Solidify Node #89050

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opened 2021-06-11 10:32:34 +02:00 by Fabian Schempp · 15 comments
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We will drop support for Simple mode since the difference is hard to tell and performance-wise better to optimize the Complex mode than maintaining both.

Fill and Only options are a bit confusing in the modifier since fill refers to the fill of the rim and has to be checked on to make Rim Only work.
Instead, I suggest making Fill refer to the part that is not the rim and Rim refer to the rim and make them independent from each other and both true by default.

The modifier has options for a vertex group as a factor for the thickness and two vertex groups to store the fill and rim geometry.
vertex groups will be replaced by two attribute string fields for the factor and to tag the rim geometry

solidify.png

We will drop support for Simple mode since the difference is hard to tell and performance-wise better to optimize the Complex mode than maintaining both. Fill and Only options are a bit confusing in the modifier since fill refers to the fill of the rim and has to be checked on to make Rim Only work. Instead, I suggest making Fill refer to the part that is not the rim and Rim refer to the rim and make them independent from each other and both true by default. The modifier has options for a vertex group as a factor for the thickness and two vertex groups to store the fill and rim geometry. vertex groups will be replaced by two attribute string fields for the factor and to tag the rim geometry ![solidify.png](https://archive.blender.org/developer/F10167300/solidify.png)
Fabian Schempp self-assigned this 2021-06-11 10:32:34 +02:00
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With the current solidify modifier it's possible to set a different material onto the sides of the rim and set vertex groups and such, etc.

Could something similar but more 'Geometry Nodes'-ish be implemented with this node, such as an attribute?
Perhaps the original surface, the rim and the newly created surface should all receive a custom attribute that can be used to identify them for setting a material or applying other nodes to those specific areas?

With the current solidify modifier it's possible to set a different material onto the sides of the rim and set vertex groups and such, etc. Could something similar but more 'Geometry Nodes'-ish be implemented with this node, such as an attribute? Perhaps the original surface, the rim and the newly created surface should all receive a custom attribute that can be used to identify them for setting a material or applying other nodes to those specific areas?

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true

In #89050#1175225, @Grady wrote:
With the current solidify modifier it's possible to set a different material onto the sides of the rim and set vertex groups and such, etc.

Could something similar but more 'Geometry Nodes'-ish be implemented with this node, such as an attribute?
Perhaps the original surface, the rim and the newly created surface should all receive a custom attribute that can be used to identify them for setting a material or applying other nodes to those specific areas?

true > In #89050#1175225, @Grady wrote: > With the current solidify modifier it's possible to set a different material onto the sides of the rim and set vertex groups and such, etc. > > Could something similar but more 'Geometry Nodes'-ish be implemented with this node, such as an attribute? > Perhaps the original surface, the rim and the newly created surface should all receive a custom attribute that can be used to identify them for setting a material or applying other nodes to those specific areas?
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

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I'm a little surprised this node isn't being merged with the already existing "Extrude" Node. I understand they have different functionality but surely they are close enough to be called contextually depending on the selection or fields selected.

I'm a little surprised this node isn't being merged with the already existing "Extrude" Node. I understand they have different functionality but surely they are close enough to be called contextually depending on the selection or fields selected.

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Reference: blender/blender#89050
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