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Node-based visual scripting system designed for motion graphics in Blender.
License: Other
This project forked from jacqueslucke/animation_nodes
Node-based visual scripting system designed for motion graphics in Blender.
License: Other
The Viewport Input node is not in the "Add" menu. There is a typo in the Grease Pencil menu --> Objcet Material Output.
Repeated crash while exporting alembic (happened 3 times out of 3). Node network works correctly in viewport, whether playing back linearly or jumping around the timeline. Crash log and node network screenshot attached.
(https://github.com/3DSinghVFX/animation_nodes/files/4382419/alembicCrashLog.txt)
hi, i learn to write a cython code file in animation nodes,but i am trouble with cython,yesterday,i tried the way OmarEmaraDev provided,still doesn't work.
for example, i want to import "object" to cython, so I add :
from ...data_structrues cimport Object
def getfunction(Object object):
....
when Cythonizing the .pyx file, it appering an error: 'Object' is not a type identifier,i don't know why, i need some help,Thank you very much!
I have no problem installing animation nodes. It just happens if i try to install animation nodes + extra nodes from here https://blender.community/c/graphicall/phbbbc/.
The error is: unsafe use of relative rpath libz.1.dylib in .....
I am using a Macbook Pro with MacOS Big Sur.
Blender 2.93 alpha (from yesterday)
Hi
I am using the packing node, it is nice but I cant get sphere packing with points to affect the input vertices in any way. Do you have any example of that?
thanks
Hello,
animation nodes with extra nodes can't be be activated after installing it in Blender 3.0 version: 3.0.0 Alpha, branch: master, commit date: 2021-05-17 22:59, hash: rB8057b985727d
(sorry I did not test bare animationnodes).
error message when trying to activate the addon:
Traceback (most recent call last):
File "/home/etaernis/blender-git/build_linux/bin/3.0/scripts/modules/addon_utils.py", line 330, in enable
importlib.reload(mod)
File "/home/etaernis/blender-git/build_linux/bin/3.0/python/lib/python3.9/importlib/__init__.py", line 169, in reload
_bootstrap._exec(spec, module)
File "<frozen importlib._bootstrap>", line 613, in _exec
File "<frozen importlib._bootstrap_external>", line 790, in exec_module
File "<frozen importlib._bootstrap>", line 228, in _call_with_frames_removed
File "/home/etaernis/.config/blender/3.0/scripts/addons/animation_nodes/__init__.py", line 166, in <module>
auto_load.init()
File "/home/etaernis/.config/blender/3.0/scripts/addons/animation_nodes/auto_load.py", line 23, in init
modules = get_all_submodules(Path(__file__).parent)
File "/home/etaernis/.config/blender/3.0/scripts/addons/animation_nodes/auto_load.py", line 51, in get_all_submodules
return list(iter_submodules(directory, directory.name))
File "/home/etaernis/.config/blender/3.0/scripts/addons/animation_nodes/auto_load.py", line 55, in iter_submodules
yield importlib.import_module("." + name, package_name)
File "/home/etaernis/blender-git/build_linux/bin/3.0/python/lib/python3.9/importlib/__init__.py", line 127, in import_module
return _bootstrap._gcd_import(name[level:], package, level)
File "<frozen importlib._bootstrap>", line 1030, in _gcd_import
File "<frozen importlib._bootstrap>", line 1007, in _find_and_load
File "<frozen importlib._bootstrap>", line 986, in _find_and_load_unlocked
File "<frozen importlib._bootstrap>", line 680, in _load_unlocked
File "<frozen importlib._bootstrap_external>", line 790, in exec_module
File "<frozen importlib._bootstrap>", line 228, in _call_with_frames_removed
File "/home/etaernis/.config/blender/3.0/scripts/addons/animation_nodes/nodes/mesh/insert_custom_attribute.py", line 5, in <module>
from ... data_structures import (
ImportError: cannot import name 'Attribute' from 'animation_nodes.data_structures' (/home/etaernis/.config/blender/3.0/scripts/addons/animation_nodes/data_structures/__init__.py)
Finding the broken commit:
broken:
Commits on May 8, 2021 51f2c6f
Commits on May 7, 2021 809419a
Commits on May 5, 2021 0d34315
Commits on Apr 30, 2021 4c8e56b
