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Geometry Nodes: Bend each instance to curve

As quellenform pointed, you cannot bend instances. Instance is an object inside object, so in order to get points information you have to realize instances, so that they will be converted into meshes ...
Crantisz's user avatar
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Edit each individual extrude made by Curve to Mesh node

The procedure is that you first capture the index/factor of each individual point on the base curve using Capture Attribute (this must be done after resampling!). ...
quellenform's user avatar
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Ripping vertices with more than two connected edges

I know, no one asked, but what if some vertices were already split and you wanted to keep it this way? You can do so by capturing the indices before splitting (so after splitting the new vertices ...
Markus von Broady's user avatar
3 votes
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Fill corners with faces on an adaptable mesh tool with geometry nodes

As already written in the other answer: There is hardly any useful way to get a satisfactory result only from vertical edges, so it is easier to process the horizontal edges. That's why I'm using a ...
quellenform's user avatar
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5 votes
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How to rotate instanced objects on Z-axis using geometry nodes to match face rotation

It's the same principle as here: Trying to align multiple instances of an object normal to faces using geometry nodes Except there I aligned to the bottom, and since you want consistency in animation, ...
Markus von Broady's user avatar
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How to create an Outline on generated objects with Geometry Nodes?

I needed to put a Realize Instances node before the Set Position for it to function properly.
Peter Wirdemo's user avatar
4 votes

Sampling ends of "Curve to Mesh" generated mesh or between?

To select the ends of a mesh that you have created with Curve to Mesh, simply capture the end points in the base curve beforehand with ...
quellenform's user avatar
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1 vote
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Fill corners with faces only having vertical edges

With Geometry Nodes, it is generally difficult to create faces from points or edges exactly at the positions where you would like them to be. Even Trim Curve is not ...
quellenform's user avatar
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6 votes

How to project a vertex to the nearest point along a vector?

I would think that this is the easiest way to solve it: Here I simply project vector $\vec{AC}$ onto vector $\vec{AB}$.
quellenform's user avatar
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5 votes
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How to project a vertex to the nearest point along a vector?

Given the positions of points A, B, and C, what is the position of point D on line AB such that AB is perpendicular to CD? One way to solve this is using the dot product. The dot product of two ...
Nathan's user avatar
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2 votes
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How to offset Geometry nodes rotation while scaling instances?

Your real problem is that you take a ⚫ float value in range $[0; 1]$, and interpret it as a 🌸 boolean Selection, which is a common mistake, caused by creating a group input socket by dragging from an ...
Markus von Broady's user avatar
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Normal scaling of the mesh on the surface of an object

I would delete the outer faces to make the "3 (ribbon)" object flat. You have already selected these faces in your file. Simply delete them. Then select everything that is left and flip the ...
Blunder's user avatar
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-1 votes

Analogue of "Solidify" modifier using geometry nodes

This is a strange scenario, but for a plane this worked. It's two extrude meshes, one set to zero and the other to the "solidify" size.
Seph Reed's user avatar
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1 vote

How do I conditionally select an index within geometry nodes?

I think the reason a switch geometry doesn't work with fields (geometry-context based data) is because there are two contexts, and it could turn out that it wouldn't be a switch node but rather a join ...
shmuel's user avatar
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1 vote
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adding modifier input with python API in 4.0

You have to use the following line to create the new input instead: modifier.node_group.interface.new_socket('Point Color', socket_type='NodeSocketMaterial')
Linus's user avatar
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1 vote

GeoNode "Points to Curves": how to make curves for each distinct vertex group in mesh

(Using Blender 3.6.1 and python) Here is a piece of code to create the 'id' attribute and to set its value per vertex : ...
StefLAncien's user avatar
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Geometry nodes, follow the deformation

by adding a sample nearest surface, it works when scaled down, but it won't work when scaled up. It is sampling the nearest point on the surface. When that surface is scaled down, the nearest point ...
Nathan's user avatar
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6 votes

How does a monkey head touch a cube

Add a Store Named Attribute in a simulation zone. I called it status. Store a boolean with the value $1$ on it. The selection, to which this attribute is applied, is driven by a mesh boolean between ...
Leander's user avatar
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7 votes
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Creating a Card Stack with Geomery Nodes

Perhaps you could get a nice result with just one Noise Texture with the right settings, but I find it easier to reason about multiple separate noise textures: First a noise texture giving a basic ...
Markus von Broady's user avatar
2 votes
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Trim curve based on radius of control points using geometry nodes

In this particular case, I would not use the Trim Curve node if I were you, for two reasons: When trimming, the values for the radii are interpolated, so you end ...
quellenform's user avatar
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1 vote
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Set color attribute of selected vertices/vertex group

Use a switch or a mix node: ...
Markus von Broady's user avatar
0 votes

geometry node: mesh as curve profile

If the profile shape you want to use is a Mesh object, you can convert it to Curve object to be able to choose it, while selecting the other Curve used for the hair strand length, in Properties panel &...
robinfredericf's user avatar
1 vote

GeoNode "Points to Curves": how to make curves for each distinct vertex group in mesh

(Using Blender 3.6.1) From the above picture, it seems that every Vertex Group is a different Attribute. For a vertex belonging to a Vertex Group, the value is the Weight set in Edit Mode; for the ...
StefLAncien's user avatar
6 votes

Creating a Card Stack with Geomery Nodes

Basically, you need to rotate and translate the instances using a noise texture. I found that tweaking the pivot of the rotation helps. The result looked good, but was missing something. In the ...
Mr A's user avatar
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2 votes
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How do I conditionally select an index within geometry nodes?

