Dynamic system in geometry nodes
#frame (or time node later) may be not enough for some complex animation settings. For example we cant always have a closed-form expression of the function from frame to geometry.
So I suggest the 'delay' node that with a initial state, could obtain geometry(data) from last frame, and use it to generate geometry(data) for this frame. Then with the node tree being calculated every frame, user can form the expected animation in recurrence relation form and dont have to solve it elsewahere.
In the fig. is an example showing what we could do with such node. In this case, the animaion can be built easily with #frame. But it will absolutely work better in more complex and chaotic situations.
Im still new to blender and 3d modelling world, so Im sorry if its an odd idea.
3 Comments
NO NO NO
This is baking
it will be slow
and there is nothing for him now
THIS is mechanics for particle nodes
They must have this functionality.
interesting to know that. I thought that it won't be slow because we already have #frame (with which the whole tree is calculated every frame. I guess so, so correct me if it's not right) and #frame is acceptable. But I will check the particle system you mentioned. Thank you.
You do not understand. Just say - the frame is the key to the data - not reliable. if it were that simple, there would be a material baking node. And now remember how much you need to do to bake the matrial