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I have some normals to some "Petals" created in Geometry Nodes. The tutorial I'm following keeps using 'Align Euler To Vector'(AEulerTV) which is deprecated, I'm advised to use 'Align Rotation To Vector' (ARotationTV) instead. The Blender docs say it's a direct replacement. But I find wiring up the vector normal, without breaking it into its components doesn't work for the 'Rotation' input socket of ARotationTV. I came up with the following hack (hilited in the image):

a "Separate XYZ" node followed immediately by a "CombineXYZ" node that returns the vector I need for the 'Vector' input socket of ARotationTV.Sequence of Separate XYZ, Combine XYZ nodes

This hack actually seems to work - as you can see with the Flower petals correctly rotated about a center. However the tutorial uses 'Align Euler To Vector' multiple times. My question is there a better way to deconstruct a Normal into its component parts rather than separting and then immediately combining with a sequence of nodes? My node tree is getting very large in its design. I'd like to minimize extra nodes whenever possible. Blender 4.5.3 LTS

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    $\begingroup$ I'm confused by your question. Are you saying that plugging the Normal vector directly into the Vector input (not the Rotation input!) of the ARotationTV node has a different effect then plugging it into chained Separate/Combine nodes that are then plugged into the Vector input? That shouldn't happen, and would either be a Blender bug or would point to some other issue with your nodes, like a dependency loop or something. $\endgroup$ Commented Nov 3 at 4:03
  • $\begingroup$ There has to be something wrong somewhere in your setup which is not visible in the screenshot. Maybe you need to upload your file to blend-exchange.com and edit it into your question. When I recreate instancing those cylinders on a mesh circle, I get exactly the expected alignment when I simply plug the Normal directly into the Vector input of the ARotationTV node: vector alignment. Probably @K.A.Buhr assumes correctly that at first you accidentally plugged it into the Rotation input? An image of the wrong result might have helped. $\endgroup$ Commented Nov 3 at 7:08
  • $\begingroup$ By the way, if this workaround was actually necessary and you just wanted to make sure your node tree would not get too large, you can always group nodes which you are going to use always in the same constellation so that you only have one group node instead of multiple node components. You can do this with all parts of your nodetree where you don't need to edit many things regularly and just a few input and output sockets can provide the necessary tweaking. $\endgroup$ Commented Nov 3 at 7:13
  • $\begingroup$ Pretty sure you got confused somewhere and didn't notice the mistake at that time. Plugging directly certainly works. $\endgroup$ Commented Nov 3 at 10:59
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    $\begingroup$ You all are correct I had plugged into the 'Rotation' input socket, not the 'Vector' socket. After 10 hours of bouncing around from one tutorial to the next, I guess my eyes and mind were both a little foggy. Thanks for your help. I'm really loving this Geometry Nodes stuff, just got to pace myself. $\endgroup$ Commented Nov 3 at 17:46

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