#Blender #geometrynodes #geonodes #raycast
Hello! Here I show the example how you can use Raycast node in Blender's geonodes. You can set animated spider's web everywhere!
Привет! При помощи геонодов Блендера можно без труда сделать анимированную паучью паутину. Ключевым нодом в этой комбинации является Raycast. К тому же, эта паутина может зацепиться за какой-нибудь анимированный через геоноды объект. А анимация состоит в подрагивании ниточек паутины от ветра или других факторов - с той степенью рандомности, которая вам необходима.
https://docs.blender.org/manual/en/la...
The Raycast node intersects rays from one geometry onto another. The source geometry is defined by the context of the node that the Raycast node is connected to. Each ray computes hit points on the target mesh and outputs normals, distances and any surface attribute specified.
Target Geometry
Geometry that rays are tested against.
Attribute
An optional field input evaluated on the Target Geometry that will be interpolated at the hit points. The resulting values are outputted with the Attribute output.
Source Position
The position from where to start each ray. By default, this is the same as if the Position Node was connected.
Ray Direction
Direction of each ray from the starting position. The field is evaluated on the geometry from the context of the field evaluation, not the Target Geometry.
Ray Length
Maximum distance a ray can travel before being considered “no hit”.
Mapping
How attributes of the target mesh are mapped to the attribute values on the result geometry.
Interpolated
Vertex and corner attributes are interpolated smoothly, with a bilinear function.
Nearest
Choose the value of the closest vertex without interpolating.
Is Hit
Boolean output that is true for each ray which has hit the Target Geometry.
Hit Position
The location of the intersection point with the target mesh.
Hit Normal
The surface Normal vector at the hit location.
Hit Distance
The distance from the ray origin to the Hit Position.
Attribute
Interpolated values of the Attribute input sampled at the Hit Position.
The Extrude Mesh Node generates new vertices, edges, or faces, on selected geometry and transforms them based on an offset.
The operations are similar to the extrude tools in mesh edit mode, though there are some differences. Most importantly, the node never keeps the back-faces of the extrusion in place, they are always removed. Attribute propagation rules may also be different.
Mesh
Standard geometry input.
Selection
Whether to extrude each element. True values mean elements will be extruded, false values mean elements will remain unchanged.
Offset
The amount to translate the new geometry on each axis. The default value of the “Offset” input is the mesh’s normals. To change the distance, the Scale input can be used. However, when an input is computed for this directly, the length of the input vectors is used.
Scale
The factor used to scale elements or groups of elements.
Individual Face Mode Only
Whether to extrude each face individually rather than extruding connected groups of faces together as regions. A quad side face will be generated on each side of every selected face.
Mode
Vertices
This mode is quite simple, it just attaches new edges and vertices to the selected vertices.
Edges
Attach new quad faces to the selected edges. Vertices shared by the original selected vertices are also shared in the duplicated edges.
Faces
Extrudes contiguous regions of selected faces, or each selected face individually, depending on the Individual boolean input.
When the Individual input is false, the node will find regions of connected faces and generate new “side” faces on the boundaries of those regions. If the whole mesh is selected and it is already a Manifold shape, then result will just be that the whole mesh moves. Any vertices, edges or faces on the inside of the face regions are just moved, they are not duplicated.
Mesh
Standard geometry output.
Top
A boolean field output containing the top new top geometry. The domain depends on the selected mode. In Vertex mode, this is a selection of the new vertices. In Edge mode, this is a selection of the duplicated edges and in Face mode, it is a selection of the new faces.
Side
A boolean field output containing the “side” of the new geometry. In Vertex mode, it selects the new edges, in Edge mode, the new faces, and in Face mode, the new side faces are selected, which are all of the new faces that aren’t in the Top selection.