Commits on Apr 16, 2021 e42340c
Commits on Apr 15, 2021 61f2365
Commits on Apr 13, 2021 558dc15 [first broken]
working:
Commits on Mar 29, 2021 c48d54e
Commits on Mar 29, 2021 cb8c858
Commits on Mar 23, 2021 f04abfb
So I assumed that everything is fine with c48d54e, but the nodes were all red, so I removed and repeated installation and activation, c48d54e does suddenly also not work, the same goes for cb8c858:
Traceback (most recent call last):
File "/home/etaernis/blender-git/build_linux/bin/3.0/scripts/modules/addon_utils.py", line 351, in enable
mod = __import__(module_name)
File "/home/etaernis/.config/blender/3.0/scripts/addons/animation_nodes/__init__.py", line 166, in <module>
auto_load.init()
File "/home/etaernis/.config/blender/3.0/scripts/addons/animation_nodes/auto_load.py", line 23, in init
modules = get_all_submodules(Path(__file__).parent)
File "/home/etaernis/.config/blender/3.0/scripts/addons/animation_nodes/auto_load.py", line 51, in get_all_submodules
return list(iter_submodules(directory, directory.name))
File "/home/etaernis/.config/blender/3.0/scripts/addons/animation_nodes/auto_load.py", line 55, in iter_submodules
yield importlib.import_module("." + name, package_name)
File "/home/etaernis/blender-git/build_linux/bin/3.0/python/lib/python3.9/importlib/__init__.py", line 127, in import_module
return _bootstrap._gcd_import(name[level:], package, level)
File "/home/etaernis/.config/blender/3.0/scripts/addons/animation_nodes/algorithms/interpolations/__init__.py", line 1, in <module>
from . implementations import *
File "animation_nodes/algorithms/interpolations/implementations.pyx", line 1, in init animation_nodes.algorithms.interpolations.implementations
File "/home/etaernis/.config/blender/3.0/scripts/addons/animation_nodes/data_structures/__init__.py", line 49, in <module>
dataStructures = importDataStructures()
File "/home/etaernis/.config/blender/3.0/scripts/addons/animation_nodes/data_structures/__init__.py", line 5, in importDataStructures
from . lists.clist import CList
File "animation_nodes/data_structures/lists/clist.pyx", line 1, in init animation_nodes.data_structures.lists.clist
File "animation_nodes/data_structures/meshes/mesh_data.pyx", line 7, in init animation_nodes.data_structures.meshes.mesh_data
File "animation_nodes/algorithms/mesh/triangulate_mesh.pyx", line 1, in init animation_nodes.algorithms.mesh.triangulate_mesh
ValueError: animation_nodes.data_structures.meshes.mesh_data.Mesh size changed, may indicate binary incompatibility. Expected 80 from C header, got 72 from PyObject
Perhaps I'm doing something wrong here, an older version was working mostly fine.
Hi! - I am a total beginner in Blender, so be kind!
What I am struggling with is to make a digital clock / countdown with hours, minutes and seconds. Now it counts everything to 100 and not 60. Is there a clever way to do this?
My task is to make an animation of a product that needs a 24 hour visual timer, with hrs, minutes and seconds.
The way I have to do it now, is to make each of them count accordingly in separate text objects, then loop keyframes of the seconds and minutes to fill up the 24 hour cycle.
Wondering if it's possible / already doable.
Say i have various objects in different collections or in no collection, they are just spread over my entire scene.
With a number here in the frame I would like to access them individually. You see in the viewer I can create an object name, but I cannot feed this data e.g. into Object Transforms Output as object name.
It would be great to have a "text2objectname" converter.
There is the "Filter Object List" which has a text input, but it requires the possible objects to be already in a list.
I'm trying to drive light color (in eevee so no shaders) with an animated texture (example enclosed). I've got it working but only if the texture preview pane is open. Otherwise (on render, for example) it won't refresh and gets stuck on the initial frame. Oddly, if i shake the render window while rendering it forces a refresh of the light colors. I tried your sample file (#5) and had the same issue with your displacement setup there. Any ideas? Thanks!
