kopia lustrzana https://github.com/carson-katri/geometry-script
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<div id="content" class="content">
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<main>
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<h1 id="attributes"><a class="header" href="#attributes">Attributes</a></h1>
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<p>An important concept in Geometry Nodes is attributes. Many trees transfer attributes between geometry, using a combination of <em>Capture Attribute</em> and <em>Transfer Attribute</em>.</p>
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<p>Unfortunately, it takes quite a bit of code to use this common pattern.</p>
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<p>An important concept in Geometry Nodes is attributes. Many trees capture attributes or transfer them from one geometry to another.</p>
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<p>When using these methods, the <code>data_type</code> argument must be correctly specified for the transfer to work as intended.</p>
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<pre><code class="language-python">@tree("Skin")
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def skin():
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# Create a cube
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c = cube()
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# Capture the position
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cube_position_attribute = c.capture_attribute(
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data_type=CaptureAttribute.DataType.FLOAT_VECTOR,
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value=position()
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)
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# Create a sphere
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sphere = uv_sphere()
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# Transfer the position to the sphere
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transferred_position = cube_position_attribute.geometry.transfer_attribute(
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transferred_position = c.transfer_attribute(
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data_type=TransferAttribute.DataType.FLOAT_VECTOR,
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attribute=cube_position_attribute.attribute
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attribute=position()
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)
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# Make the sphere conform to the shape of the cube
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return sphere.set_position(position=transferred_position)
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</code></pre>
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<p>Thankfully, a convenient <code>capture(...)</code> method is available on <code>Geometry</code>, which simplifies this function quite a bit.</p>
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<p>To improve the usability of these nodes, <code>capture(...)</code> and <code>transfer(...)</code> methods are provided on <code>Geometry</code> that simply take the attribute and any other optional arguments.</p>
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<pre><code class="language-python">@tree("Skin")
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def skin():
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# Create a cube
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c = cube()
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# Capture the position
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cube_position = c.capture(position())
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# Create a sphere
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sphere = uv_sphere()
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# Make the sphere conform to the shape of the cube
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return sphere.set_position(position=cube_position())
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return sphere.set_position(position=c.transfer(position()))
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</code></pre>
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<h2 id="how-it-works"><a class="header" href="#how-it-works">How it Works</a></h2>
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<p>Internally, <code>capture(...)</code> works just like the more manual approach.</p>
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<ol>
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<li>Capture the attribute from the source</li>
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</ol>
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<p>In the example above, we capture the <code>position()</code> from the cube.
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The data type is automatically inferred from the input. If you want to customize other options, simply pass them as keyword arguments to <code>capture(...)</code>.</p>
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<pre><code class="language-python">cube_position = c.capture(position())
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cube_position = c.capture(position(), domain=CaptureAttribute.Domain.FACE) # Optionally pass other arguments available on `capture_attribute`.
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<p>The same is available for <code>capture(...)</code>.</p>
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<pre><code class="language-python">geometry_with_attribute, attribute = c.capture(position())
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</code></pre>
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<ol start="2">
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<li>Transfer the attribute to the target</li>
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</ol>
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<p><code>capture(...)</code> returns another function that calls <code>transfer_attribute</code> with the correct arguments passed automatically.
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Call this returned function (which we store in the variable <code>cube_position</code>) to transfer the attribute.
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In this example we also set the transferred cube position back onto the sphere.</p>
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<pre><code class="language-python">sphere.set_position(position=cube_position())
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sphere.set_position(position=cube_position(mapping=TransferAttribute.Mapping.NEAREST)) # Optionally pass other arguments available on `transfer_attribute`.
