Geometry Nodes Ep02 – Working with Geometry
🕑 Added 2022-04-15 09:06:13 +0000 UTCNow it’s time to get our hands dirty with Geometry Nodes. Let’s create our first procedural setup, that turns a triangulated model into an alien mesh structure. In this lesson you’ll learn how to use Geometry nodes to modify existing geometry and how to branch off new geometry streams inside of the node tree to create complex models.
To follow the lessons you’ll need at least Blender 3.1. You can download the software here: Download Blender
Comments
Entagma
Yes. We end up with double verts because we have the vertices on the borders in both geometries. They are not created by the extrude. The extrude just leaves the back side open. When we join the back faced in the points on the borders are there twice.
Matt Gasenshi
Does the Join Geometry create a new set of duplicate vertices which means we have to Merge By Distance? Or are those duplicates created by another node? There are no duplicates when you extrude without nodes (so long as you move the extruded vertices).
Matt Gasenshi
When we extrude for the second time with an offset and Individual unchecked I don't see why we Flip Faces on a different branch. Surely we need to flip the faces that we just extruded so they are facing inwards? It works, but it logically looks like the Flip Normals would be acting on the original geometry not the new extruded geometry, which would mean the normals of the original would face the wrong way and it would disappear in the viewport instead of the new offset geometry not being visible. My conclusion from this is that branches from an original geometry act on any new geometry created within the branches not on the original. Video 03 actually clarifies this - the second extrude is creating the exterior faces while the Flip Faces is creating the interior ones from the geometry that was fed in. I will leave this here in case its helpful for anyone.
Entagma
that‘s great to hear. I really think it is ready for replacing C4D in many cases.
CW
wow! blender has come so far from when I last checked in around 2.8, I think with geometry nodes and renderman it might start replacing my c4d workflow for fast and small projects (and at a significant savings ) - thanks for making these videos!