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  • Published 9 Oct 2024

More Geometry Nodes inputs

While working on some node trees, I've come across a few inputs I'd like to have, but aren't yet in Blender.

UV Input

We have a vector 3 input (with 3 values), but why not a UV input (with 2 values), like the Array modifier has? uv-input.png

Vector boolean

The Mirror modifier has a few boolean inputs, which actually seem to be 3 inputs. vector-booleans.png This could come in handy, if one were to recreate said modifier in Geometry Nodes. As an addition, I think these inputs should behave like three separate inputs on the Group Input node, so you can easily use them in your node tree.

Togglable panel

Just like the Array modifier has, a way to (de)activate other values in the modifier would be amazing. togglable-input.png This shouldn't be limited to booleans and panels, but that's for the next point.

(De)Activate and (Un)Hide values

Using Menus

The Array modifier has a Fit Type , which, if changed, changes the value beneath it. Node tree creators should have this same possibility, to hide unnecessary values as to not confuse users. hide-values-1.png hide-values-2.png This would be a bit tricky to implement, but here is a suggestion: every socket/value on a node tree has yet another option, in which you can first choose which menu value should be considered, and then you can choose which items of said list should show/hide the current socket/value.

Using Checkboxes

Just like with the togglable panels, values should get an option to get a checkbox to activate/deactivate it. As an example the Mirror modifier again. hide-values-3.png hide-values-4.png

Examples of how I tried immitating above suggestions

UV Input

bad-uv-input.png

Vector boolean

bad-vector-booleans.png

Togglable panel

bad-togglable-input.png

(De)Activate and (Un)Hide values

Using Menus

bad-hide-values-1.png

Using Checkboxes

bad-hide-values-2.png

100%

Development Status: Open

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lajawi
9 Oct 2024

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