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#geometrynodes

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Made some improvements to Rivets Node.
Choose a collection, and Node will place lines of rivets according to topology.
Can control Inset, Spacing, and Scale.
Rivets will rotate to match face Normals.

Added Node Group to Asst Browser. Think it's a bit muddled tho...

Continued thread

If any #blender #geometrynodes geniuses can help me out that'd be great.

I'm trying to join nearby rings of geometry together, in the nodes there I want the extruded walls to join together with the nearest ring that has no floor marked.

The missing link is how to either input the height attribute of the extrusion node here to fit with the distance to the nearest floor vertex,

Or how to merge each extruded top vertex with the floor vertex right above it.

I can't figure out how to do either.

Its 2025 and we still don't have a way to manipulate the seed point density in #Blender's voronoi texture.
I found a rather inefficient but functional workaround with #GeometryNodes: distribute points on a surface (the density is a field you can manipulate), and then use Geometry Proximity on a sufficiently high-resolution mesh to get the voronoi effect. Blurring the distance attribute then allows you to get the "distance to edge" effect.
Probably easier to write an OSL shader for this...