Geometry Nodes Based Shapes/Meshes By Default For Non-Destructive Workflow
This regards adding geometry shapes to the scene, especially rounded shapes. For now they’re only non-destructive at the beginning. You can change the segments/vertices/subdivision right after adding the shape, but this option disappears as soon as you left-click into the scene. Of course, you can change the subdivision later on by adding the appropriate modifier, but this doesn’t count for increasing the segments or vertices of a shape, especially if you want to change them in only one direction.
A definitely better, but currently only half efficient and also user friendly way is by using Geometry Nodes (GN), as therefore you first need to add a shape to the scene, then create a GN and add the shape to the GN, but then you have to work within the GN workspace to be able to change shape's values unless you create input sockets for each value within the GN so you can change them within the modifier tab later on, but this not only is time consuming but also requires each user to have a basic knowledge of how to use GN.
I guess it would make everything a lot easier if geometry shapes added to the scene would be GN based with already changeable input values via the modifier tab by default in the future.
5 Comments
@corst & @thorn Okay, to be honest, I didn't check how GN based primitives operate in Edit Mode before and it seems like changed values of primitive shapes via GN aren't editable in Edit Mode. So unfortunately, this makes my request obsolet.
I didn't know about parametric primitives, but they seem to be what I was looking for. However, my intention wasn't having to use a third party addon therefore. Hopefully the Blender devs will add them to Blender anytime soon.
I agree with Thorn, I think replacing the default primitives with geometry node versions would overcomplicate the concept of the primitives as a starting-off point for modeling. However, I do think it could be a good idea to give the user the option to add their own geometry node objects into the (Add) menu as a separate tab, maybe as a faster alternative to going through the asset browser.
I think the "Last operator" menu could just add an option to select whether the primitive is a mesh, or parametric (GN based). It would be a destructive mesh, as they are now, by default.
Also, you can always just apply the modifier to make a mesh primitive (Ctrl+A, Visual geometry to mesh). That's not too complicated.
I think the suggestion unintentionally complicates a possible solution; there's no need to get GN involved, when Blender could simply have parametric primitives.
Fortunately, an excellent addon does exist: github.com/NevilArt/BsMax
The design of operators based on geometry nodes (I think) will include this