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Geometry Nodes: Realize instances before passing geometry to mesh modifier.
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Authored by Jacques Lucke (JacquesLucke) on Feb 16 2021, 12:42 PM.

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Summary

This is a first step for T85281: Support piping legacy modifiers with the geometry nodes modifiers.

What's missing is that point clouds are not converted to mesh vertices yet. I'd like to add that in a separate patch.

This patch works by making instances real when there is a modifier that does not know what a geometry set is, i.e. it cannot work with instances directly.
Making instances real requires more memory and more computation time, so it is only done on demand.
If there is no other modifier after the Geometry Nodes modifier, instances will remain instances for rendering.

Note, making instances real can result in loosing some information that we do not support in geometry nodes yet. That includes some special builtin attributes like material indices, bevel weights, ...

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rB Blender

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Jacques Lucke (JacquesLucke) requested review of this revision.Feb 16 2021, 12:42 PM
Jacques Lucke (JacquesLucke) created this revision.

The code makes sense and it worked in my testing.

This revision is now accepted and ready to land.Feb 16 2021, 11:04 PM

This is my top 10 awaited feature.♥
Although, for the procedural trees' and ivys' creation, it'll be super-handy to have access to Radius.X/Radius.Y attribute, for the Skin modifier.



Hey @Damian (damian), thanks for the comment, but please avoid making feature requests in code review here. You can probably imagine how messy things would become around here if we allowed that.

rightclickselect.com is the place for feature requests, for more discussion there's always blender.chat too. Thanks.

Hey @Damian (damian), thanks for the comment, but please avoid making feature requests in code review here. You can probably imagine how messy things would become around here if we allowed that.

rightclickselect.com is the place for feature requests, for more discussion there's always blender.chat too. Thanks.

My apologies. Will try to avoid that in future.
I meant this more like a reporting that not every modifier works perfectly on top of the Geometry nodes.
I saw people are sharing their setups here on...