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Hi there first post here. I am trying to achieve the effect of the Simple Deform Modifier set to Taper within Geometry Nodes. Using Blender 3.1.0

enter image description here

The picture to the left is my Geometry Nodes object - just a simple scattering of cylinders on a plane. To the right is the same object with a Simple Deform Modifier after the GeoNodes mod set to taper along the Z axis.

I would prefer to be able to do the same thing within the Geometry Node tree without using the deform modifier.

The main reason being that for the modifier to work I have to realize the instances, which I'd rather not do so I can use the instance objects' local texture coordinates for shading.

Surprisingliy I did not find many resources online on how to deform a mesh in GeoNodes. Any help and pointers are appreciated. Thanks in advance.

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You should multiply X and Y position by Z position:

enter image description here

Instances should be realized before scaling.

enter image description here

CC BY-SA 4.0
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  • @Gorgious Of course.
    – Crantisz
    Mar 18, 2022 at 12:42
  • Amazing, thank you. That's good to know. Sadly this solution still needs the Realize Instances node, which I was hoping to avoid. But it seems that I just have to realize the instances in order to be able to deform them (which kind of makes sense), so I guess I'll have to work around the coordinate issue in the shader. Still, nice to have this solution which I find more elegant than the modifier stack. And it also helped me to better understand the concept behind instances and meshes in GeoNodes. So thank you again.
    – GeorgFK
    Mar 18, 2022 at 14:01

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