I've update the Material Transition node so that it's independent of mesh islands, making this compatible with Blender 3.0, as long as you don't need to have multiple overlapping melters in the transition effect (since the only way to make this work is to boolean Union them inside geometry nodes, where you can flip the faces afterwards). Explanation: The node setup for the Material Transition node is now as follows: i.imgur.com/UOXaSmQ.png Basically, we take the vector from the cube verts to the nearest point on the cutters (subtract the geo proximity pos from the pos) and also get the normal of the nearest face on the cutter. We normalize the first vector and then get the dot product of it and the normal. We use the dot product to determine if the verts are inside or not (it's less than 0 if the two vectors are pointing away). Problem is, in this context, the position node gives the position of the faces, since it's selection of the Set Material node takes faces. Booleans cause ngons and the position of an n-gon is the average of it's verts, which might end up being inside the cutters for low poly meshes. This is why we triangulate all ngons at the boundary beforehand, which is not necessary for high poly meshes, hence I've added a switch for it.
I really liked this one. One thing I changed was instead of using an Instance on Points and Instance to Points, I just used a Mesh to Points, and it seemed to work the same. Keep up the great tutorials! Thanks!
Thank you so much for this tutorial, I am not sure if anyone else is having this problem or just me, but with blender 3.4 I can't for the life of me make the last part of the tutorial work, I am probably doing something wrong, but even with the downloaded files I am still having this issue
New subscriber here. Great work! In the future, could you please do a tutorial on how to use geometry nodes to make the Mother Boxes from _Zack Snyder's Justice League?_
@Ishaan K Rajeev There's a different way to achieve the same effect without using mesh islands in 3.0. If you want to know how I can describe it in detail :)
@@MaxEdge420 I tried to post about it earlier but RU-vid didn't want to save my comment, haha. Basically, all you have to do is subtract the Position node output from position output of the Geometry Proximity node using vector math, because the position output on Geometry Proximity is the position on the target mesh that is closest to the current point on the base mesh it will be equal to the position attribute for the current vertex. You then take the absolute value of that just to make sure it's always a positive value, then you can plug that into a Less Than math node with a very small threshold and that gives you a selection mask for the faces that are created by the Boolean operation. For clarity, the node setup is: Geometry Proximity node's Position output goes into top socket of Subtract math node, Position output goes into bottom socket of the Subtract node, then the output of the Subtract node goes into an Absolute Value node which you can put into Less Than with threshold set to something like 0.0001 to get the selection mask.
@@delkaidraws1049 I used mesh island to get a mask to separate the verts that end up inside the cutter objects from the verts outside of them. What you suggested gives a mask for the verts at the boundary of the cutter objects, which is what I did by just plugging the distance of Geometry Proximity to a Less Than.