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3 votes
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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 ...
Nathan's user avatar
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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:...
Nathan's user avatar
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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} \...
StefLAncien's user avatar
2 votes
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How to move selected vertices along their normals in Edit mode by script?

In Edit Mode use bmesh: ...
Markus von Broady's user avatar
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. ...
Mr A's user avatar
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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 ...
Hulifier's user avatar
  • 5,878
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: ...
moonboots's user avatar
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