3
votes
Accepted
How to find the angle between surface normal and World Space Z up vector
We can find the green angle, in shader nodes, by taking the arccosine of the dot product of the world space normal and the world space up vector (which is, I imagine, 0,0,1, but if you're treating ...
2
votes
GN: Instances on curve points and rotating based on surface's normals
That the cubes happen to align with the grid with no displacement is just an accident-- a broken clock right twice a day. We can see that with any arbitrary transform, the cubes don't follow the grid:...
2
votes
How to find the angle between surface normal and World Space Z up vector
Assuming $\vec{e}_Z$ is the unitary world up "normal" and $\vec{n}$ is the unitary surface normal, use the cross product to get the sine of green angle $\theta$ as:
$\left| \sin{\theta} \...
2
votes
Accepted
How to move selected vertices along their normals in Edit mode by script?
In Edit Mode use bmesh:
...
1
vote
How to move selected vertices along their normals in Edit mode by script?
The code doesn't work in Edit Mode. In the modified version below, I temporarily switch to Object Mode to perform the edits, then switch back to the previous mode.
...
1
vote
Simulation Nodes: Particles with normal-aligned velocity
The attributes of the geometry entering the simulation zone not from the Simulation Input should also not enter by the Simulation Input.
You have at least these options:
Use a named attribute:
Add ...
1
vote
Bad normal smoothing around bevel after boolean
Maybe you should redo it with less vertices?
Boolean a 16 vertex cylinder with another one that is 90° rotated on Z:
Apply the Boolean, mirror, rework the topology a bit:
Bevel as much as needed:
...
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