Geometry Delete Node #86640

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opened 2021-03-16 18:39:47 +01:00 by Hans Goudey · 16 comments
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This task is for a ported mask modifier. But it makes sense to expand the functionality for the node version.
The main idea is that since this is such basic functionality, it can use a shared node for more than one data type.

{F9895247 size=full}

The "Selection" attribute can be any attribute. It should be implicitly converted to the boolean type, or it could
have a boolean data type already (i.e. created with an "Attribute Compare" node).

The deleted data should depend on the domain of the input attribute:

  • Deletes points from point clouds if the domain is points
  • Deletes mesh data depending on the attribute domain
    • Only faces if the attribute has a face domain
    • Edges (and neighboring faces) if the attribute has an edge domain
    • Vertices if the attribute is on the point domain
    • A corner domain input could be implicitly converted to the point domain, though that could use more discussion.
      Future:
  • Deletes curve splines or control points depending on the domain
  • Deletes grease pencil vertices or strokes depending on the domain
  • Sets voxel values to the default value and remove active flag? Or change topology as well.
This task is for a ported mask modifier. But it makes sense to expand the functionality for the node version. The main idea is that since this is such basic functionality, it can use a shared node for more than one data type. {[F9895247](https://archive.blender.org/developer/F9895247/image.png) size=full} The "Selection" attribute can be any attribute. It should be implicitly converted to the boolean type, or it could have a boolean data type already (i.e. created with an "Attribute Compare" node). The deleted data should depend on the domain of the input attribute: - Deletes points from point clouds if the domain is points - Deletes mesh data depending on the attribute domain - Only faces if the attribute has a face domain - Edges (and neighboring faces) if the attribute has an edge domain - Vertices if the attribute is on the point domain - A corner domain input could be implicitly converted to the point domain, though that could use more discussion. Future: - Deletes curve splines or control points depending on the domain - Deletes grease pencil vertices or strokes depending on the domain - Sets voxel values to the default value and remove active flag? Or change topology as well.
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Changed status from 'Needs Triage' to: 'Confirmed'

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

Added subscriber: @HooglyBoogly
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Added subscriber: @HobbesOS

Added subscriber: @HobbesOS
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Added subscriber: @KenzieMac130

Added subscriber: @KenzieMac130
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Removes voxel values to the default value?

In VDB you can deactivate tiles/voxels based on values which can free up memory in the sparse volume. See openvdb::tools::deactivate.

> Removes voxel values to the default value? In VDB you can deactivate tiles/voxels based on values which can free up memory in the sparse volume. See `openvdb::tools::deactivate`.

Added subscriber: @kioku

Added subscriber: @kioku

while somehow convenient - but does the invert toggle really make all that much sense in the context of geometry nodes? or will any operation which has a mask as input get this toggle too?

while somehow convenient - but does the invert toggle really make all that much sense in the context of geometry nodes? or will any operation which has a mask as input get this toggle too?

Added subscriber: @sozap

Added subscriber: @sozap

I was also wondering about the invert toggle. What about doing the same thing that point separate does, and outputting both geometry ? Maybe that not worth it if it's hard to implement...

I was also wondering about the invert toggle. What about doing the same thing that point separate does, and outputting both geometry ? Maybe that not worth it if it's hard to implement...
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From experience with the point separate node that makes the code surprisingly annoying to work with actually. I would rather consider this as an analogue to the edit mode "Delete" operation.

To me the "Invert" checkbox is a simple way to avoid the need for another node in many cases. We could not include it and use an "Invert Selection" node instead, but I'm not really sure that's better.

From experience with the point separate node that makes the code surprisingly annoying to work with actually. I would rather consider this as an analogue to the edit mode "Delete" operation. To me the "Invert" checkbox is a simple way to avoid the need for another node in many cases. We could not include it and use an "Invert Selection" node instead, but I'm not really sure that's better.

Thanks Hans, that makes sense ! keeping invert toggle seems convenient in that case !
Probably if someone is experimenting and not sure about what he/she is doing this kind of option would come handy !
This node is a really nice addition to the toolset BTW !

Thanks Hans, that makes sense ! keeping invert toggle seems convenient in that case ! Probably if someone is experimenting and not sure about what he/she is doing this kind of option would come handy ! This node is a really nice addition to the toolset BTW !
Wannes Malfait was assigned by Hans Goudey 2021-04-07 22:32:14 +02:00
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Added subscriber: @wannes.malfait

Added subscriber: @wannes.malfait
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I'm just assigning this task to @wannes.malfait for organizational purposes since the work is already in progress.

I'm just assigning this task to @wannes.malfait for organizational purposes since the work is already in progress.

This issue was referenced by 464797078d

This issue was referenced by 464797078d44a55b45560f561b20a546ce46bcd7

This issue was referenced by e5a1cadb2f

This issue was referenced by e5a1cadb2f7a0a4e4ff4580e3d0865342afd0da7
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Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
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Reference: blender/blender#86640
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