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2021-06-30Geometry Nodes: Curve Primitive SpiralJohnny Matthews
This node creates a curve spline and gives control for the number of rotations, the number of points per rotation, start and end radius, height, and direction. The "Reverse" input produces a visual change, it doesn't just change the order of the control points. Differential Revision: https://developer.blender.org/D11609
2021-06-30Geometry Nodes: Curve Primitive SpiralJohnny Matthews
This patch adds a Curve Primitives menu in Geometry nodes with an initial entry of a star primitive. The node is a basic star pattern node that outputs a poly spline. Options control the inner and outer radius, the number of points, and the twist of the valleys. Differential Revision: https://developer.blender.org/D11653
2021-06-17Raycast geometry node.Lukas Tönne
The //Raycast// node intersects rays from one geometry onto another. It computes hit points on the target mesh and returns normals, distances and any surface attribute specified by the user. A ray starts on each point of the input //Geometry//. Rays continue in the //Ray Direction// until they either hit the //Target Geometry// or reach the //Ray Length// limit. If the target is hit, the value of the //Is Hit// attribute in the output mesh will be true. //Hit Position//, //Hit Normal//, //Hit Distance// and //Hit Index// are the properties of the target mesh at the intersection point. In addition, a //Target Attribute// can be specified that is interpolated at the hit point and the result stored in //Hit Attribute//. Docs: D11620 Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D11619
2021-06-17Geometry Nodes: Add Curve Subdivision NodeHans Goudey
This node creates splines with more control points in between the existing control points. The point is to give the splines more definition for further tweaking like randomization with white noise, instead of deforming a resampled poly spline with a noise texture. For poly splines and NURBS, the node simply interpolates new values between the existing control points. However, for Bezier splines, the result follows the existing evaluated shape of the curve, changing the handle positions and handle types to make that possible. The number of "cuts" can be controlled by an integer input, or an attribute can be used. Both spline and point domain attributes are supported, so the number of cuts can vary using the value from the point at the start of each segment. Dynamic curve attributes are interpolated to the result with linear interpolation. Differential Revision: https://developer.blender.org/D11421
2021-06-16Geometry Nodes: Separate Components NodeJohnny Matthews
Implementation of T86970. This node takes a geometry input with multiple components and outputs them by component type. Meshes, Curves, and Point Clouds support combining multiple input instances, while volumes will only output the first volume component input until suitable instance realization for multiple volumes is finished. When direct geometry instancing is implemented it will be possible to avoid realizing instances in this node. Differential Revision: https://developer.blender.org/D11577
2021-06-14Geometry Nodes: Curve Reverse NodeJohnny Matthews
This is an implementation of T88722. It accepts a curve object and for each spline, reverses the order of the points and all attributes. This is more of a foundational node to support other nodes in the future (like curve deform) Selection takes spline domain attributes to determine which splines are selected. If no selection is present all splines are reversed. Differential Revision: https://developer.blender.org/D11538
2021-06-14Geometry Nodes: Curve to Points Node for Evaluated DataHans Goudey
This node implements the second option of T87429, creating points along the input splines with the necessary evaluated information for instancing: `tangent`, `normal`, and `rotation` attributes. All generic curve point and spline attributes are copied to the result points as well. The "Count" and "Length" methods are just like the current options in the resample node, but the output is points instead of a curve. The "Evaluated" method uses the points you see on the curve directly, and therefore should be the fastest. The rotation data is retrieved from a transform matrix built with the same method that the curve to mesh node uses. The radius attribute is divided by 10 so the points don't look absurdly huge in the viewport. In the future that could be an option. For the implementation, one thing that could use an improvement is the amount of temporary allocations while resampling to evaluated points before the final points. I expect that reusing a buffer for each thread would give a nice improvement. Differential Revision: https://developer.blender.org/D11539
