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  • Published 6 Mar 2020

Per Point Attributes

Hi guys, I've been thinking for a while on how we can get a little bit of Houdini into Blender before the huge undertaking of everything nodes is complete, and I think we can do it with a simple attribute system. My suggestion is to make it exactly like a material, so you create it in the panel and then it is worked on in the node editor. Call it whatever you want and use whatever noise/image textures/mapping etc you would like. What can we do with it?

  1. Implement it into all logical modifiers, such as build. For Build, it can become a "volume based emission" kind of thing where you are now choosing how the object builds based on the 0-1 values of the attribute. Displacing based off the attribute is another good one. This is better than vertex groups because now you're using a procedural texture and all the shader nodes to define the area.
  2. Use it as a particle/hair source (emits from white)
  3. Use it across materials as a convenience mask simply by importing the attribute

What do you guys think?

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Development Status: Open

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xk0be3
6 Mar 2020

3 Comments

Josephbburg

Vertex groups will surely be nodified in the Everything Nodes modelling nodes.

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xk0be3 Author

* @Josephbburg * I just wanted to underline the creation of vertex groups being made by procedural noises and maps, it would be disappointing if vertex groups was in everything nodes but still based off your selection. As far as I know it's not a node requirement, like they just for some reason haven't allowed users to create vertex groups based on anything other than selections even in the current system (like how displace modifier allows you to choose proc noises)

Josephbburg

* @xk0be3 * Selection is the way it's done in the UI but you can do it in other ways with Python. Procedural noise-based vertex groups (without Python) would be awesome.

1