I'm using Blender 2.93.5 macOS version, I install the latest version of the animation_nodes with extra nodes from here, I find that there may be a mixed wrong version of Set/Get Custom Attribute under Object and Mesh. There is only Set Custom Attribute under Object as shown in the picture.
While there are Set/Get Custom Attribute, but the Set Custom Attribute seems not correct? As shown in the picture.
My guess is that they are confused because they have the same name/id in the code? so they are put in wrong place?
Crashing on both 2.92 with python 3.7, and daily build 2.93 alpha with python 3.9, with their respective versions of AN+EN
When inputting the float list and adding a new input blender crashes instantly, or in some seconds later, when trying to reproduce.
Blender crash file here
blender.crash.txt
Thank you a lot for the Extra Nodes, they are very useful for me.
If I may suggest some more nodes…
What Blender/AN still lack are ways to filter / re-organise incoming data. This is especially an issue with sound input.
For example: From a MIDI file I receive pitch 60 is going to 1 sometimes, remaining there for a few frames and then goes back to 0.
I want every time it goes to 1 that an action (movement of an object) is triggered, no matter how long then it stays at 1. So only if a 1 is hit after being at 0 before, I want an object to do a movement.
It would be great to have a node that registers such changes.
A related wish: For the duration of pitch 60 being at 1, I would like to have a counter counting up +1 every frame. Say, pitch 60 is normally at 0 but from frame 55 to 75 it is at 1, a counter should start counting on frame 55, until 75. (counter starts at 0, reaching 20.) The node should react on the fact that pitch 60 has hit 1 and stays there for 20 frames.
Next issue (related)… pitch 60 hits 1, an object should then be triggered to do something. Next time pitch 60 hits 1, another object should be triggered. So I would need a counter counting the 1-hits of pitch 60.
(Related: a node that adds up every incoming value per frame.)
Also helpful would be: A node that registers whether an object is moving or not. Which means, the node compares the current location with the previous, whether it is the same or not.
Next..: At some frames, a new random number should be generated. E.g. at frame 55, 100, 222 (or, every time pitch 60 hits 1). The random number would be for example new positions of an object. The problem at status quo is that I can pick out the 55 from the time info and then generate a random number, but it would not stay longer than frame 55. Of course, if I already know exactly that in frame 55, 100 and 222 there should be the new numbers, it is possible. But not flexible; when having a MIDI input I do not know when things happen.
A node that stores a number would be super.
Helpful would also the possibility to compose object names. For example I have empty1, empty2, empty3… etc. and also cube1, cube2, cube3… A node that creates an object list with an number index list as input can be useful.
I know that some of these things are somehow realisable in AN, but it`s pretty a hack. For example in this Tut (https://youtu.be/mjYf-tD2SqM?t=539 ) there is a solution found to store values in AN, but it is… unnecessary complicated I think.
It would be super nice if maybe you could add such nodes to AN. I hope my descriptions are understandable and make sense. Anyway, again, thank you very much for AN+EN, e.g. the falloff tracer is super.
Hi, unfortunately it doesn't work. I followed all instructions exactly. ( https://www.youtube.com/watch?v=C-DTo-R_V6I&t=3s ) Unfortunately, paths are formed from each individual vertice. The paths are also built up in reverse and the curve objects then overlap.
Please Help. bye Marcel
v01.zip
Daily Release: 41fd1b49b89a4437b625c780651b6647.zip Blender: v2.82.7 Win10Pro
Now that you have included dedicated nodes for converting various data types to and from numpy arrays, it would be possible to extend these nodes to include complex numbers and complex arrays. I have included a screenshot of how this can be implemented using the expression node. Using the cmath library as well as numpy, numeric manipulation of complex numbers is possible.
