1 Geometry Node Modifier
Geometry Node Editor Geometry Node Editor
Essentially a custom modifier
2 Addition of nodes
add node
Node Node, representing a function/function.
Demo:
Add a node, geometric data|transform
connection port
Modify the parameters of the node
Geometry node modifier, which is a custom set of functions (functions)
You can give the node group a name
3 Node Operations
Node Node, representing a function/function.
in,
- node name
- On the left, the input port, the parameter
- On the right, the output port, that is, the output data
More node operations
1. Add nodes
Add from menu, or Shift+A
2. Delete node
-- Select the node first
--Right click to delete, or press x
3. Duplicate node shift+D
4. Connection port
Click the port with the mouse and drag it
5. Disconnect port
When disconnected, it must be removed from the end
6. Insert a foot horizontally
Drag the node and drop it on the target connection
7. Expand/Collapse
Example on point 4
Instance On Point, for spawning multiple instances
Similar to Array modifier, more powerful than Array.
Demo:
1. Add a plane A and add a geometry node modifier
2. Add node instance|point instance
3. Add another object as a template,
4. Add node input|object information, and specify the object
Among them, at the vertex position of object A, several instances of object B are cloned.
Key points and details
1. For ease of understanding, both objects A and B should apply scaling and rotation
2. When editing the node tree, pay attention to the corresponding name of the node tree.
5 mesh primitives
By default, the grid's own data is used as input
Among them, geometric data, that is, data such as points, edges, faces, and normal directions.
6 Rotation of the instance
Rotate instances, i.e. rotate each instance
Align Euler to Vector, which controls the orientation of each instance.
For example, radial array alignment.
Demo:
- First add a circular array
- Add Node Instance|Rotate Instance
- Add Node Utility | Align Euler to Vector
- Add Node Input | Position
Among them, the alignment axis of the object is to be adjusted.
Key points and details: To avoid ambiguity, the object should be in the same plane as the array.
(The direction of each object is related to its own position. Connecting a vector from the origin to its own position is the direction it points to, which is why the position is placed here)
7 Scaling of instances
Scale instances, i.e. modify the scale value of each instance
Use random values so that each instance has a different size.
8 Examples on Curves
Distribute instances along a curve
Demo:
Add a curve, add a geometry node modifier
Add node curve|curve→point (how to get a vertex from a curve)
Add node instance | instance on point. . .
Main points and details: The curve itself has no vertices, so the conversion of curve→point is used.
9 Curve Primitives
It can also be generated programmatically.