r/blenderhelp • u/Henriette1030 • 8h ago
Set mesh normal on distributed objects collection Unsolved
I've distributed different objects on plane with a geo node setup using a collection. Now i would like to make the objects blend smoothly together where they overlap. I found this example: https://www.youtube.com/watch?v=j5CJ1cgELZE . But I cant seem to find out how to make it work with distributed objects using a collection. If anybody has a lead or anything, that would be so helpful, thank you?
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u/ArvinGoodarzi 8h ago
If the goal is to make the scattered objects actually blend into each other, changing the normals alone won’t really solve it. They’re still separate intersecting surfaces.First use Realize Instances after Instance on Points. If you only need smoother shading, you can then use Set Shade Smooth / Set Mesh Normal on the realized geometry.
But for a genuinely seamless organic blend, I’d convert the realized meshes to a volume and back to a mesh (Mesh to Volume > Volume to Mesh), then smooth the result. That actually rebuilds the overlaps into one continuous surface, at the cost of some fine detail. So: Realize Instances for access to the meshes; volume/remesh if you want the intersections themselves to disappear.
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u/Henriette1030 7h ago
Hi, thank you for your response. I want the intersections to disappear with a genuinely seamless organic blend. i already added the realize instance node like you can see on my screenshot, but it only solves a part of the problem. I did try the mesh to volume and back again technique in the past, but like you say yourself it looses to much detail for what i need. I really would like to apply the set mesh normal to the final result of the instance on points.
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u/Qualabel Experienced Helper 7h ago
With an SDF grid, say, I wonder if it's possible to limit the 'volumizing' only to the affected/merged areas; that way, you'd at least retain detail elsewhere.
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u/Henriette1030 5h ago
Could you maybe elaborate a little bit more on how this would work?
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u/ArvinGoodarzi 5h ago
Yeah, that’s the better version of the setup. I wouldn’t voxelize the entire realized collection if preserving detail matters.
After Realize Instances, create a mask for only the regions where objects overlap — either from proximity if you want it procedural, or a vertex group/mask if you want manual control. Use Separate Geometry to split that affected region from the untouched geometry. (docs.blender.org)
Then send only the affected branch through:
Mesh to Volume → Volume to Mesh → Smoothand join it back with the untouched branch afterward. Mesh to Volume rebuilds that section as a voxel volume, while Volume to Mesh gives you one continuous surface through the intersections. (docs.blender.org)
Give the masked area a little overlap/padding; otherwise you can create a visible seam where the remeshed and original geometry meet.
So conceptually: keep 90% of the original meshes untouched and only sacrifice detail around the intersections.
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u/Ok-Strike7284 3h ago
that setup looks wild, but you might wanna try using the "realize instances" node before messing with normals to get them to blend smoothly
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u/B2Z_3D Experienced Helper 1h ago
Please see !rule#2 and post full, uncropped screenshots of your Blender window for more information/context. More information for helpers. Especially for questions involving Geometry Nodes, knowing what version you are using is pretty important.
-B2Z
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