This one video helped demystify attributes more than any other I've seen so far. The fact that the Geometry Nodes development swung wildly back and forth between workflows didn't help, but glad to see that a sensible middle ground was found.
Love this series! Thank you, Simon!
De Etta L Ewing
Feb. 19th, 2023
I am relatively new to the industry, Blender and Nodes- I found this series of videos to provide the foundation I did not realize I needed coupled with the inspiration to strive to learn much more! The accompanying support files are terrific. Well presented- Rock on!
Simon Thommes
Feb. 20th, 2023
@De Etta L Ewing Thanks for the kind words, I'm glad that this is so useful for you!
mark mi
July 28th, 2022
Hello teacher, I want to ask about the difference between value and float, these two definitions have been giving me a headache
Simon Thommes
July 28th, 2022
@mark mi Hey Mark, this is a bit of an unfortunate legacy naming. Float is a more accurate description of what the actual datatype is, while value is more loose. The reason why in previous node systems this didn't matter so much and it was simply called value was that Blender handles the datatypes on the backend while the user doesn't need to be concerned with the exact type.
With geometry nodes the user is much closer to the actual data-structures and it matters a lot more. So there it is useful to differentiate.
mark mi
Aug. 3rd, 2022
@西蒙·托姆斯 Thank you very much
Anca Diaconu
Dec. 9th, 2022
Do you by any chance, have a tutorial on how to make the doodle clouds? I've tried replicating your example, but after the Fill Curve node, the curves completely dissapear.
I find that "Anonymous Attributes" should be better called "Static Atrributes" since for example the "Position" attribute also has a rather general naming. The "Capture Attribute" node creates a snapshot of a changeable "Regular Attribute" (which I would therefore rather refer to as a "Dynamic Attribute") and by doing so turns it into a "Static Attribute". It further looks to me that the "Anonymous Attributes" like the "Top" attribute of a cylinder are evaluated internally directly with the creation of mesh primitive (and therefore bound to it) whereas the "Position" attribute gets evaluated externally with a separate node which therefore can be connected to every node that refers to geometry.
Simon Thommes
Jan. 9th, 2023
@Ingmar Franz I do get your point and how you understand the concept is totally correct.
The reason why they are not called 'static' is because they do change in terms of interpolation. That is part of why they are so useful. Being able to use the same attribute after a topology change/converting to a different geometry type. Anonymous means that the attribute cannot be called by anything else than the exact socket where it is created. So by that it cannot explicitly be changed.
If it helps you to think about them as static that is perfectly fine though, as the behavior you're describing is part of their key feature. We had a geometry nodes workshop recently and part of that were some UI topics, which includes creating a stronger visual connection between a field and where it is evaluated.
Ingmar Franz
Jan. 5th, 2023
Do I see it right that a "Capture Attribute" node work in conjunction with a "Realize Instances" node creates an "ID attribute" for every vertex of the realized instances so that we later can address vertices created from different instances separately? And the "Random Value" node creates a separate vector for every group of vertices that receive the same instance ID within the "Realize Instances" node?
Simon Thommes
Jan. 9th, 2023
@Ingmar Franz yes, you can totally do that! That's exactly how you can use the different domains to your advantage,
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12 comments
This one video helped demystify attributes more than any other I've seen so far. The fact that the Geometry Nodes development swung wildly back and forth between workflows didn't help, but glad to see that a sensible middle ground was found. Love this series! Thank you, Simon!
I am relatively new to the industry, Blender and Nodes- I found this series of videos to provide the foundation I did not realize I needed coupled with the inspiration to strive to learn much more! The accompanying support files are terrific. Well presented- Rock on!
@De Etta L Ewing Thanks for the kind words, I'm glad that this is so useful for you!
Hello teacher, I want to ask about the difference between value and float, these two definitions have been giving me a headache
@mark mi Hey Mark, this is a bit of an unfortunate legacy naming. Float is a more accurate description of what the actual datatype is, while value is more loose. The reason why in previous node systems this didn't matter so much and it was simply called value was that Blender handles the datatypes on the backend while the user doesn't need to be concerned with the exact type. With geometry nodes the user is much closer to the actual data-structures and it matters a lot more. So there it is useful to differentiate.
@西蒙·托姆斯 Thank you very much
Do you by any chance, have a tutorial on how to make the doodle clouds? I've tried replicating your example, but after the Fill Curve node, the curves completely dissapear.
@Anca Diaconu Hm, that's odd. The file is here you can compare it with that. Other than that, I just made a quickly cut mini tutorial for twitter.
I find that "Anonymous Attributes" should be better called "Static Atrributes" since for example the "Position" attribute also has a rather general naming. The "Capture Attribute" node creates a snapshot of a changeable "Regular Attribute" (which I would therefore rather refer to as a "Dynamic Attribute") and by doing so turns it into a "Static Attribute". It further looks to me that the "Anonymous Attributes" like the "Top" attribute of a cylinder are evaluated internally directly with the creation of mesh primitive (and therefore bound to it) whereas the "Position" attribute gets evaluated externally with a separate node which therefore can be connected to every node that refers to geometry.
@Ingmar Franz I do get your point and how you understand the concept is totally correct.
The reason why they are not called 'static' is because they do change in terms of interpolation. That is part of why they are so useful. Being able to use the same attribute after a topology change/converting to a different geometry type. Anonymous means that the attribute cannot be called by anything else than the exact socket where it is created. So by that it cannot explicitly be changed.
If it helps you to think about them as static that is perfectly fine though, as the behavior you're describing is part of their key feature. We had a geometry nodes workshop recently and part of that were some UI topics, which includes creating a stronger visual connection between a field and where it is evaluated.
Do I see it right that a "Capture Attribute" node work in conjunction with a "Realize Instances" node creates an "ID attribute" for every vertex of the realized instances so that we later can address vertices created from different instances separately? And the "Random Value" node creates a separate vector for every group of vertices that receive the same instance ID within the "Realize Instances" node?
@Ingmar Franz yes, you can totally do that! That's exactly how you can use the different domains to your advantage,