## Endpoint Selection node

In Blender Geometry Nodes, there are many different ways to constrain the selection of objects. One of them is the use of the Endpoint Selection node when placing instances at points on the curve.

In Blender Geometry Nodes, there are many different ways to constrain the selection of objects. One of them is the use of the Endpoint Selection node when placing instances at points on the curve.

One of the usual operations in modeling is extruding a mesh from a plane of a certain profile along a given curve so that a three-dimensional shape is obtained. This could be done using Blender Geometry Nodes.

Doo-Sabin mesh subdivision based on a generalization of bi-quadratic uniform B-splines, as opposed to the more commonly used Catmull-Clark subdivision, which is based on generalized bi-cubic uniform B-splines. We can create a Doo-Sabin mesh subdivision using Blender Geometry Nodes with just two nodes.

Doo-Sabin mesh subdivision using Blender Geometry NodesRead More »

Using the Collection Info node in Blender Geometry Nodes, we can access any object located in a specific collection. By accessing objects in a collection by index, we can easily change the current displayed object, simulating a sequential object scrolling.

Sequentially iterating through objects in a collection using Blender Geometry NodesRead More »

Using the Edge Angle node, which allows us to determine the angle on a common edge of two neighboring polygons, we can easily create an analogue of the “shade autosmooth” function – automatically turning on a smooth shading depending on the polygons angle.

We can do a lot of interesting and useful things in Blender using Geometry Nodes. For example, finding the surface area of any object.

Finding the surface area of an object in Blender using Geometry NodesRead More »

With Geometry Nodes in Blender, we can control the geometry of the mesh, focusing on its bending – the angle between adjacent polygons. This allows, for example, to separate the smooth “organic” geometry and sharp “hard surface” geometry.

Controlling the angle between polygons using Blender Geometry NodesRead More »

Starting from Blender 3.6, the default display of face normals for Geometry Nodes in the Spreadsheet area has been removed. We can return the display of normals using the output attribute and the Normal node.

Using Node Groups in Blender is very convenient to simplify and optimize node trees. Having assembled a universal combination of nodes into a node group, we can easily use this group in another shader, quickly obtaining the desired result without the tedious assembly of the same nodes each time.

Creating beautiful and impressive procedural shaders or geometric nodes in Blender requires building complex node trees consisting of a large number of nodes and many connections (links) between them. After some time it becomes difficult to track where this or that link, stretched across the entire node tree “on three screens”, begins and where exactly it ends. A simple trick can help to simplify the node tree a little and reduce the number of connections – using several copies of the Group Input node.

Simplifying the node tree using several Group Input nodesRead More »