node arrangement.
I love Geometry Nodes, and love messing about with them as much as the next Blender-er, but I humbly submit that this method of throwing nodes at a problem is a horrible way to work and clearly no way to learn. If you're borrowing and adapting someone else's complex method of accomplishing something, you should…
go back and study what exactly they're accomplishing,
borrow the parts you understand,
adapt it only with new methods and nodes and workflows you also understand.
I hope the above breakdowns perhaps gave you some insight you can use to push forward. I think this is all that can be done with your question as asked, as Blender Stack Exchange is not for requesting tutorials and project autopsies, but for pointed technical questions and solving of clear problems—which is frankly not a fitting description for the situation you're in. Please ask another question if you reduce your tree to a clear technical question. Good luck.
Store Named Attribute
Pos-Even was enough, it's not.. $\endgroup$