New answers tagged procedural
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How to subdivide triangles into four triangles with Geometry Nodes?
Here is my late entry. It works as follows:
Triangulate, using a "Triangulate" node.
Let n (≥1) denote the number of subdivisions each edge is to be subdivided into (i.e. n-1≥0 new ...
2
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Face Selection Issue in Geometry Nodes for odd Grid X & Y inputs
For this, you will have to alternate rows.
I created an "index" solution and a "position" solution. The index one is easier, but I thought of it only after I finished the hard one (...
2
votes
Accepted
Face Selection Issue in Geometry Nodes for odd Grid X & Y inputs
This is a simple math fact. Indices of a grid increase in columns going up (2D up, i.e. $+y$), then right ($+x$):
Imgur mirror (SE hosting has problems)
BTW, those indices are stable and not subject ...
0
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Accepted
Select points within distance to other points
Given a selected island index, these nodes separate all that are near.
(You can transform this node into a "Tool" and use "set selection" at the end instead of "separate ...
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How to Create a Random Hexagon Appearance Effect on a Surface?
After a fairly even geometry has been made to create the pan, Geometry nodes can be used to create the pattern and both the Lattice and Shrinkwrap modifier can be used to attach the pattern without ...
3
votes
Accepted
How can I select 2 corner edges which make 90 degrees between them on a grid
2D solution
This solution evaulates at vertex domain:
vertices that have 2 edges (and only 2); and
the angle between the edges is 90
PS: you can remove the "has 2 edges" verification in ...
3
votes
Accepted
Is it possible to make a procedural circular-streaks noise texture?
Make polar coordinates (radius and angle) and stretch the angle / compress the radius.
Radius = length
Angle = atan2 of y / x
3
votes
Accepted
How to mapping Texture image in all Voronoii Cells?
We can force some UV mappings procedurally
Face map
This solution considers every "direction change" in the faces as a seam. Using some math involving the global axes and the face normals, ...
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