Timeline for Refining material assignment in Blender geometry nodes based on neighboring faces
Current License: CC BY-SA 4.0
8 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Jun 29 at 11:11 | vote | accept | crucchi | ||
Jun 29 at 1:19 | history | became hot network question | |||
Jun 28 at 18:02 | answer | added | Markus von Broady | timeline score: 3 | |
Jun 28 at 17:55 | comment | added | Markus von Broady | Geonodes are turing-complete so it is possible of course. I'm just starting my movie evening however... | |
Jun 28 at 17:54 | comment | added | crucchi | First problem: Yes, the process should be iterative, perhaps with a repeat zone and a controllable number of repetitions? Actually, I wouldn't know how to do it. Second problem: You're right, I hadn't thought of this possibility. Actually, I think either approach would be fine for me (maximizing the growth of the selection, or minimizing it). Assuming it is possible! | |
Jun 28 at 17:46 | comment | added | Markus von Broady | I found 2 problems however: one small problem is that you didn't explicitly state it should be iterative process, which I figured based on how the loops are filled or disappear far from the color that would initially affect it. Second, bigger problem: the algorithm won't work as you predict: consider the loop on ears, you expect it to disappear, but according to the algorithm it should simultaneously disappear from the dead-end, and thicken from the connection with the thicker part: i.imgur.com/fsFUxXP.png - if that's desirable, it's not clear what about the overlap of the arrows... | |
Jun 28 at 17:35 | comment | added | Markus von Broady | Finally a question asked in a proper way. :) Minimized working example, a readable screenshot, and very understandable text. | |
Jun 28 at 17:18 | history | asked | crucchi | CC BY-SA 4.0 |