Muting nodes by type
If it is necessary to exclude all nodes of a certain type from the shader calculation, they can be muted by their type. The muted node remains in the node tree, retaining all links, but doesn’t affect the final result.
If it is necessary to exclude all nodes of a certain type from the shader calculation, they can be muted by their type. The muted node remains in the node tree, retaining all links, but doesn’t affect the final result.
When we use “Position”, “Index”, “Normal” or any other nodes from the “Input” group in Blender Geometry Nodes we need to be clear about exactly what information they provide.
Features of using nodes from the Input group in Blender Geometry NodesRead More »
In Blender with Geometry Nodes, we can create several mesh instances (copies of a mesh), distribute them along a curve, and slide them along this curve to the desired position.
Sliding instances along a curve in Blender using Geometry NodesRead More »
When we create a Geometry Nodes node tree by a script, after building the node tree itself, the Geometry Nodes attributes need to be set in order to access these attributes from other areas, for example, from the Shader Node tree.
How to manage the Geometry Nodes attribute by the output of the geometry node treeRead More »
With Geometry Nodes in Blender, we can easily transform any object into its UV map.
And it is not necessary to bake the coordinates transformation of its points into shape keys. With the Geometry Nodes, we can do this very simply.
Transforming mesh to its UV map with Geometry Nodes in BlenderRead More »
If we are placing instances with Geometry Nodes, applying this modifier will destroy all the instances.
Applying the Geometry Nodes modifier with instancesRead More »
The ColorRamp node can be quickly filled with the desired colors from the palette image with automatic separators creation.
Quick filling the ColorRamp node with colors from the paletteRead More »
We can make a mesh move along a curve in Blender using Geometry Nodes. Let’s take a simple example of how to do this.
When we create complex shaders in Blender, consisting of a large number of node groups, the menu for adding new nodes to the material gets clogged up very quickly. In a long list of node groups, it becomes difficult to find the one we need, and even a search does not always save the day. The list of node groups in the menu can be reduced by hiding unnecessary node group names from it.
The Mapping node does not exist in Blender Geometry Nodes by default. However, we can build it ourselves.