2021-06-09Geometry Nodes: Add Convex Hull NodeHenrik Dick
This commit adds a node to output the convex hull of any input geometry as a mesh, which is an enclosing geometry around a set of points. All geometry types are supported, besides volumes. The code supports operating on instances to avoid copying all input geometry before the operation. The implementation uses the same backend as the operation in edit mode, but uses Mesh directly instead of BMesh. Attribute transfer is not supported currently, but would be a point of improvement for the future if it can work in a predictable way on different geometry input types. Differential Revision: https://developer.blender.org/D10925
2021-06-08Geometry Nodes: new Select by Material nodeJacques Lucke
This node creates a boolean face attribute that is "true" for every face that has the given material. Differential Revision: https://developer.blender.org/D11324
2021-06-04Geometry Nodes: Curve Length NodeJohnny Matthews
This commit adds a node that outputs the total length of all evalauted curve splines in a geometry set as a float value. Differential Revision: https://developer.blender.org/D11459
2021-06-02Geometry Nodes: Add Delete Geometry NodeWannes Malfait
This node is similar to the mask modifier, but it deletes the elements of the geometry corresponding to the selection, which is retrieved as a boolean attribute. The node currently supports both mesh and point cloud data. For meshes, which elements are deleted depends on the domain of the input selection attribute, just like how behavior depends on the selection mode in mesh edit mode. In the future this node will support curve data, and ideally volume data in some way. Differential Revision: https://developer.blender.org/D10748
2021-05-28Geometry Nodes: Add Mesh to Curve NodeHans Goudey
This node creates poly curve splines from mesh edges. A selection attribute input allows only using some of the edges from the mesh. The node builds cyclic splines from branchless groups of edges where possible, but when there is a three-way intersection, the spline stops. The node also transfers all attributes from the mesh to the resulting control points. In the future we could add a way to limit that to a subset of the attributes to improve performance. The algorithm is from Animation Nodes, written by @OmarSquircleArt. I added the ability to use a selection, attribute transferring, and used different variable names, etc, but other than that the algorithm is the same. Differential Revision: https://developer.blender.org/D11265
2021-05-21Geometry Nodes: new Material Replace nodeJacques Lucke
This node can change all faces that use a specific material to use a different material. Using this node is significantly more efficient than creating a selection from all faces with a specific material index and then using the Material Assign node. Ref T88055. Differential Revision: https://developer.blender.org/D11325
2021-05-20Geometry Nodes: new Material input nodeJacques Lucke
This node is similar to the Value and Vector node. It just provides a way to use the same material in multiple nodes without exposing it outside of a node group. Differential Revision: https://developer.blender.org/D11305
2021-05-20Geometry Nodes: new Material Assign nodeJacques Lucke
This adds a new Material Assign node. It can be used to change the material used by an existing mesh or to assign a material to a mesh that has been generated from scratch. Differential Revision: https://developer.blender.org/D11155
2021-05-11Geometry Nodes: Add Attribute Vector Rotate nodeCharlie Jolly
Port vector rotate node to geo attributes. Request by @simonthommes Reviewed By: simonthommes, HooglyBoogly
2021-05-07Geometry Noes: Curve Resample NodeHans Goudey
This node generates a naturally parametarized (even length edge) poly spline version of every spline in the input. There are two modes, "Count", and "Length". These are similar to the same options for the line primitive node in end points mode. I implemented this instead of a "Sample Points" node, because for this operation it's trivial to keep the result as a curve, which is nice since it increases flexibility, and because it can make instancing simpler, i.e. using the transforms of each evaluated point rather than requiring the construction of a "rotation" attribute. Differential Revision: https://developer.blender.org/D11173
2021-05-07Geometry Nodes: Add Attribute Curve Map NodeCharlie Jolly
This node has the same functionality as the color and vector curve mapping nodes in the shader editor. Here is works on every value for the selected attribute, and it can also output a float value. Other than that, the implementation is quite straightforward-- almost completely boilerplate code. Differential Revision: https://developer.blender.org/D10921