MacOS 11.3 Beta (20E5217a)
Blender 2.93 Alpha on build
Add-ons is error not work for me.
hi, i want to generate some random booleans, coding like this:
def generateRandomBooleans(Py_ssize_t count, Py_ssize_t seed):
cdef Py_ssize_t i
cdef int b
cdef XoShiRo256StarStar rng = XoShiRo256StarStar(seed)
cdef BooleanList bools = BooleanList(length = count)
for i in range(count):
bools.data[i] = rng.nextBoolean()
return bools
but results are all False, no True, what i am wrong? Thank you!
Setting GPencil Object Input's "Layer Index" parameter to a nonexistent layer instantly crashes Blender 2.81 on MacOS. This happens every time on my machine.
I've also (probably relatedly?) had a crash when I added a new layer to a grease pencil object via the blender interface, although that doesn't seem to happen every time.
Hi,
Referring to JacquesLucke#1645
I have confirmed that the build provided in blender community post doesn't include simulation nodes.
(https://blender.community/c/graphicall/0hbbbc/)
More importantly the "compare number" node (which is not part of EN) is missing.
I have tried to download directly from github and everything is fine.
I am not sure the reason of breakage as the website is supposed to auto-update itself with the newest commit?
Would you be able to investigate?
Thanks.
Hi,is it possible to add "Matrices" output to the "Mesh Points Scatter" node like the "distribute matrix" node, i think if possible,we can save some times to convert points locations to matrices.Thank you!
As it currently stands, the python setup file works only with python 3.10. When trying to compile it using python 3.11, as required by the newest 4.1 alpha blender builds that are built on python3.11, the compilation process halts with cython errors. Could you make the code compatible with python 3.11 and/or provide additional python3.11 pre-compiled of the add-on? Thank you!
Getting the following error when installing animation_nodes_v2_3_windows_py310.zip:
OS: Windows 10
Blender Version: 3.1.2
ImportError: numpy.core.multiarray failed to import
Full Error Message:
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\addon_utils.py", line 351, in enable
mod = __import__(module_name)
File "C:\Users\Primary User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\animation_nodes\__init__.py", line 166, in <module>
auto_load.init()
File "C:\Users\Primary User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\animation_nodes\auto_load.py", line 23, in init
modules = get_all_submodules(Path(__file__).parent)
File "C:\Users\Primary User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\animation_nodes\auto_load.py", line 51, in get_all_submodules
return list(iter_submodules(directory, directory.name))
File "C:\Users\Primary User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\animation_nodes\auto_load.py", line 55, in iter_submodules
yield importlib.import_module("." + name, package_name)
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\python\lib\importlib\__init__.py", line 126, in import_module
return _bootstrap._gcd_import(name[level:], package, level)
File "animation_nodes\algorithms\mesh_generation\find_shortest_path.pyx", line 1, in init animation_nodes.algorithms.mesh_generation.find_shortest_path
File "C:\Users\Primary User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\animation_nodes\data_structures\__init__.py", line 53, in <module>
dataStructures = importDataStructures()
File "C:\Users\Primary User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\animation_nodes\data_structures\__init__.py", line 35, in importDataStructures
from . sounds.sound import Sound
File "C:\Users\Primary User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\animation_nodes\data_structures\sounds\sound.py", line 4, in <module>
from . sound_sequence import sampleRate
File "C:\Users\Primary User\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\animation_nodes\data_structures\sounds\sound_sequence.py", line 3, in <module>
import aud
ImportError: numpy.core.multiarray failed to import
Hi,
I suppose the animation-nodes.com doesn't contain Extra nodes build.
So I always download AN+EN from blender community: https://blender.community/c/graphicall/0hbbbc/.
But recently I suppose it's not updating following every commit. Now it shows its last update was on last Sunday, but this week there are more commits being submitted. I guess the reason is that now we have AN for 2.83 LTS and latest AN (that maybe used for further version of blender such as 2.9x?)
I wonder is there a way to easily get most updated version of AN+EN pack?
Thanks.
Hi, i think you are aware of it, but in case you are not ... when using trim spline after "find shortest Path" and trying to trim from the end, the individual splines get trimmed - all the splines are not treated as one. Using the trim from start all the splines are treated as one.
there is also an issue when reversing the Vector and Edge-lists to get the effect running (trimming from end), resulting in some weird behaviour but maybe i am doing it wrong ...
thanks for your work!
