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Node Tools Feedback

Thanks for the workaround!!!, and yes we need a duplicate operator. Read full topic

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Node Tools Feedback

Agree copy should work and maybe even also a duplicate operator for the datablock. For the time being, as a workaround you can go in the outliner to the “bender file” view, and under “node groups” you...

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Node Tools Feedback

Hi, do you think it could be possible to copy and paste tools without losing the inputs? I find it hard to iterate on a tool, having to save the file and then opening a new one and then appending the...

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Node Tools Feedback

For modifiers you can use the active camera node combined with the object info. Technically the situations are quite different. For example, we don’t want to reevaluate modifiers just because you...

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Node Tools Feedback

Hi, I was looking for recently added Viewport Transform Node and found it only working in Tools context. Is it planned to add this also for Modifiers? I was very much looking forward to this feature...

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Node Tools Feedback

For consistency with the way blender works when adding othe robjects I’d say: Keep it simple. Object name = operator name Object Transform = transform of the 3d cursor. Just like any other object...

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Node Tools Feedback

I have a question about Node Tools for sculpting. We could access Face Sets. But, how do we deal with the sculpting mask? If I launch a custom Node Tool for sculpting, the mask does nothing. And I am...

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Node Tools Feedback

Here’s an example using that process. Read full topic

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Node Tools Feedback

There is an operator now. You can find it in edit mode if you write “set attribute” into F3 search. And you can call it from the menu (Edit mode) … Mesh//Set Attribute You need to select the attribute...

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Node Tools Feedback

Hi, I know that this Is and old post, but I Just recently happened to create the same tool to store face selections and use them for procedural extrusion. Something like this:...

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Node Tools Feedback

Fair point! Though I still sort of like the idea of creating objects based on instances (and their names), it seems sort of elegant. Especially since it handles the transform problem too. Read full...

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Node Tools Feedback

HooglyBoogly: The tricky parts are: how does Blender know the name, rotation, etc. of the new object? If geometry instances can have names, those could be used. We could even create a separate object...

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Node Tools Feedback

Thanks for the feedback. I’m glad the menu switch node works here, I’m not sure I ever even tested that! Nacimota: I’m thinking Add tools might be something of a special case to be looked at down the...

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Node Tools Feedback

Nacimota: I’d like to be able to add new items to the Add > Mesh menu in object mode using nodes. […] a custom box which is like the cube primitive except that it allows you to set the origin point...

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Node Tools Feedback

I don’t know if this topic is still active after phase one is done, but one last thing I’d like to see in next version is ability to add node tools and python operators in the same menu. Currently its...

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Node Tools Feedback

I played with color attributes in sculpt mode and tools are quite useful for generating masks. Made ambient occlusion mask similar to dirty vertex colors in vertex paint mode, although I can’t get it...

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Node Tools Feedback

You need to create an attribute for the whole object. But you can use GN Tools / Store Named Attribute to set it for selected edges. Setting a boolean attribute for a face. Same for edge … Atm, we...

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Node Tools Feedback

But wait a minute, I realize now… you should be able to do that with geonode tools Read full topic

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Node Tools Feedback

Thanks, I didn’t know that, they didn’t mention this in any presentation, I believe. Any way, I hope they will develop this feature more. Read full topic

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Node Tools Feedback

https://docs.blender.org/manual/en/latest/modeling/meshes/editing/mesh/set_attribute.html It’s a little crude at the moment I’ll admit Read full topic

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