2021-05-03Geometry Nodes: Initial basic curve data supportHans Goudey
This patch adds initial curve support to geometry nodes. Currently there is only one node available, the "Curve to Mesh" node, T87428. However, the aim of the changes here is larger than just supporting curve data in nodes-- it also uses the opportunity to add better spline data structures, intended to replace the existing curve evaluation code. The curve code in Blender is quite old, and it's generally regarded as some of the messiest, hardest-to-understand code as well. The classes in `BKE_spline.hh` aim to be faster, more extensible, and much more easily understandable. Further explanation can be found in comments in that file. Initial builtin spline attributes are supported-- reading and writing from the `cyclic` and `resolution` attributes works with any of the attribute nodes. Also, only Z-up normal calculation is implemented at the moment, and tilts do not apply yet. **Limitations** - For now, you must bring curves into the node tree with an "Object Info" node. Changes to the curve modifier stack will come later. - Converting to a mesh is necessary to visualize the curve data. Further progress can be tracked in: T87245 Higher level design document: https://wiki.blender.org/wiki/Modules/Physics_Nodes/Projects/EverythingNodes/CurveNodes Differential Revision: https://developer.blender.org/D11091
2021-04-27Geometry Nodes: initial Attribute Transfer nodeJacques Lucke
This is a first version of an Attribute Transfer node. It only supports two modes for mapping attributes from one geometry to another for now. More options are planned for the future. Ref T87421. Differential Revision: https://developer.blender.org/D11037
2021-04-19Geometry Nodes: new Switch nodeEitan
This is a first iteration of a switch node. It can only switch between two inputs values based on a boolean. A more sophisticated switch node that has an integer selector will probably come later. Currently, the geometry nodes evaluator does not support lazy evaluation of individual inputs. Therefore, all inputs will be computed currently. An improvement to the evaluator will be worked on separately. Ref: T85374 Differential Revision: https://developer.blender.org/D10460
2021-04-09Fix: Missing GeometryNodeCustomGroupRay Molenkamp
This is a minor change to add some plumbing code to support custom geo nodes. This is working the same way as the custom cycles and compositor nodes. An example add-in is attached to D10784 Reviewed By: JacquesLucke Differential Revision: http://developer.blender.org/D10784
2021-04-07Geometry Nodes: Bounding Box NodeHans Goudey
This commit adds a simple node to output the min and max of an axis-aligned bounding box for the input geometry, as well a rectangular prism mesh created from these values for convenience. The initial use case for this node is a "bounding box boolean", where doing the boolean with just a bounding box could be signigicantly faster, for cases like cutting a hole in a wall for a window. But it's easy to imagine other cases where it could be useful. This node supports mesh and point cloud data right now, volume support will come as a separate patch. Also note that there is plenty of room to improve the performance of this node through parallelization. Differential Revision: https://developer.blender.org/D10420
2021-03-26Geometry Nodes: Rename "Plane" primitive to "Grid"Hans Goudey
Although "Grid" may not be techincally correct since a grid could be 3D, it was decided to rename the "Plane" primtive to "Grid". The primitive node allows subdivisions, so the name is more consistent with the operator in the 3D view. Ref T86819 This commit includes a file subversion bump for the versioning.
2021-03-26Geometry Nodes: Add Attribute Clamp NodeCharlie Jolly
This adds a Clamp node for Geometry Nodes Attributes. Supports both Min-Max and Range clamp modes. Float, Vector, Color and Int data types supported. Reviewed By: HooglyBoogly, simonthommes Differential Revision: https://developer.blender.org/D10526
2021-03-26Geometry Nodes: Add Attribute Map Range NodeVictor-Louis De Gusseme
This commit adds a node with a "Map Range" operation for attributes just like the non-attribute version of the node. However, unlike the regular version of the node, it also supports operations on vectors. Differential Revision: https://developer.blender.org/D10344
2021-03-17Geometry Nodes: Rename "Subdivide Smooth" back to "Subdivision Surface"Hans Goudey
Following concerns raised in the commit that changed the name initially, rB2e19509e60b39837, it makes more sense to keep the "Surface" name for this node because it has a specific meaning that should not be confused with other types of subdivision.