With a simple setup with "animation_nodes_v2_3_windows_py310.zip"
imported in Blender 4.0.2 , just viewing the Mesh output is generating a Exception in console:
Traceback (most recent call last):
File "C:\Users\193899744\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\animation_nodes\execution\main_execution_unit.py", line 38, in executeUnit
exec(self.executeCodeObject, self.executionData, self.executionData)
File "execution: 'Animation Nodes'", line 13, in
File "C:\Users\193899744\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\animation_nodes\extend_bpy_types.py", line 109, in getBevelVertexWeights
self.mesh.vertices.foreach_get("bevel_weight", bevelVertexWeights.asNumpyArray())
AttributeError: foreach_get(..) 'Mesh. vertices[...]' elements have no attribute 'bevel_weight'
Hey to all.
Downloaded a project of a Neural Network here, installed proper versions of Blender (2.93.1) and Animation nodes (2.2.2), but there are some errors in the node tree....
location: :-1
Python: Traceback (most recent call last):
File "C:\Users\111\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\animation_nodes\base_types\nodes\base_node.py", line 188, in draw_label
return self.drawLabel()
File "C:\Users\111\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\animation_nodes\nodes\list\create_list.py", line 56, in drawLabel
return "Create " + toListDataType(self.assignedType)
File "C:\Users\111\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\animation_nodes\sockets\info.py", line 138, in toListDataType
return _socketInfo.listDataType[input]
KeyError: 'Numpy Array'
How it looks inside the Blender:
How to fix it? Thanx!
Thanks for making this "close packing" node, it's very amazing, but I have some request and questions.
a request is to change the default value of close packing nodes.
this node sets the radius of the object. I think it's reasonable to make the radius starts at 1 instead of 0.1 currently. because I am essentially use my original model that has a scale of 1,1,1 as a reference for the effect (specifically the relaxation method). As the default value of radius is 0.1 now, I have to change that every time which turns to be a little annoying.
I understand this maybe a very minor request, but I think it's reasonable. Many other nodes in AN also has an intention to keep the scale starting at 1,1,1, such as many modes of "distribute matrices node" (true, the spiral mode is an exception for its own reasons). I think keep consistency is important.
I have an attached node tree. the margin is made extremely small,
but the objects aren't allowed to get even closer even if I asked them to do so.
It seems the "repulsion factor" turns to be the value that will help allow objects get even closer, but such a value is very abstract to me.
I have provided an design example of C4D's push apart effector. it has options like "radius" (decides the size of protective bubble that prevent intersection), and "iterations" (determines the accuracy of its algorithm).
I suppose their functions are comparable to "margin" and "repulsion factors" respectively, but I am very confused with "margin" and "repulsion factor" and their relationship.
Thus, basically my questions are the following, and they are somehow related to each other.
Thanks in advance for reading and answering the questions.
Having a very strange issue that I suspect is related to update calls in some way:
Everything works fine, except for auto execute and automated updating of nodes and trees after making changes.
There's two parts to the problem:
Changes to a tree will not register until I go to the developer tab, and push the profile button with "update everything" mode selected. No errors are thrown, and the tree executes correctly after this is done- but until I do this, tree changes will not register. This applies to creating connections, cutting connections, and adding new nodes.
Turning on auto-execute has no effect at all. Executing a tree using the "execute node tree" button works perfectly. The tree does not automatically execute, however, on frame changes, tree changes, property changes, custom triggers, or the "always" setting.
I am using Blender 2.83, on 64bit Windows 7
The issue does not seem to be present in the vanilla build of animation nodes that came with 2.83, but is present in Extra Nodes.
I have thoroughly checked for old installs, and reinstalled with the newest build of AN: Extra Nodes (the issue was also present in the build of extra nodes I downloaded on the 10th of this month but had not tried to install until today.)
I have the current scene selected in the Animation Node Tree settings panel.
Frame dropping is disabled in playback.
Updating VC_redist.x64 made no difference.
