About
Applications
HoudiniUnreal EngineUnity 3DNukeMayaBlenderZBrushPythonMixed RealityMachine LearningGraphic DesignExtrasAboutGeometry Node Editor
Custom Preferences
Settings
Enable Snap
(SHIFT
+ TAB
) To Grid
.
User Interface
Add/Remove Node From Data Stream
Quickly add and remove node from a data stream in Geometry Node Editor
. To add node, RMB
drag over wire. To remove node from data stream, ALT
+ RMB
drag node away from wire.
Node Wiring
Quickly connect nodes with wires (F
) and switch wire connections between selected nodes (SHIFT
+ F
). Add Reroute nodes (SHIFT
+ RMB
drag) for organization.
Other quick variations of connecting nodes include a direct connection with ALT
+ RMB
dragging from one one to another.
For greater control of outputs to inputs, SHIFT
+ ALT
+ RMB
dragging from one node to another allows for specifying the output from the first node and the input of the second node.
Collapse Nodes
Alternate forms of node collapsing with full collapse (H
) and partial collapse (CTRL
+ H
), which collapses the node's sockets.
Frame Nodes
Frame selected nodes (CTRL
+ J
) and remove node from frame (ALT
+ P
).
Node Display In Spreadsheet
Display a specific node's geometry information in the Spreadsheet
by enabling the computer monitor icon at the top right corner of a node.
Mute Nodes & Wires
Toggle mute nodes (M
) and wires (ALT
+ CTRL
+ RMB
drag over wire).
Attributes
Vertex Color To Instances
Instanced object needs to have an active material index, though not an actual material applied. This will allow it to take on the vertex color attribute passed to the point instances.
For the shader applied to the object with the instances, the material needs to be applied at the Object level. The shader should transfer either the default vertex color attribute, Col, or any new user-defined custom attribute with the Attribute node to the Base Color of the shader.