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<blockquote>
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<p>You must use the <code>Geometry</code> returned from <code>capture(...)</code> for the anonymous attribute it creates to be usable.</p>
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</blockquote>
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<p>Any additional keyword arguments can be passed as normal.</p>
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<pre><code class="language-python">c.transfer(position(), mapping=TransferAttribute.Mapping.INDEX)
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</code></pre>
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</main>
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@ -695,57 +695,40 @@ def terrain_generator(
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)
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</code></pre>
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<div style="break-before: page; page-break-before: always;"></div><h1 id="attributes"><a class="header" href="#attributes">Attributes</a></h1>
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<p>An important concept in Geometry Nodes is attributes. Many trees transfer attributes between geometry, using a combination of <em>Capture Attribute</em> and <em>Transfer Attribute</em>.</p>
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<p>Unfortunately, it takes quite a bit of code to use this common pattern.</p>
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<p>An important concept in Geometry Nodes is attributes. Many trees capture attributes or transfer them from one geometry to another.</p>
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<p>When using these methods, the <code>data_type</code> argument must be correctly specified for the transfer to work as intended.</p>
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<pre><code class="language-python">@tree("Skin")
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def skin():
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# Create a cube
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c = cube()
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# Capture the position
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cube_position_attribute = c.capture_attribute(
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data_type=CaptureAttribute.DataType.FLOAT_VECTOR,
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value=position()
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)
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# Create a sphere
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sphere = uv_sphere()
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# Transfer the position to the sphere
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transferred_position = cube_position_attribute.geometry.transfer_attribute(
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transferred_position = c.transfer_attribute(
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data_type=TransferAttribute.DataType.FLOAT_VECTOR,
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attribute=cube_position_attribute.attribute
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attribute=position()
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)
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# Make the sphere conform to the shape of the cube
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return sphere.set_position(position=transferred_position)
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</code></pre>
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<p>Thankfully, a convenient <code>capture(...)</code> method is available on <code>Geometry</code>, which simplifies this function quite a bit.</p>
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<p>To improve the usability of these nodes, <code>capture(...)</code> and <code>transfer(...)</code> methods are provided on <code>Geometry</code> that simply take the attribute and any other optional arguments.</p>
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<pre><code class="language-python">@tree("Skin")
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def skin():
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# Create a cube
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c = cube()
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# Capture the position
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cube_position = c.capture(position())
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# Create a sphere
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sphere = uv_sphere()
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# Make the sphere conform to the shape of the cube
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return sphere.set_position(position=cube_position())
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return sphere.set_position(position=c.transfer(position()))
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</code></pre>
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<h2 id="how-it-works"><a class="header" href="#how-it-works">How it Works</a></h2>
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<p>Internally, <code>capture(...)</code> works just like the more manual approach.</p>
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<ol>
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<li>Capture the attribute from the source</li>
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</ol>
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<p>In the example above, we capture the <code>position()</code> from the cube.
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The data type is automatically inferred from the input. If you want to customize other options, simply pass them as keyword arguments to <code>capture(...)</code>.</p>
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<pre><code class="language-python">cube_position = c.capture(position())
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cube_position = c.capture(position(), domain=CaptureAttribute.Domain.FACE) # Optionally pass other arguments available on `capture_attribute`.
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<p>The same is available for <code>capture(...)</code>.</p>
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<pre><code class="language-python">geometry_with_attribute, attribute = c.capture(position())
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</code></pre>
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<ol start="2">
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<li>Transfer the attribute to the target</li>
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</ol>
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<p><code>capture(...)</code> returns another function that calls <code>transfer_attribute</code> with the correct arguments passed automatically.
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Call this returned function (which we store in the variable <code>cube_position</code>) to transfer the attribute.
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In this example we also set the transferred cube position back onto the sphere.</p>
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<pre><code class="language-python">sphere.set_position(position=cube_position())
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sphere.set_position(position=cube_position(mapping=TransferAttribute.Mapping.NEAREST)) # Optionally pass other arguments available on `transfer_attribute`.
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<blockquote>
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<p>You must use the <code>Geometry</code> returned from <code>capture(...)</code> for the anonymous attribute it creates to be usable.</p>
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</blockquote>
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<p>Any additional keyword arguments can be passed as normal.</p>
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<pre><code class="language-python">c.transfer(position(), mapping=TransferAttribute.Mapping.INDEX)
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</code></pre>
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<div style="break-before: page; page-break-before: always;"></div><h1 id="voxelize"><a class="header" href="#voxelize">Voxelize</a></h1>
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<p>This tutorial walks you through creating a script that turns any mesh into voxels.</p>
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