Selection Modifier
Unless you've used Modo recently, you may not know why a selection modifier is so handy in procedural modelling. In Modo, they call modifiers 'Mesh Operations', and they belong in the 'Mesh ops' Tab. This very feature was in modo a few years back already.
learn.foundry.com/modo/content/help/pages/modeling/procedural_selection.html
I'm talking about a real time selection set generator who's soul purpose is providing a much more flexible way to combine selection sets for use in ALL different masked/limited/weighted modifier settings. So you'd have the ability to boolean data sets between several different selection methods;
-Random -Select similar -By trait -More/Less -Loops -Linked
Then you could combine that with different edge, face and vertex maps to generate selection sets which other modifiers can use to gain some of the kinds of procedural control that Houdini users keep bragging about.
Imagine for example the bevel modifier but with the ability to take a selection which has combined angle detection along with bevel weight. By placing bevel weights where angles are flat, edge loops can ensure that there are no geo poles or non-quad faces.
4 Comments
This is plan in the "Nodes & Physics" roadmap under "Geometry Nodes Design" ( developer.blender.org/T74967 ) See the clusters section that allow you to get procedural selections {attachment geometrie_nodes_clusters_1JPG} {attachment gemoetrie_nodes_clusters_2JPG}
Let me also mention max's volume select (by gizmo) - absolutely not metter, what happens with geo inside this volume, it sends through the stack selection for further modifications..
So yeah technically this is available now via Geometry nodes, so... close enough? Done?
Need in general to make the groups complete. Not like now from the vertex.