From ed4222258ea6fff51c17a2e244b497f03a8e0162 Mon Sep 17 00:00:00 2001 From: Hans Goudey Date: Thu, 17 Jun 2021 11:39:23 -0500 Subject: Geometry Nodes: Add Curve Subdivision Node 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 --- release/scripts/startup/nodeitems_builtins.py | 1 + 1 file changed, 1 insertion(+) (limited to 'release/scripts') diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py index fe788c2575d..e27073bca9b 100644 --- a/release/scripts/startup/nodeitems_builtins.py +++ b/release/scripts/startup/nodeitems_builtins.py @@ -501,6 +501,7 @@ geometry_node_categories = [ NodeItem("ShaderNodeCombineRGB"), ]), GeometryNodeCategory("GEO_CURVE", "Curve", items=[ + NodeItem("GeometryNodeCurveSubdivide"), NodeItem("GeometryNodeCurveToMesh"), NodeItem("GeometryNodeCurveResample"), NodeItem("GeometryNodeMeshToCurve"), -- cgit v1.2.3