Outer Worlds writes:
Today we're having a look at the new curve to points node in the alpha build of Blender 3.0. A small challenge is to properly align instances to it so we decided to create a quick video about it. The default curve normals give some unexpected results once you rotate your curve along a third axis. We resolve this in our tutorial.
The tutorial will cover how to use tangents for the rotation of our instances and how to load them into the normals attribute to keep our attributes tidy.
Stay tuned to our channel to see this effect applied in a fully procedural set-up we're working on!