native geom node to place a collection of objects along a path
This is an essential block for generating procedural worlds/objects, it should support:
- objects of different sizes
-
configurable gap between objects
- no gap
- same gap for all objects
- random gaps (to break uniformity)
- closed loops, where every object would be slightly scaled so it closes the loop
- align objects to path, with and without deformation
Use cases:
- creating townhouses where different houses share a wall
- placing vegetation
- creating stacks of boxes/stones/books
I tried implementing this myself and it was super hard, and given this is such an essential feature this should work in the scripting and the geometry nodes
3 Comments
Doesn’t seem like an essential feature to me. If every small request like this got its own node, we’d end up with a bloated system full of super specific tools. It’s better to stick to a more general approach. You can probably achieve this with existing Geometry Nodes, and learning them will give you more flexibility in solving similar problems.
"Doesn’t seem like an essential feature to me."
What is your experience writing procedural shaders? Could you share your repo so we can asses your competence in this matter?
Note: I started in the demoscene writing my own realtime renderers in C and ASM. I have written physics engines and game engines including all the shaders. I found very painful to write such a node and gave up. If you can write such a geometry node send me your resume.
Hi, welcome to RCS. As explained on the homepage :
Proposals and their comments stand on their own merits, getting defensive and running a credentials contest and Ad hominem arguments will not help here. So let's keep the discussion constructive and focused on the feature request itself.
Regarding the request, AFAIK Blender's design philosophy for Geometry Nodes is to provide mostly flexible low-level building blocks rather than highly specific nodes for every possible use case, with the expectation that the community can make their own modifiers and node groups: which are easily reusable and sharable.
With that in mind: