Regular Modifiers, but as Geometry Nodes
Is this in the realm of thought for future implementation?
I'm more visually oriented (I'm bad at math) and modifiers are still my preferred workflow. I think some modifiers would make geonodes extremely powerful (and vice versa).
Just a thought I had... Thanks for reading
e.c.
3 Comments
This already is happening/happend.
In Blender 5<, blender comes with premade geometry nodes as modifiers.
You can tell which one is made using GN by icon and node group options.
Few (6) at start, and more to come in next versions.
The approach for geometry nodes (from technical point of view) was to start with the basic nodes and make it possible to combine multiple nodes into a single bigger reusable node. The next step is to make them more accessible. Blender 5.0 array modifier is a good case to see where we are heading.
See developer.blender.org/docs/release_notes/5.0/modeling/ for examples they look like regular modifiers, but actually are geometry node setups.
Yes, I'm well aware of these new GN modifiers and it's amazing to see, but now that you mentioned it, they are quite complex for someone with lesser technical abilities, like myself.
A "simple" Curve to Tube GN modifier is extremely daunting, I would not even know where to begin, without digging deep into tutorials and documentation.
If for instance, I wanted to change and define the bevel radius of different vertices on the curve, then as I said, I have no idea where to start, because there's like 2 trillion nodes in the setup :)) (Btw, 3DCoat has this functionality within it's viewport UI)
Do you guys plan to compress the GN's into more user friendly experience for the dumber part of population like myself? :DD