oh there is a very easy solution to this, you can just put your parts into a collection, then instance this collection into a geometry nodes graph (maybe needs realize instances) and then you can add this graph to a placeholder object, add the remesh modifier after the geometry nodes modifier and voila.
If you're using nodes at all, look into 'Node Wrangler', an official, included-by-default addon. It adds a lot, but most importantly for you: a hotkey (shift-ctrl-T) and menu-item that allow one-click setup of PBR materials.
Geometry nodes is a can of worms. They have already made a ton of nodes obsolete. And still deprecate new introduced nodes with the next point upgrade already. Happy you fiddling out what with every new version the new official way is ... A modifier has one benefit: it is easy to use and easy to adjust. There is already…
As a super random addition regarding node groups, I recently discovered a way to add otherwise inaccessible extra socket types to groups. The usual way to add a socket to a group is to plug in the input/output socket of a inner node into an empty group input/output socket, creating one of the same type of the source. The…
Curiously I never had that kind of problem. Usually you can do quite some mangling with the node editor data types. I do some vector maths here and there with nodes that usually want a float and stuff like that.
Hey guys, I am working on a new node based project for Blender, called Power Nodes This is the polycount thread https://polycount.com/discussion/223270/power-nodes-thread/p1?new=1 Feel free to C&C there if you wish..
@Prime8 Well yeah, Cycles too. But most importantly Eevee, since it's real-time as UE4 is (still both Cycles and Eevee share nodes in 2.8, so both of them should be working with the same node setup). Also for masking detail normal map from unwanted areas, would be cool to know as an additional node setup with the normal…