Simple question, Blender 3.1.2
With geometry nodes, there is a trivial way to instantiate planes on the surface of a sphere (for example):
#0 Geometry Input
#1 Distribute points on faces
#2 Object Info (plane)
#3 Instance on Points
#4 Rotate Instances
Connect Rotation output of #1 to Rotation input of #4, and all planes are tangent.
If I replace #1 with “Mesh to Points” (because I want to use the vertex positions in the input geometry), it has no Rotation output. So all planes are parallel. Obviously I need to calculate normals and rotate them somehow.
It seems basic, but I can’t seem to find any help in the documentation. I must be missing something obvious.
Can anyone help? Thanks.