I have win 10 v 1909 32 bit +blender 2.80 32bit +blender 2.79 (both)
I download addond Animation Nodes from many palces here and and from "animation-nodes.com" and from "cgmatter.com"
try in other windows 10 v 1509
try unistall and install c++Redistribuable Visual 2015-2019 two times
all give the same mssage when click to active the addon "traceback (most recent call last)
Hi! I have a question: I created two empties, one parented to the other. The parent is animated and rotates. How can I get the actual location of the child object?
It happens every single time I try it, no mater if taper object is connected or not, tried it a few times with different options on/off, and I just wanted to know what this option does. Until curve object output is removed red bars remains (edit, or until I tunrn this socket off or leave it empy). Windows, 2.93, btw does blender have any way to produce some crash report? I'm using your version and don't even think of returning to official, but it crushes quite often, AN stops working really often, and from time to time I get CTD, so maybe I could send some data from time to time somehow?
I have a situation where the amount of particles is changing each frame.
How can I set the amount of particels?
Continue from: #174 (comment)
@Gerstmann-Bradley I'm using Ubuntu 18.04 LTS and Blender 2.93, I'm getting 24FPS for the Simulation Input node as well as with Simulation Output node:
Animation nodes 3d viewer does not display graphics output in the 3d viewport in Blender 4.0.0. The following error appears in the console:
Traceback (most recent call last):
File "/home/diffeomorphist/.config/blender/4.0/scripts/addons/animation_nodes/base_types/nodes/node_ui_extension.py", line 66, in drawNodeUIExtensions
drawExtensionsForNode(node, extensions, position, width)
File "/home/diffeomorphist/.config/blender/4.0/scripts/addons/animation_nodes/base_types/nodes/node_ui_extension.py", line 75, in drawExtensionsForNode
height = extension.draw(node, position, width)
File "/home/diffeomorphist/.config/blender/4.0/scripts/addons/animation_nodes/base_types/nodes/node_ui_extension.py", line 34, in draw
textBox.draw()
File "/home/diffeomorphist/.config/blender/4.0/scripts/addons/animation_nodes/graphics/text_box.py", line 29, in draw
self.boundary.draw(
File "/home/diffeomorphist/.config/blender/4.0/scripts/addons/animation_nodes/graphics/rectangle.py", line 71, in draw
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
ValueError: expected a string in ('FLAT_COLOR', 'IMAGE', 'IMAGE_COLOR', 'SMOOTH_COLOR', 'UNIFORM_COLOR', 'POLYLINE_FLAT_COLOR', 'POLYLINE_SMOOTH_COLOR', 'POLYLINE_UNIFORM_COLOR'), got '2D_UNIFORM_COLOR'
Some changes to the 4.0.0 API must be causing this behavior.
the "set vertex color" node you developed,is it possible to add a "Mesh Islands" mode option,more detail is here
https://github.com/harisreedhar/AN_BLUEFOX/issues/5
if possible ,that would be great,i think.
Just tried this node in 2.81A and 2.82 current build... you get track ball errors and you have to go in and manually remove the node from the Blender app folder.... using windows 10
With Blender 3.2 alpha moving to python 3.10, could you provide python 3.10 builds of animation nodes extra? Thank you in advance!
Hello,
tracing an object's position with simulation nodes like here https://www.youtube.com/watch?v=EKhLLys63KA (a big thank you for this video and the functionality!) works fine for lower speeds, but the paths get uneven if the traced object moves really fast.
For example, tracing a fast circular movement results in a diamond shaped trail.
It seems like the Simulation node is only executed once per frame without a concept of subframes. Is it possible to get animation nodes to sample more often to get smoother results?
The Close Packing node in Animation Nodes can be used to create a Poisson-like distribution of points on mesh similar to Geometry Nodes "Distribute Points on Faces" node with Poisson Disk method, but it quickly gets computationally heavy, contrary to the geometry nodes implementation, which is very efficient and responsive.
Is there a way to implement (perhaps as an additional option in the Close Packing Node) a similarly efficient Poisson Disk Sampling algorithm in Animation Nodes?
I have compiled the Blender - today morning and it seems that custom attrs are not showing in the geometry nodes.
Also there are not on the list:
Based on the great tutorial: https://www.youtube.com/watch?v=BjrUUX7NW1Y
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