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Geometry Nodes
Setup
Enable Node Wrangler add-on.
Set Spacebar to search.
Set the maximum Undo steps to 256.
It can be useful to have a large graph section in the middle and the Viewport and Spreadsheet in a column on the left.
Fundamentals
Selecting an object and clicking on New
in the Geometry Node Editor will add a Geometry node modifier to that object.
The Spreadsheet panel displays information on the way the geometry is being evaluated with information on (for example) the position of Vertices, Edges, Faces and Face Corners. These Face corners are for each vertex the way it unwraps on the UV (on a cube, each vertex will have 3 face corners attached).
Inputs and Outputs are color-coded by type (hover over to know the type) and they have a shape : circles are expecting or emitting a single value where diamonds are expecting or emitting field values.
Click and drag and input or output to create a + noodle that will propose a shortlist of nodes that can be connected to this input/output. This is useful when creating Selections to have access to nodes that can compute a Selection.
Positionning / Joining
Set Position lets you handle selection of vertices whereas Transform Geometry lets you Position/Rotate/Scale the entire geometry.
Use CTRL
+ SHIFT
+ RIGHT CLICK & DRAG
to join geometries together.
The order in which the nodes plug into the Join Geometry input capsule matters. Top / Bottom will be treated differently.
Materials
Materials can be added to any Geometry wit the Set Material node.
Applying shade smooth for version 4 and above is explained in video 3.3 of Gamedev's tutorial.
Distributing points
When distributing points, it is important to understand that the vertices are the elements that are going to be used to calculate the texture so a high number of vertices is required on a grid for example to create the textures.
A viewer node can be used to visualize the pattern to align the number of points to a sufficient amount to properly see the patterns.
Color ramps may be used to further augment the contrast and distribute points finely on a given texture.
Keyboard Shortcuts
SHIFT
+ALT
+LEFT CLICK
: Automatically connect target node to Group Output.
SHIFT
+CTRL
+LEFT CLICK
: Connect a viewer node to the target node. Useful to preview data from textures for ex. Requires hooking up geometry as well.
BACKSPACE
: Reset target node to default values.
SHIFT
+RIGHT CLICK
: Drag a knife tool on noodles to create intersections.
LEFT CLICK
+DRAG
: On an output pin opens a pop-up with all the nodes that can be connected to this node.
M
: Mute selected node in the chain.
Fields
Noodles with dotted lines are actually field values and can be thought of as lists or arrays in programming. They contain a value for a select number of items.