Indices selection in Geometry nodes
I have been looking for more practical way to select faces for more versatile modeling in geometry nodes.
The way introduced in geometry nodes to make selection is based on vertex groups and mathematical patterns which is not precise and exact when model changes on run time. That way we need more hands on solution for selecting indices in any part of node graph.
There are good news and bad news.
GOOD NEWS
We already have this feature done by one of developers. With the promise of keeping this feature alive in a long run.
devtalk.blender.org/t/indices-selection-node-to-approve/25691
Video: devtalk.blender.org/t/indices-selection-node-to-approve/25691/33
BAD NEWS
It was created last year and it has not been approved yet.
The reason is lack of proper design stage in development process.
True, this node is not complete and needs more love to be final for sure.
So we need redesign this approach completely or integrate it more within other parts of Blender.
I would suggest option for quick selection from node itself to be able to select indices in viewport and write it as integers.
There needs to be an option to select either Vertices, Edges or Faces.
I understand this may not be the best place for discussion designs but I believe it's a start we need. In case any of developers see this idea: Is there a design for selection in geometry nodes that already exists? If yes can you link it or at least describe it?
Thank you.
16 Comments
I'm the developer, if it is important enough i can update it to the latest version, but I'm not dealing with people in Blender anymore. I guess I'll give the download link in my Facebook page or YouTube page. But the conversation with developers is not up to me anymore.
Not sure what happened but we are all here to design feature for Blender to make a better software. So let's throw away our differences and politely converse with each other.
Sure, I'm here to help. If you guys need me, i am here. My email: lasgcx@gmail.com
I'll be also here in the comments.
There is this free Index Selector Node Group here: blenderartists.org/t/index-selector-by-string-in-geomtry-nodes-node-group/1565315
Hello. This node addon is on gumroad:
2084606473900.gumroad.com/l/indicesselection ..
For now there arent much news about Geometry nodes "Edit Mode" make editable in viewport and go back to geometry nodes. But it would be a vertex group node? Or a node group inside with lower level index math? Its some nice addon idea right now
This could be a start for edit mode and geometry nodes to "cooperate". Selecting indices can be a start for more potential features where your actions are translating into geometry nodes (for example extrude a face would create node tree for this action in geonodes).
But that's potential future. Selecting from viewport is needed for geonodes in my opinion for easy access without complicated math problems.
I don't see It as a vertex group node. Vertex group node is for base mesh (and it doesn't really work for faces and edges). And there are times where you simply don't have base mesh at all.
Developer lasgcx could answear if addon would be possible. But for what I know, geonodes are written in c++ and hardcoded.
If you know about some new slection design developers are working on or planning, I would like to see it.
There is a design task about "Geometry nodes Operator" recently. It may not what you want although it mentioned selection.
I understand why some devs didnt like that idea of string input expression script language for selection while string operation still not much. (Some thoughts as someone has used H program, its just not fitty with GN for now)
It would be some Evaluated Vertex group/ domain selection node.
For the addon idea, its possible you can do it through node generation. But again you still don't know ehat you going to select without index viewer
i'll find a way to make it as an addon, also viewport indices numbers display and maybe later selection by mouse and keyboard. If you guys are really interested, i can do it, but it will not be a free addon.
You do not offer anything other than a request to do.
Let's just say the node group generates 100 donuts. If you add 0.0001 to the float input, then there will be 0 donuts. Question, save the selection?
What if you undo it? What to selection back?
You have selected something with the selection area. Let's say. If the mesh moves, should the area move too? Or will the selection be on the wrong part of the mesh?
How is handwriting better than real? Why is real useful?
In parametric division, all operations must be parametric. Or you just break the pipeline of work.
Maybe you have misunderstood my idea. So let's go from the top.
"You do not offer anything other than a request to do. "
Yes, this is a request and submitted idea I think that's the purpose of RCS
"Question, save the selection?"
Selection is always what you selected. Point of my Idea is to change or add ability to select more conveniently. Besides you need to make these instances real to make a selection so Face with ID 5 is still gonna be 5. If there is not such ID, selection does nothing.
"should the area move too?"
Functionality "select" I propose is to "write down" indices from viewport using view port selection options (box select, circle, lasso). These options are based on viewports screenspace.
"all operations must be parametric"
Agree. What I propose does not change core principle of selection, just HOW you select.
Why would the selection move? The user is selecting a particular set of points on the mesh, not an area in space that the points/mesh happen to occupy.
OK. I tried to add to your (little describing) description of the idea my old one (where each operation is interpreted as a group of nodes with some user input data (then the selection of the area would be a group of nodes with camera projection data, ...)). But if you return to the base, indexing is damaged when:
If you keep the selection in a separate file, you have to duplicate all the work of editing your model (good 3d tools + handwritten indexing into the file).
If you use 3D editing of the generated object, then this will remove the problem of 2nd work.
But that doesn't solve the problem that you're just saying:
Too many problems, don't you think? Basically, it's like shooting yourself in the foot when organizing a project.
You can always just apply a modifier, after which you can't just make your edit unnecessary. since you will no longer be recording from the previous pipeline.
I have no idea what are you trying to solve.
This proposal doesn't take away current selection workflow from geometry nodes. Nothing is stopping user to do math selecting if situation requires it.
I will explain it in simple terms. User wants a window here - user clicks and there is a window.
sorry @modormoder, I don't think you get the point. If your base mesh changes there's no reason to use this node. The same thing happens with vertex group selection in geometry nodes, why do you guys still have it? It's the same problem. But if you want to select the specific mesh in real time there is no better way. Also you are not taking into account that with string you could have a selection of even and odd indices numbers and a lot more, cuz it's a data language, so there's a lot of possibilities. But a box selection or any volume selection was also programmed to do and i could do it easily. So i see them as separate tools you could use for different purpose. if you want to edit a mesh that is not changing everytime, there's indices selection for you, if you want to select a mesh that changes but you want only the mesh that's inside some volume, i could also create a node for that, for free. But i'm not here to convince anyone. I'll just find a way to make an addon of it and get money in my pocket, since you guys don't like to listen to users!
addon is on gumroad 2084606473900.gumroad.com/l/indicesselection ..