2021-03-17Geometry Nodes: Add initial version of mesh primitivesHans Goudey
This commit includes nodes to build the following primitives: - Cone - Cylinder - Circle - Cube - UV Sphere - Ico Sphere - Line - Plane/Grid In general the inputs are the same as the corresponding operators in the 3D view. **Line Primitive** The line primitive has two modes-- adding vertices between two end points, or adding vertices each at an offset from the start point. For the former mode, there is a choice between a vertex count and a distance between each point. **Plane Primitive** This commit includes the "Plane" and "Grid" primitives as one node. Generally primitives are named after the simpler form of the shape they create (i.e. "Cone" can make some more complex shapes). Also, generally you want to tweak the number of subdivisions anyway, so defaulting to plane is not an inconvenience. And generally having fewer redundant base primitives is better. **Future Improvements** A following patch proposes to improve the speed of the cylinder, cone, and sphere primitives: D10730. Additional possible future improvements would be adding subdivisions to the cube node and rings to the cone and cylinder nodes. Differential Revision: https://developer.blender.org/D10715
2021-03-13Geometry Nodes: Add Attribute Convert nodeCharlie Jolly
The Attribute Convert node provides functionality to change attributes between different domains and data types. Before it was impossible to write to a UV Map attribute with the attribute math nodes since they did not output a 2D vector type. This makes it possible to "convert into" a UV map attribute. The data type conversion uses the implicit conversions provided by `\nodes\intern\node_tree_multi_function.cc`. The `Auto` domain mode chooses the domain based on the following rules: 1. If the result attribute already exists, use that domain. 2. If the result attribute doesn't exist, use the source attribute domain. 3. Otherwise use the default domain (points). See {T85700} Differential Revision: https://developer.blender.org/D10624
2021-03-12Nodes: Add Attribute Remove NodeFabian Schempp
This patch adds a node, that removes an attribute if possible, otherwise it adds an error message. Differential Revision: https://developer.blender.org/D10697
2021-03-08Geometry Nodes: Rename subdivision nodesHans Goudey
This makes the following changes to the name of the two geometry nodes subvision nodes: - `Subdivision Surface` -> `Subdivide Smooth` - `Subdivision Surface Simple` -> `Subdivide` Most of the benefit is that the names are shorter, but it also better mirrors the naming of operations in edit mode, and phrases the names more like actions. This was discussed with the geometry nodes team.
2021-02-19Geometry Nodes: Add simple subdivision surface nodeEitan
Add the Simple subdivision option to Geometry nodes, as a new node instead of part of the existing subdivision node because of future backend changes to the Simple option. (See T85584) https://developer.blender.org/D10409
2021-02-09Geometry Nodes: Add Combine and Separate XYZ nodes for attributesWannes Malfait
These are similar to the regular "Combine XYZ" and "Separate XYZ" nodes, but they work on attributes. They will make it easier to switch between vector attributes and float attributes. Differential Revision: https://developer.blender.org/D10308
2021-02-08Cleanup: Alphabetize function orderHans Goudey
2021-02-05Geometry Nodes: add Volume to Mesh nodeJacques Lucke
This node takes a volume and generates a mesh on it's "surface". The surface is defined by a threshold value. Currently, the node only works on volumes generated by the Points to Volume node. This limitation will be resolved soonish. Ref T84605. Differential Revision: https://developer.blender.org/D10243
2021-02-05Geometry Nodes: Add Attribute Proximity NodeVictor-Louis De Gusseme
This node calculates a distance from each point to the closest position on a target geometry, similar to the vertex weight proximity modifier. Mapping the output distance to a different range can be done with an attribute math node after this node. A drop-down changes whether to calculate distances from points, edges, or faces. In points mode, the node also calculates distances from point cloud points. Design task and use cases: T84842 Differential Revision: https://developer.blender.org/D10154
2021-02-04Geometry Nodes: new Is Viewport nodeJacques Lucke
This node outputs true when geometry nodes is currently evaluated for the viewport and false for final renders. Ref T85277. Differential Revision: https://developer.blender.org/D10302
2021-02-03Geometry Nodes: Add Collection Info NodeSebastian Parborg
