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Node-based tools just became non-experimental and are now part of Blender 4.0 beta. They allow you to create custom operators using #GeometryNodes. For that purpose there are also a few tool-specific nodes to access e.g. the current selection. #b3d #devfund

150,487 Aufrufe • vor 2 Jahren •via X (Twitter)

9 Kommentare

Profilbild von Jacques Lucke
Jacques Luckevor 2 Jahren

By default, the node-based tools will show up in a new menu for unassigned operators. However, when these tools become assets, they can also be put into other existing menus.

Profilbild von Jacques Lucke
Jacques Luckevor 2 Jahren

One can choose which object types and modes the tool should be available in. Will be interesting to see how people use this. Please share you results with #GeometryNodes.

Profilbild von Jacques Lucke
Jacques Luckevor 2 Jahren

Commit: Task:

Profilbild von Andrew Price
Andrew Pricevor 2 Jahren

Nice demo! But to be honest I'm struggling to understand it's uses. How is it different to just adding a standard geometry node setup and then Applying the modifier? Or is that kinda the point? If you could give any practical examples of what it enables that would be helpful.

Profilbild von Jacob Merrill
Jacob Merrillvor 2 Jahren

Now all that is left is to be able to have a sculpt -stroke - generated curve with pen pressure as input also! great work Hans and Jacques !

Profilbild von Robert
Robertvor 2 Jahren

@Pavel_Oliva Final object primitives that can still be adjusted, will be possible

Profilbild von Bartek Moniewski
Bartek Moniewskivor 2 Jahren

Are modal operators possible too? For example custom non-uniform snapping.

Profilbild von Jacques Lucke
Jacques Luckevor 2 Jahren

Not yet.

Profilbild von Pavel Oliva 🔶
Pavel Oliva 🔶vor 2 Jahren

Love the idea of being able to adjust geometry procedurally and be able to edit it manually further. 🩷 But I guess it won't be a case in terms of GN modifiers now right?

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