kopia lustrzana https://github.com/carson-katri/geometry-script
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@ -135,7 +135,7 @@
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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 capture attributes or transfer them from one geometry to another.</p>
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<p>An important concept in Geometry Nodes is attributes. Many trees capture attributes or transfer them from one domain 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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@ -185,6 +185,18 @@ geometry = my_custom_attribute.store(geometry, 0.5)
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# Use the value by calling the attribute
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geometry = geometry.set_position(offset=my_custom_attribute())
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</code></pre>
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<h2 id="attribute-sampling"><a class="header" href="#attribute-sampling">Attribute Sampling</a></h2>
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<p>In Blender 3.4+, transfer attribute was replaced with a few separate nodes: <em>Sample Index</em>, <em>Sample Nearest</em>, and <em>Sample Nearest Surface</em>.</p>
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<p>To avoid inputting data types and geometry manually, you can use the custom <code>Geometry</code> subscript.</p>
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<p>The structure for these subscripts is:</p>
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<pre><code class="language-python">geometry[value : index or sample position : domain, mode, domain]
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</code></pre>
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<p>Only the value argument is required. Other arguments can be supplied as needed.</p>
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<pre><code class="language-python">geometry[value]
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geometry[value : sample_position, SampleMode.NEAREST]
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geometry[value : index() + 1 : SampleIndex.Domain.EDGE]
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</code></pre>
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<p>Try passing different arguments and see how the resulting nodes are created.</p>
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</main>
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@ -694,7 +694,7 @@ 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 capture attributes or transfer them from one geometry to another.</p>
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<p>An important concept in Geometry Nodes is attributes. Many trees capture attributes or transfer them from one domain 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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@ -744,6 +744,18 @@ geometry = my_custom_attribute.store(geometry, 0.5)
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# Use the value by calling the attribute
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geometry = geometry.set_position(offset=my_custom_attribute())
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</code></pre>
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<h2 id="attribute-sampling"><a class="header" href="#attribute-sampling">Attribute Sampling</a></h2>
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<p>In Blender 3.4+, transfer attribute was replaced with a few separate nodes: <em>Sample Index</em>, <em>Sample Nearest</em>, and <em>Sample Nearest Surface</em>.</p>
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<p>To avoid inputting data types and geometry manually, you can use the custom <code>Geometry</code> subscript.</p>
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<p>The structure for these subscripts is:</p>
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<pre><code class="language-python">geometry[value : index or sample position : domain, mode, domain]
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</code></pre>
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<p>Only the value argument is required. Other arguments can be supplied as needed.</p>
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<pre><code class="language-python">geometry[value]
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geometry[value : sample_position, SampleMode.NEAREST]
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geometry[value : index() + 1 : SampleIndex.Domain.EDGE]
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</code></pre>
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<p>Try passing different arguments and see how the resulting nodes are created.</p>
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<div style="break-before: page; page-break-before: always;"></div><h1 id="boolean-math"><a class="header" href="#boolean-math">Boolean Math</a></h1>
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<p>The <em>Boolean Math</em> node gives access to common boolean operations, such as <code>AND</code>, <code>NOT</code>, <code>XOR</code>, etc.</p>
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<p>However, it can be cumbersome to use the <code>boolean_math</code> function in complex boolean expressions.</p>
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