XaiJu
entagma
entagma

patreon


Geometry Nodes Ep16 – Psyche Transform – Spherical Falloff

The first step to create the procedural psyche transform animation is to  create a weight value for all of the surface points based on their  proximity to a helper object.

Geometry Nodes Ep16 – Psyche Transform – Spherical Falloff

Comments

The node editor displays the nodes inside of the tree associated with the selected object. You can pin the view though to keep it consistent

Entagma

Hi, I have another question. I'm at Ep19 but there is sth I didn't get. To see the nodes I have to select 01_Surface, they disappear when I select falloff. I came back to this video at 04:37, this seems to be the first time you have the nodes displayed not when selecting 01_Surface but selecting falloff. What have I missed ? Everything seems to run ok apart from this point.

J.P

Hi J.P. If you automatically cast a vector into a float it takes the average of the three component values. This works in this case, too, as the scale is the same for all components. But using a separate node is a lot cleaner.

Entagma

Hi, I'm curious about the "Separate XYZ" added at the end. It works without it, but ignores a resize along the z axis. What is the rule, does blender take the first value when a vector is passed to a float ?

J.P


More Creators