Geometry Nodes: Resample Edges node #113427
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Reference: blender/blender#113427
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Delete Branch "mod_moder/blender:resample_edges_node"
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Resample Edges node. Like the Resample Curve node, edge resampler
is used to increase amount of points in one poly line. Usually, result is the
N-Gon mesh topology. Node can be used in way to create round holes in
faces or for other shapes from mesh faces. Resampling of loose edges will allow
to avoid conversion to curve to did resample as well.
Geometry Nodes: Resample Edge nodeto Geometry Nodes: Resample Edges nodeCan you show an example for how you use this node to create the holes?
Basically, i resample face edges, set it shape to circle and delete it.
This would be incredibly useful with a selection input.
Hm, currently I'm not convinced that this node makes too much sense by itself. With a selection input it would be more useful. I can see that it might be more useful in conjunction with the tesselate node, but I'd have to try them both together.
You might be able to change my mind with a more compelling example. A selection input would help for that example as well of course. Generally it would be nice to avoid having huge ngons as an intermediate step, but I'm not sure if that can be avoided in general.
Well, just to clarify,
Count
input is a field, soSelection
input doesn't make sense. Also, i see now, some node likeSquaring
(Kind ofTriangulate
node, but for 4-gons) will make loop cut much easier for user (such splitting still allow to polygonize any n-gon geometry or resample any edges/meshes in different task). Edge Rings node also in this area.. but yeah, all of this request artist feedback too.I think this node would be very useful: without it you have to convert the edge to a curve, delete neighboring faces of the edge, create as many curve circles for each edge as many faces were deleted, resample the circles based on old faces vertex count + added cuts on the edge, distribute the circles in a grid so they don't overlap, fill curves (which is very slow), then position the vertices of new circles on the spot of the old face, and I'm not sure at the moment on how to correctly map the indices…
Creating holes is I think a very nice example, because creating holes or circular extrusions is just so common in modelling.
Another example could be adaptive subdivision, which is made so much easier when you can split edges, subdivide selection, and subdivide edges of inverse selection (and merge by distance). One could even use Catmul-Clark without boundary preservation if he wouldn't mind (or ensure not to produce) non-coplanar n-gons surrounding the selection…
Is it possible to replicate adaptive subdivision in geometry nodes?
How to subdivide a selection of faces in geometry nodes
How to create gradual face subdivide effect with geometry nodes?
In general we need more subdivision methods, considering how some subdivision methods exist in Vanilla Blender in Edit Mode, but not in geonodes: How to subdivide triangles into four triangles with Geometry Nodes?
I think this node could compare favorably to some other nodes in regards to how hard is it to reproduce this functionality in existing nodes, how much performance it saves, how often it is used: corner of edge, corner of face, dual mesh - the last I think may get a nice synergy with this new "Resample Edge" node...
BTW, maybe instead of "Resample Edge" it should be "Subdivide Edge"?
Now that I realize the input is a field, yes, this would be incredibly useful. I've been wanting something like this for ages.
Yeah, I was trying to make adaptive subdivision in GN a few days ago and realized that this node is a perfectly match.
Both sounds good to me.
It should still have a selection. That's more consistent (see e.g.
Duplicate Elements
), easier to use and easier to optimize for us.Can you change your example that adds a hole to a face so that it does not generate more geometry than necessary? I haven't looked too much into tesselation yet, but it seems like that would provide a more straight forward way to add a hole to many faces, even without this node.
I prefer
Subdivide Edges
as well.Oh, i just checked, Resample Curve have
Selection
input too... will add.I really don't like references to
Subdivide
, this is not fractal subdivide operation.Done
Could this do also holes that don't unnecessarily subdivide outer edges of the quads? The geometry on the screenshot above still would not be very usable. Could it be used to achieve something like this?:
Yes, just need some edges to be deselected.
Looks to be the missing piece for loop cuts and adaptive subdivision. Would appreciate a buildbot build when the conflict is resolved.
Any news? Seems very useful and would make it easier to make new types of modeling tools and modifiers that is not possible currently.
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