Implements a node to get collection objects. These objects are then passed along as instances in the node tree. Follow up tasks: Multiple nodes does not support instancing yet: T85159 Changing collection offset does not trigger a refresh: T85274 Reviewed By: Jacques, Dalai, Hans Differential Revision: http://developer.blender.org/D10151
2021-01-26Geometry Nodes: new Points to Volume nodeJacques Lucke
This implements a new geometry node based on T84606. It is the first node that generates a `VolumeComponent`. Differential Revision: https://developer.blender.org/D10169
2021-01-21Geometry Nodes: new Attribute Sample Texture nodeJacques Lucke
This node allows sampling a texture for every vertex based on some mapping attribute. Typical attribute names are the name of a uv map (e.g. "UVMap") and "position". However, every attribute that can be converted to a vector implicitly is supported. It should be noted that as of right now, uv map attributes can only be accessed after a Point Distribute node. Ref T82584. Differential Revision: https://developer.blender.org/D10121
2021-01-13Geometry Nodes: Add "Point Translate" and "Point Scale" nodesHans Goudey
The translate node moves every point in the geometry, and the scale node multiplies the "scale" attribute of the input geometry by its input. While these operations are already possible with the "Attribute" nodes, these new nodes fit nicely with the nodes specifically for changing the "rotation" attribute that already exist, and they provide a simpler way to do the same thing. Differential Revision: https://developer.blender.org/D10100
2021-01-13Geometry Nodes: Rename "Rotate Points" to "Point Rotate"Hans Goudey
This is consistent with the other node names, giving (almost) all of the nodes in the "Point" category the same prefix.
2021-01-12Geometry Nodes: new Align Rotation to Vector nodeJacques Lucke
This adds a new Align Rotation to Vector node based on the mockup in T83669. Reviewers: HooglyBoogly, simonthommes Differential Revision: https://developer.blender.org/D10081
2021-01-11Geometry Nodes: Attribute Vector Math NodeHans Goudey
This patch implements the same operations and interface as the regular vector math node, but it runs for every element of the attribute. This should expand what's possible with geometry nodes quite a bit. Differential Revision: https://developer.blender.org/D9914
2020-12-23Geometry Nodes: new Rotate Points nodeJacques Lucke
This node updates the "rotation" attribute on points. Multiple ways to specify the rotation are supported. Differential Revision: https://developer.blender.org/D9883 Ref T83668.
2020-12-17Geometry Nodes: Point separate and attribute compare nodesHans Goudey
This patch adds two related nodes, a node for separating points and mesh vertices based on a boolean attribute input, and a node for creating boolean attributes with comparisons. See the differential for an example file and video. Point Separate (T83059) The output in both geometries is just point data, contained in the mesh and point cloud components, depending which components had data in the input geometry. Any points with the mask attribute set to true will be moved from the first geometry output to the second. This means that for meshes, all edge and face data will be removed. Any point domain attributes are moved to the correct output geometry as well. Attribute Compare (T83057) The attribute compare does the "Equal" and "Not Equal" operations by comparing vectors and colors based on their distance from each other. For other operations, the comparison is between the lengths of the vector inputs. In general, the highest complexity data type is used for the operation, and a new function to determine that is added. Differential Revision: https://developer.blender.org/D9876
2020-12-17Geometry Nodes: add Attribute Color Ramp nodeJacques Lucke
Differential Revision: https://developer.blender.org/D9861 Ref T82585.
2020-12-16Geometry Nodes: rename node to Attribute RandomizeJacques Lucke
Previously, the node was called Random Attribute. For consistency reasons, we move the "Attribute" part of the name to the front.
2020-12-11Geometry Nodes: add Attribute Mix nodeJacques Lucke
This node can be used to mix two attributes in various ways. The blend modes are the same as in the MixRGB shader node. Differential Revision: https://developer.blender.org/D9737 Ref T82374.
2020-12-10Geometry Nodes: Attribute Fill NodeHans Goudey
This commit adds a node that fills every element of an attribute with the same value. Currently it supports float, vector, and color attributes. An immediate use case is for "billboard" scattering. Currently people are using the same input to a Random Attribute node's min and max input to fill every element of a vector with the same value, which is an unintuitive way to accomplish the same thing. Differential Revision: https://developer.blender.org/D9790