I agree, the nodes appeared to do a lot of tasks similar to MoGraph.
Most users use geoNodes for what C4D users have been doing since (I don't remember exactly when Maxon made us happy with Mograph) version 11 or 13...
Let's be honest - GeoNodes are complicated. That's why every Blender user doesn't use them. On the contrary, Mograph is simple and that's why every C4D user uses it.
GeoNodes in Blender are now actively developing, very actively. I know that some tutorial creators are waiting for the end of the explosion of new nodes every day to start releasing tutorials and books on geoNodes.
Probably then, there will be a boom in the appearance of addons created with the help of geonodes. The Mograph Cloner analog has already appeared, and is on sale at BlenderMarket.
In a few years these addons, various collections of ready-made scenarios will become so numerous that the functionality will run away from the capabilities of Mograph far ahead. But, it will all be scattered, will require constant monitoring, updates. It won't all be stable, not all the time. For daily tasks, but not for large and long-term projects.
The release of LTS versions of Blender partially solves such an issue. But Mograf will still be a better solution for projects stretched over years. I have many such projects, almost every project, for me this is relevant. And that's why I still don't use Geonodes.
If Maxon listened to users the way the Blender developers do, ugh... How far ahead C4D would be now... But. Slow viewport, slow modeling, unreasonably overpriced... etc...
I'm getting lyrical, sorry 🙂
Anyway, we wait another year or two for Geonodes to lock in development and start unlocking their potential for real.
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