← All ideas
  • Published 10 Mar 2022

Add another input for Font selection to the String to Curves node

Adding an input settings to the String to Curves node so users can select the font they want to use from the modifier section.

Why?
At the moment if a user doesn't have the same font on their machine in the same location as the developer they have to open the Geometry Nodes editor and change it directly in the node. I propose to add another input section to the String to Curves node to allow users to make the changes to a Font in the Modifier section.

Missing input section to allow users to change font screenshot-March-10-2022-11-21-24.png

Option to select font screenshot-March-10-2022-11-34-06.png

Maybe something like this so a user could select the font they want to use on their hard drive.

screenshot-March-10-2022-11-38-00.png

Or just copy what the text option does over to String to Curve Node in geometry nodes . But have it accessible in the modifier section.

screenshot-March-10-2022-14-48-11.png

95.5%

Development Status: Open

Upvote 21 Downvote 1
stillpointx
10 Mar 2022

9 Comments

lajawi

In general, I feel like any setting on a node should have a socket, some of which only used for Group Input s. Maybe one wants to change whether the Fillet Curve node is set to Bezier or Poly , for example.

3
hasan

Overflow, Alignment, Pivot etc should all have inputs, that's basic features, idk why they didn't add them to begin with. Pretty sure Houdini's gonna have all that.

And when is internationalization gonna arrive in Blender? it's 2023 and still English-like languages are the only option in Blender.

2
otherivan

Yes do it asap

2
vasiliykudryshov

Any update for this?

2
stephenthomas0

Have been hoping for this since the String to Curves node was created. It would make text a lot nicer to work with for motion design projects, especially since the asset system was added (linking in node group assets currently isn't feasible because of this, node groups have to be made local so a font can be set).

Is this really difficult to implement, not a high priority or maybe devs are waiting on some kind of update to the text/font system before implementing?

1
erik4

There might be a technical reason why the Font specific parameters can't be exposed. Maybe it could work with an additional internal blender file format to store and organize all these Font settings, also making them available as a valid input type - similar to a texture or palette color. Font settings should always be global / absolutely NOT redundant! Devs should look at office apps or professional publishing software like InDesign...

EDIT: Here is a kind of workaround - Make a Node Group where you can add multiple String to Curves nodes and connect them to an Index Switch which is your Geometry output. For proper text animation you might also want to make a switch and output for the vector of the text Pivot Point.

Image from Gyazo

1
zerodean

This seems like basic functionality and a must-have.

1
Topeich

I wonder why someone downvoted this ... sigh!

1
otherivan

mb he's a developer, which ooesn't want to work

1