New answers tagged procedural
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:...
1
vote
Separate horizontal edge loops from a mesh and adjust the transform of each independently using Geometry Nodes
I don't believe geometry nodes has a conception of edge loops. Additionally, "horizontal" isn't always well-defined for every mesh. However, we can identify the loops in which you're ...
1
vote
Using curves how do i generate a grid of 1m x 1m sections with geometry nodes
It's easier if you first make the "grid", then convert it into curves like this for example
0
votes
Separate horizontal edge loops from a mesh and adjust the transform of each independently using Geometry Nodes
Select the edges you want to manipulate, press P (Separate Elements Menu) > Selection.
Then in Edit mode for that new object, go into side or front view, and then Shear (Ctrl+Alt+Shift+S) to ...
0
votes
Accepted
Intersection of procedural road cause UV artifacts
Solved by storing UV attribute right after "Geometry Generation"
1
vote
In Blender 3.5.0 how can you reverse the colour of the Voronoi Texture Distance output using math nodes?
Not an answer, just a (not so) short explanation/visualization in what range the Distance output of a Voronoi Texture set to Euclidian can result. The node generates random points (unless Random is ...
2
votes
In Blender 3.5.0 how can you reverse the colour of the Voronoi Texture Distance output using math nodes?
you can try this node setup:
i am not totally sure whether 1 is the maximum of voronoi distance - you might have to play with that value - but that's how you can invert it.
1
vote
Accepted
Geometry Nodes: Random Array Using Curves
Here is a Geometry Node set up for arranging an array of randomized by scale blocks on a Curve:
Restrictions:
*- works best on 2D curve in XY plane.
works best on convex open and closed shapes.
...
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