As for the everything nodes UX, have a look at the Gizmos section. This basically defines user input on the model at the current node in the node tree, which would allow for manipulating generated geometry at that step.
@melviso you said you're not that familiar with the node editor, so it would be a great way to learn if you tried to recreate that node tree by following the images. This is a 7 min tutorial on some basics: https://www.youtube.com/watch?v=0zrd37k2tJM Additional things you need to know: - Shift + A to get the menu with all…
How I can pass point attribute stored for certain selected vertexes in geometry nodes as a vertex group for further modifiers . For data transfer for example ? Did it before in earlier versions but totally forgot how ? For a geometry created by geometry nodes?
As a guy who used the Node utility tools to rig inside of Maya, I'm only waiting for them to implement the Rigging Nodes inside of the node editor, so that flexible rig can be made by artists too and not just Python programmers..
Make sure you leave the node that you want to bake to (image node) "selected" while you hit the Bake Button. It's a minor thing no one actually notices and poorly sinalized over documentation. You can have as many material slots each with thousands of texture nodes included on them, it will only bake into the image node…
Whenever "Everything Nodes" is in Blender, it'd be still nice to have current modifiers, but nodes happening under the hood when added for the modifier stack. Then the user could investigate the node system elsewhere, or wherever this system is going to be present, and tweak from there.
I have made a node setup to improve the curvature map generation. What you get by default: The improved curvature uses the bevel node, as opposed to the Pointiness which is per vertex position, the bevel is per edge angle so it is more accurate but it doesn't detect if the shape is concave or convex. To fix that it uses…