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7

You can get any object's local space with the Texture Coordinate node and use the distance from its center to create a falloff.


3

I would recommend using the Geometry input node -> position for this, especially if the BD text is centered and the tubes span across one axis. To make it work right, separate that vector into XYZ, take the appropriate axis (probably the X, but whatever axis the tubes spread along) and run it through some math nodes: Absolute. Turns negative into ...


2

It seems to work fine: Select the stick called Cylinder.002. Rotate it as much as you want on the X axis, move it until it's correctly placed: Delete the other sticks, select 002, press AltD to link-duplicate, in the Transform Pivot Point menu choose 3D Cursor, rotate 120° on the Z axis: Do it again. If you need to animate the sticks, first parent the ...


0

I have found that when I create a collection instance of a collection containing a single mesh linked to an armature and make instances real it creates a duplicate armature and a new object linked to the original mesh, allowing the mesh to be animated separatly from other copies while being updated together. To clarify: Add your armature and rig to a ...


4

No. You can't. You can, however, use common input for your shading nodes and geometry nodes: the empty's position: Of course as you can see it creates gradients: So you want to change each coordinate of an inner cube to one single coordinate of that cube - most logically to the center (which is also the vertex that spawned the inner cube). First an ...


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