You can conditionally select an index within geometry nodes just as you are doing. You could send this selection that you have, via your math node, to any number of operations that operate on ...
Nathan's user avatar
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4 votes

Creating a Card Stack with Geomery Nodes

You can play with the Voronoi texture node to get different results. All you really need from my node tree is the Set Position, Combine XYZ and Voronoi Texture nodes.
Prokop Sodomka's user avatar
0 votes

How do you align modular instances so they face outward using geometry nodes?

I was able to produce a limited success with most of the geo nodes I worked on from this question. The proviso was that a) the corner squares can have two instances on them. This means the instances ...
common_goldfish's user avatar
2 votes

How can I match the radius of the curve to the point's scale when the points are moving?

If you want the points to use the radius of their current locations, just sample the curve radius at the position and set the point radius to the value. But if you want the change of radius between ...
Hulifier's user avatar
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4 votes
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How to make circular dependency work on two objects with modifiers + Geometry node

Usually, what you need to do to make what seems to be a circular dependency work, is to reconceptualize exactly what you want so that you can build it without any circular dependencies. You have a ...
Nathan's user avatar
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4 votes

What is the calculation order of the geometry nodes / objects in the scene?

Can you provide an example that confuses you? The ordering is pretty simple: Blender assembles a scene, analyzing each element, and connects those elements into a dependency graph mentioned by Robin ...
Markus von Broady's user avatar
1 vote
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How to add a falloff to noise textures?

One way to achieve the falloff is by scaling the displacement down with the distance from an empty object. The screenshot below shows how I did that. I prefer to use an empty object to be able to move ...
Mr A's user avatar
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1 vote
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Geometry node paved path

Here's a simplified setup to fill a path with bricks, you could improve it in multiple ways, for example by resampling the curves by length (just one node), or deal with possible pinching (much more ...
Markus von Broady's user avatar
0 votes

Coloring volumes based on original point attributes

As I understand it, the problem is that the ray traveling in the volume cannot read data from the geometry surface. For obvious reasons – it does not touch the surface, but is reflected inside the ...
ugorek's user avatar
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3 votes

Geometry node paved path

Nearly the same as this question. And still a not perfect answer, but that could do the job (?)... Get the pavement tile size in its X axis, add a delta because of the rounded part (if not they will ...
lemon's user avatar
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Geometry nodes not rendering

You have a 'group output' here: Remove it and as CDRX said replace the viewer by a group output.
lemon's user avatar
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1 vote

Geometry nodes not rendering

Your very last node is a Viewer, a node that lets you temporary preview the output of your node tree at different points. It's a debugging tool, not an output. Replace it with a Group Output and it'll ...
CDRX's user avatar
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3 votes
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Geometry nodes, how to rotate a face?

Yes, there is a way. You will need to select each face by Index, offset it's center and then rotate it using set position node. Here is an example only for one face. ----------------------------------...
retr0's user avatar
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Input attribute: take a frame number or marker, movable in the dope sheet

From comments: I want to get a kind of driver reading the time value of the marker (or a given reference frame) We can do this, but it's kind of a "stupid Blender trick." It's not ...
Nathan's user avatar
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1 vote
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Geometry nodes face count per instances

It is now possible to get the face count of each instance using the repeat zone
Alex's user avatar
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5 votes
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search field in geometry nodes

As Chris said, he missed this in the video. I have very little experience with Geometry Nodes. In addition to this case, I have seen in other tutorials that clicking and dragging from a node socket ...
curious_1's user avatar
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4 votes
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How do I adjust the scale of items placed in a circle with Geometry Nodes?

here is a node setup for the poles, so you know how to do it. You have to add the flag manually with some additional nodes.
Chris's user avatar
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Smooth/delay position as a function of time

To solve problems like this, we can recreate physics in GN, which is possible but tedious, or we could just use the existing physics system that comes with Blender: To recreate a "stepped" ...
Nathan's user avatar
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3 votes
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Solving mathematical XYZ equations in geometry nodes?

So, this is one way to do it. The results are looking very similar to the Results of the XYZ Math Function addon. The XYZ Math Surface can be used to construct meshes for parametric surfaces. The ...
smice's user avatar
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4 votes

How to perform a "bridge edge loops" on two geometries using nodes

It seems in your case simply joining and using Convex Hull node will work:
Markus von Broady's user avatar
6 votes
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How to perform a "bridge edge loops" on two geometries using nodes

It depends a lot on what you really want to do in the end and what your shapes are like, but starting with two simple shapes you could solve this as follows: Here I use as a starting point the shape ...
quellenform's user avatar
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1 vote
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How to join two separate objects using geometry nodes

To solve the "Join Geometry" problem, you need to select "Relative" in the "Object Info" node.
Tobias Einarsson's user avatar
5 votes

Ripping vertices with more than two connected edges

In GN, it can be done as follows: Mark vertices with more than 2 edges (Capture Boolean) Rip all vertices After ripping, move marked vertices towards centres of their edges Weld unmarked vertices ...
Robin Betts's user avatar
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2 votes
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How to move specific vertices/edges after extrusion with Geometry Nodes?

If, as you show in your example, you extrude a mesh and scale the extruded faces, the newly created points are always indexed according to a specific scheme: Therefore, you would simply have to ...
quellenform's user avatar
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Move select linked based on proximity using Geometry Nodes

You can calculate the average position per mesh island and use it as the source for the Geometry Proximity. To calculate, divide the sum of positions by the amount of points, values that can be ...
Hulifier's user avatar
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2 votes

Creating a parabolic-shaped arch more automatically

Here is a more "artistic" solution: You could of course also solve this purely mathematically, but in this case it seemed more flexible and easier for me to realize it with a simple ...
quellenform's user avatar
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