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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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1 vote

Add or Remove item / socket in Nodetree / Node group - New "Items Tree" - Blender 4.0

I got a solution aided by the help of the Serpens add-on and their community. In Python the code would look like this: ...
pablo-dra's user avatar
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Move select linked based on proximity using Geometry Nodes

Okay. So first what you will need to do is to convert your mesh to instances. It's a bit complicated process and it costs a lot. There is already a solution how to make it in blender 4.0. You can read ...
retr0's user avatar
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0 votes
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How to get what a node group's name is inside a material?

Gorgious has just posted an answer that will simplify your life, here. As you can: dict_of_group_to_users = bpy.data.user_map(subset=bpy.data.node_groups) But for ...
lemon's user avatar
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0 votes

How do you import a Compositing Node Set-up?

While the existing answer is correct, here is something to think about if you still can't find your node tree in the file browser when you try to link it. Pressing N in the workspace allows you to ...
ruckus's user avatar
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0 votes

How to get location of origin of all objects in selection useing geometry nodes. 3.0

I have the same problem and am unsatisfied with my hacky solution so far.. but as it seems this is at least better what you had so far. I use a collection info to extract positions of Objects. Then i ...
J.Doe's user avatar
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5 votes
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Embossed logo on glass surface using displace node looks incorrect

The differences between your model and the one in the tutorial: first of all, he sets the Strength in the Displacement node to 0.03, yours is at 0.2 - that is almost 7× larger. It also depends on the ...
Gordon Brinkmann's user avatar
1 vote
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Value node keyframe missing in graph editor

You need to select both the object in the 3D View and the node in the Graph Editor, or disable the Only Show Selected option:
moonboots's user avatar
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2 votes
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Bake sound to F-curve missing from Graph Editor Channel menu

In Blender versions 3.5 and earlier Bake Sound to F-Curves is located in the Key menu of the Graph Editor: In version 3.6 it changed to the Channel menu: In the new version 4.0 it is still in the ...
Gordon Brinkmann's user avatar
2 votes
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GN: Index of nearest node - Ignore Self position

To connect a point to all other points with a maximum distance you can use the following algorithm: Update: faster method: Create a line for every point. for every point, duplicate the lines created, ...
Hulifier's user avatar
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2 votes
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Value nodes and Node editor in 2D animation

I think you're confusing a few things, so let me explain them before answering your questions. Blender comes with pre-built setups (App Templates) focused on specific types of work. They can be ...
Mr A's user avatar
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Value nodes and Node editor in 2D animation

I found it by chance: in the bottom window segment, left of "Grease Pencil", I have an icon. Clicking on it shows several menus, such as Graph Editor and including Geometry Node Editor.
miguelmorin's user avatar
2 votes

Colors along a spiral-like axis - Node generated texture

you can use the uv map to do this. Make sure the uvs are square and fill the entire uv space. then do a node setup like this for example
Alex's user avatar
  • 1,117
4 votes

How to make murky water in Eevee engine?

You could use the Volume Absorption node, with a Separate XYZ node on Z as factor, plug a ColorRamp in both the Color and the Density input: If you want to add a god ray effect, mix it with a Noise ...
moonboots's user avatar
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1 vote
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Blender Geometry Nodes: Make Instances Real infinite loading

Finaly found a solution which worked I had to use a Collection Info instead of Object Info in Geometry Nodes and remove the Join Geometry node at the end. With this workflow the mesh for each tree is ...
DerBeton's user avatar
2 votes
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How do I link to objects movement with each other?

As mentioned in comments, you can use a driver to do that. 1- Select Cube2, right click on its Z coordinate and add a driver. Open the driver editor window, and 2- Use Cube1 and its Z rotation as ...
lemon's user avatar
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2 votes

Custom Input Names on Mapping Node?

It's a little awkward, but I think it's the closest you can get, at least without scripting or anything. Use 3 Value nodes, plugged into a CombineXYZ node. Press F2 to change the node name, and then ...
Jakemoyo's user avatar
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1 vote

How can I have multiple driver set-ups over one duplicated node group?

If you need controllable inputs it is worth considering replacing Color Ramp nodes with something else. For example, the one in your hard shadow example can simply be replaced by Map Range node that ...
Martynas Žiemys's user avatar
0 votes

How can I have multiple driver set-ups over one duplicated node group?

You may want to use custom properties on your individual objects and use them with an Attribute node set to Object type. Something like that. All Suzannes share the same material.
Gorgious's user avatar
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0 votes

how to apply my group node to multiple different materials?

In case anyone finds this while trying to do the same. At some version of Blender the functionality was added so groups from other materials (or the currently edited on) appear at the bottom of the ...
paddyg's user avatar
  • 181
3 votes
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Maze Generation with Geometry Nodes and Simulation Nodes - Attribute Updating Issue

If you use the structure of the mesh to store the variables, while keeping the current index separate from the mesh data, things become simpler $\tiny\text{I think...}$. We start with some mesh, like ...
Hulifier's user avatar
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0 votes
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Help with preventing bump mapping from affecting the glossy part of my material, file included

Mix the b&w mask called roughness_map.psd with the Voronoi Texture through a Color > Mix Color in Darken mode: Here is the map it gives:
moonboots's user avatar
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1 vote
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Blend mode ‘Darken’ in Mix RGB node is showing different color

You've plugged your Mix Color into a Principlded BSDF, while in the tuto he probably plugs it directly into the Output, the Principled BSDF will add some effects, mainly specularity (the surface ...
moonboots's user avatar
  • 145k
5 votes
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How can I detect even terrain in geometry nodes?

If you want to keep some distance from uneven terrain, you can use the Shortest Edge paths node, as it can give you the shortest path through edges to vertices defined as an end vertex. This method ...
Hulifier's user avatar
  • 5,808
4 votes

How can I detect even terrain in geometry nodes?

I would do it like this: first use a Capture Attribute node set to Vector and Face to get the normals of the faces. Plug the Attribute output into a Vector Math node set to Dot Product, as the second ...
Gordon Brinkmann's user avatar
6 votes

How can I detect even terrain in geometry nodes?

Simple terrain sample ... You can try to get selection from Edge Angle node ...
vklidu's user avatar
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1 vote
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Single Texture Multiple Mask Inefficiencies

The node group shown in the tutorial video is fine for color masking or color matching. You just need to guess the values for the tolerance. There are 3 of them "H Tolerance" for the hue, &...
Blunder's user avatar
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2 votes
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Is there a way of controlling the position and colour of a stop on a color ramp node?

This question is a bit old, but this might be useful for someone. You can use input values and drivers to control color ramp node settings. Add an input->value node Right click on the number and ...
paddyg's user avatar
  • 181
1 vote
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Is it possible to automatically create a plane between two spheres when they move and reach each other?

with this node tree: you will get this:
Chris's user avatar
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1 vote

Geometry nodes rain simulation not preserving saved frame after reopening Blender

I just didn't bake the simulation nodes... 🤦‍♂️
Victor Lopes's user avatar
1 vote
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Mesh boolean in Geometry Nodes is slow, any alternatives or workarounds available?

You can control the pie in shader nodes by using the angle component of polar coordinates, like so : The blend file contains the entire polar coordinate node group but I stripped it down to the angle ...
Hadriscus's user avatar
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