Geometry Nodes: Nodes to expose matrix components #121283
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Reference: blender/blender#121283
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Delete Branch "mod_moder/blender:matrix_inputs"
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These nodes allow working with the raw values that make up a matrix. This can be used to construct a 4x4 matrix directly, without using the
Combine Transform
node. This allows building transforms with arbitrary skew, or projection matrices.I have a feeling that these nodes can be implemented more efficiently without having to iterate over all values 16 times, but that can be optimized separately. It's nice to have a simpler implementation now.
The other main new thing is that the outputs come after the inputs. Will gather some feedback about that.
@ -268,6 +268,7 @@ DefNode(FunctionNode, FN_NODE_ALIGN_ROTATION_TO_VECTOR, 0, "ALIGN_ROTATION_TO_VE
DefNode(FunctionNode, FN_NODE_AXIS_ANGLE_TO_ROTATION, 0, "AXIS_ANGLE_TO_ROTATION", AxisAngleToRotation, "Axis Angle to Rotation", "")
DefNode(FunctionNode, FN_NODE_BOOLEAN_MATH, 0, "BOOLEAN_MATH", BooleanMath, "Boolean Math", "")
DefNode(FunctionNode, FN_NODE_COMBINE_COLOR, 0, "COMBINE_COLOR", CombineColor, "Combine Color", "")
DefNode(FunctionNode, FN_NODE_COMBINE_MATRIX, 0, "COMBINE_MATRIX", CombineMatrix, "Combine Matrix", "")
Description:
Construct a 4x4 matrix from its individual values
@ -291,6 +292,7 @@ DefNode(FunctionNode, FN_NODE_ROTATE_VECTOR, 0, "ROTATE_VECTOR", RotateVector, "
DefNode(FunctionNode, FN_NODE_ROTATION_TO_AXIS_ANGLE, 0, "ROTATION_TO_AXIS_ANGLE", RotationToAxisAngle, "Rotation to Axis Angle", "")
DefNode(FunctionNode, FN_NODE_ROTATION_TO_EULER, 0, "ROTATION_TO_EULER", RotationToEuler, "Rotation to Euler", "")
DefNode(FunctionNode, FN_NODE_SEPARATE_COLOR, 0, "SEPARATE_COLOR", SeparateColor, "Separate Color", "")
DefNode(FunctionNode, FN_NODE_SEPARATE_MATRIX, 0, "SEPARATE_MATRIX", SeparateMatrix, "Separate Matrix", "")
Description:
Split a 4x4 matrix into its individual values
@ -0,0 +40,4 @@
column_d.add_input<decl::Float>("Column 4 Row 4").default_value(1.0f);
}
static void step_copy(const IndexMask &mask,
Maybe
copy_with_stride
is a better name here. Same in the other node.Just chatted with @JacquesLucke about this. My initial reaction to seeing the screenshots is that there has to be a less bloated solution in terms of UI, but after some more consideration I don't really think there is much to say against the utility and consistency this brings.
I do think that ideally we wouldn't present this as the only way to access this data though, so I'd like to propose adding get(/set ?) nodes for specific matrix elements by indices so they can be in the same release.
Such would be at least a
Matrix Element
node withMatrix
,Row
,Column
inputs and the value field of that element as output.There could be one to
Replace Matrix Element
as well and in some way this also relates to future list functionality, so maybe this still needs a desing task to figure things out.Not sure this is actually good idea to use index to access data of attribute component.
We do not do this for vector and color.
@blender-bot build
Thanks for working on this node.
Can you make a separate patch for a Matrix Element node like the one Simon described? I have to think about use-cases for it a bit more, but would be nice to have a patch already.
This is pretty trivial node group with Index Switch node.
I have tried to check some different ways to combine component of matrix: https://projects.blender.org/mod_moder/blender/src/branch/tmp_optimiza_combine_matrix_node
In result, current approach the most faster.