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Stellarator
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@sox6
I was aware of some of that functionality, but not all of it. Interesting. It does seem useful and powerful, and worth putting the time and energy into that they are. (I can’t say the same about grease pencil, but that’s neither here nor there)
I have been playing with a system to do simple crowd simulation using gnodes, with some amount of control over where the crowd looks, etc. I should knuckle down and take the time to learn it more thoroughly.
I’ll look at those videos, so thank you! I do wish it was possible to find information about, well, anything in blender that wasn’t in video format, but one takes what one can get. And since it’s hard to find things that aren’t either super basic introductory level, or VERY high level (Or based on one of the several intermediate stages of release that are incompatible with the current version 😆) it’s good to have a recommendation.
I do hope they don’t deprecate particle systems though (including hair).
Edit: Ah, apparently I can’t watch that particular video, because spiders. (I have pretty severe arachnophobia) But I’ll check out some of their other videos.
sox6
Artist -

GNs also can:
  • access and modify vertex groups
  • access and modify UVs, including doing procedural unwrapping
  • read and write arbitrary attributes to meshes and instances; the attributes are accessible in shaders
  • instance and scatter objects (this is a replacement for old particle systems)
  • add, modify and delete curves (this is a replacement for old hair systems)
  • repeat operations for a single frame (so you can make iterative changes) or for each frame (so you can make simulations)
There are still limitations:
  • GNs can’t set normals directly; but you can store custom normals in a vector attribute and read them in the shader
  • AFAICT, GNs can’t create a vertex group (only modify its weights), you need to have it existing on the mesh beforehand (even if empty)
I highly recommend CGMatter videos for seeing what GNs can do and how to do it. The videos are mostly short, but they are packed with details. For example, in this video, he basically recreates a simple cloth sim using GNs to simulate cobweb grow.
Stellarator
Stellarator - For supporting the site
Pixel Perfection - I still call her Lightning Bolt
Chaotic Little Trees - 1000+ images under their artist tag
Lunar Supporter - Helped forge New Lunar Republic's freedom in the face of the Solar Empire's oppressive tyrannical regime (April Fools 2023).
Non-Fungible Trixie -
A Really Hyper Artist - 500+ images under their artist tag
Verified Pegasus - Show us your gorgeous wings!
Preenhub - We all know what you were up to this evening~
Bronze Supporter - Bronze Supporter
Happy Derpy! - For Patreon supporters

User is CC BY-NC-SA 4.0
@sox6
I did not know that was a thing you could do! I could actually quite possibly make use of that. I do need to look into geometry nodes more. Especially knowing you can do things like that. I thought it was just about shaping meshes.