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Taking Blender to the Next Level
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Let's take a moment to discuss the next few steps. The idea is to calculate the proximity between an empty object in our scene and each of the cube instances. We can then use this proximity data to modify each cube's rotation or any other attribute. For this, we will also be using the VertexWeightProximity modifier to calculate the proximity and then save it into a vertex group that we will create.
You will discover that there are many different ways to do interesting things using Geometry Nodes, so never feel that you need to do it a certain way. If you can calculate the data that you need, you are on the right track. Experiment and practice!
In this section, we will be creating an empty object and using it to calculate proximity data: