THERE IS NO POINT ROTATE NODE IN 3.0 #93111

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opened 2021-11-16 02:47:07 +01:00 by Dean Johnson · 20 comments

Pagename: modeling/geometry_nodes/geometry/transform
Blender Version: 3.0
Documentation Language: en
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Short description of error
Point rotate is missing in 3.0 completely leaving no way to rotate every point of the geometry individual. As this article state it should still be present, but is not metioned anywhere else in the manual. Since 3.0 is releasing in a few weeks, I feel inclined to use the updated node system so I don't lose progress in my other files but without this feature I cannot complete my project at all.

Pagename: `modeling/geometry_nodes/geometry/transform` Blender Version: `3.0` Documentation Language: `en` [Permanent link ](https://docs.blender.org/manual/en/3.0/modeling/geometry_nodes/geometry/transform.html) **Short description of error** Point rotate is missing in 3.0 completely leaving no way to rotate every point of the geometry individual. As this article state it should still be present, but is not metioned anywhere else in the manual. Since 3.0 is releasing in a few weeks, I feel inclined to use the updated node system so I don't lose progress in my other files but without this feature I cannot complete my project at all.
Dean Johnson self-assigned this 2021-11-16 02:47:07 +01:00
Author

Added subscriber: @Dean-Johnson

Added subscriber: @Dean-Johnson
Dean Johnson removed their assignment 2021-11-16 02:53:46 +01:00

Added subscriber: @Eary

Added subscriber: @Eary

This is not a bug, the Point Rotate node has been completely replaced. You can either do it on the Instance on Points node
image.png
Or do it after the instancing:
image.png

This is not a bug, the `Point Rotate` node has been completely replaced. You can either do it on the `Instance on Points` node ![image.png](https://archive.blender.org/developer/F11812158/image.png) Or do it after the instancing: ![image.png](https://archive.blender.org/developer/F11812154/image.png)

Hmm just clicked on your link to the manual, it is indeed still referring to the legacy Point Rotate node, but in this page the transform node is checked: #92239
I guess they assumed becasue the transform node itself did not change so the documentation also does not change, while actually it needs to change because it refers to other legacy nodes.
So maybe this is more of a documentation problem here.

Hmm just clicked on your link to the manual, it is indeed still referring to the legacy `Point Rotate` node, but in this page the transform node is checked: #92239 I guess they assumed becasue the transform node itself did not change so the documentation also does not change, while actually it needs to change because it refers to other legacy nodes. So maybe this is more of a documentation problem here.
Author

Thank you for your quick response, but I still cannot replicate the same results as point rotate. How in this instance using the new 3.0 node setup could I achieve the same results as point rotate? I would like the two walls to face each other{F11812309}

Screenshot 2021-11-15 195428.png

Thank you for your quick response, but I still cannot replicate the same results as point rotate. How in this instance using the new 3.0 node setup could I achieve the same results as point rotate? I would like the two walls to face each other{[F11812309](https://archive.blender.org/developer/F11812309/nodesetup.PNG)} ![Screenshot 2021-11-15 195428.png](https://archive.blender.org/developer/F11812310/Screenshot_2021-11-15_195428.png)
Author

point rotate in 2.95 will make these all individually rotate, however the methods you suggest didn't not cause it to rotate. I know in that picture the nodes are no longer connected, but they were when I tested. geometrynodespractice.blend

point rotate in 2.95 will make these all individually rotate, however the methods you suggest didn't not cause it to rotate. I know in that picture the nodes are no longer connected, but they were when I tested. [geometrynodespractice.blend](https://archive.blender.org/developer/F11812317/geometrynodespractice.blend)

Not sure what you meant by "two walls to face each other", but the Rotation socket on Instance on Points node should do the job of the legacy Point Rotate node just fine
This is legacy nodes:
image.png
This is new nodes:
image.png

Not sure what you meant by "two walls to face each other", but the `Rotation` socket on `Instance on Points` node should do the job of the legacy `Point Rotate` node just fine This is legacy nodes: ![image.png](https://archive.blender.org/developer/F11812363/image.png) This is new nodes: ![image.png](https://archive.blender.org/developer/F11812347/image.png)
Author

image.png
This is what I'm trying to accomplish using the 2.93

![image.png](https://archive.blender.org/developer/F11812374/image.png) This is what I'm trying to accomplish using the 2.93
Member

Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
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Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
Member

I committed a fix for that page in the documentation. The answer is basically to either use the rotation input to the instance on points node, or use the rotate instances node after instancing. But the bug tracker isn't the best place for questions like that anyway.

I committed a fix for that page in the documentation. The answer is basically to either use the rotation input to the instance on points node, or use the rotate instances node after instancing. But the bug tracker isn't the best place for questions like that anyway.
Member

Changed status from 'Archived' to: 'Resolved'

Changed status from 'Archived' to: 'Resolved'
Member

Thanks for the report though. There's a lot of documentation and few people working on it, so it's easy for something like that to slip through.

Thanks for the report though. There's a lot of documentation and few people working on it, so it's easy for something like that to slip through.

image.png

EDIT: Just saw your comment below, I believe my screenshot here solves your problem.

![image.png](https://archive.blender.org/developer/F11812391/image.png) EDIT: Just saw your comment below, I believe my screenshot here solves your problem.
Author

My apologies, and thanks for all the help!
Still have not resolved the issue I'm finding however as rotate instances is still not a perfect subsitute for point rotation's simple function in the type of work I'm doing. If it is supposed to function the same, then perhaps there is a further issue.

My apologies, and thanks for all the help! Still have not resolved the issue I'm finding however as rotate instances is still not a perfect subsitute for point rotation's simple function in the type of work I'm doing. If it is supposed to function the same, then perhaps there is a further issue.
Author

In #93111#1254177, @Eary wrote:
image.png

EDIT: Just saw your comment below, I believe my screenshot here solves your problem.

Thanks this is exactly it! can you just explain this briefly so I can pass this knowledge along to fellow 3.0ers? taking two nodes to do something that used to take one doesn't seem ideal, but perhaps it give better control in some other way

> In #93111#1254177, @Eary wrote: > ![image.png](https://archive.blender.org/developer/F11812391/image.png) > > EDIT: Just saw your comment below, I believe my screenshot here solves your problem. Thanks this is exactly it! can you just explain this briefly so I can pass this knowledge along to fellow 3.0ers? taking two nodes to do something that used to take one doesn't seem ideal, but perhaps it give better control in some other way

Capture Attribute node is a node specialized for evaluating Fields or values into Anonymous Attributes (Attributes that don't require you to type names), and pass it down for later use. Note that the arribute itself gets passed down through the green wire, the dashed wire is a field connection that is only a reference to the attribute.
More about Fields and Anonymous Attributes in general you can read this proposal, though the end product has some difference it is still worth reading:
https://devtalk.blender.org/t/fields-and-anonymous-attributes-proposal/19450
You can also read this blog post, but note that the blog post contains some different terminology when it comes to "Anonymous Attributes" etc
https://code.blender.org/2021/08/attributes-and-fields/

taking two nodes to do something that used to take one doesn't seem ideal

If you mean Rotate Euler and Capture Attribute, they are planning to add a Rotation socket type so I think potentially in 3.1 we might get to just use Euler in the Capture Attribute node without another node. (This part is just my guess though)

`Capture Attribute` node is a node specialized for evaluating Fields or values into Anonymous Attributes (Attributes that don't require you to type names), and pass it down for later use. Note that the arribute itself gets passed down through the green wire, the dashed wire is a field connection that is only a reference to the attribute. More about Fields and Anonymous Attributes in general you can read this proposal, though the end product has some difference it is still worth reading: https://devtalk.blender.org/t/fields-and-anonymous-attributes-proposal/19450 You can also read this blog post, but note that the blog post contains some different terminology when it comes to "Anonymous Attributes" etc https://code.blender.org/2021/08/attributes-and-fields/ >taking two nodes to do something that used to take one doesn't seem ideal If you mean Rotate Euler and Capture Attribute, they are planning to add a Rotation socket type so I think potentially in 3.1 we might get to just use Euler in the Capture Attribute node without another node. (This part is just my guess though)
Author

I think I spoke too soon. This arrangement causes some issues: I'm fundamentally trying to make a point cube cloud only using one node of instance on points image.png. This used to be possible with point instance and point rotation and it doesn't seem feasible anymore, at least not with as simple of a setup without point rotation.

Since I cannot add multiple instances of euler rotation through the capture attribute node to one instance on points, I have to create multiple nodes to rotate and rotate the faces , which makes something like masking very difficult because now I am left to mask each face individually. There very well could be something that's going over my head about fields and how this could be simplified, but it seems a procedural buildings workflw like https://www.youtube.com/watch?v=u_FwvA4w5ik&t=124s may not be possible in 3.0 fields?

All that being said, got pretty far in the building/floor generation and pretty happy with it, kinda bummed to be stuck at this stage geometrynodespractice4.blend

I think I spoke too soon. This arrangement causes some issues: I'm fundamentally trying to make a point cube cloud only using one node of instance on points ![image.png](https://archive.blender.org/developer/F11823629/image.png). This used to be possible with point instance and point rotation and it doesn't seem feasible anymore, at least not with as simple of a setup without point rotation. Since I cannot add multiple instances of euler rotation through the capture attribute node to one instance on points, I have to create multiple nodes to rotate and rotate the faces , which makes something like masking very difficult because now I am left to mask each face individually. There very well could be something that's going over my head about fields and how this could be simplified, but it seems a procedural buildings workflw like https://www.youtube.com/watch?v=u_FwvA4w5ik&t=124s may not be possible in 3.0 fields? All that being said, got pretty far in the building/floor generation and pretty happy with it, kinda bummed to be stuck at this stage [geometrynodespractice4.blend](https://archive.blender.org/developer/F11823680/geometrynodespractice4.blend)

If this discussion still needs to go on I think we should move on to this thread:
https://devtalk.blender.org/t/geometry-nodes/16108/2399
Because like Hans said

In #93111#1254173, @HooglyBoogly wrote:
the bug tracker isn't the best place for questions like that anyway.

If this discussion still needs to go on I think we should move on to this thread: https://devtalk.blender.org/t/geometry-nodes/16108/2399 Because like Hans said > In #93111#1254173, @HooglyBoogly wrote: > the bug tracker isn't the best place for questions like that anyway.
Author

will do- apologies.

will do- apologies.
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