Title: An improved version of "to sphere" in geometry nodes

I need an improved version of the To Sphere tool. The existing tool does its job well, but it does not adjust the distance between vertices at all.
With the new ability to turn geometry nodes into tools, and the new "selected" node, this should be possible.
I have already seen averaging the distance between vertices in the "retopology tool" on the official Blender website.
So if you are strong in geometric nodes, please make an improved analogue "to the sphere", if it is too difficult, then at least "to the ring" with the ability to choose the alignment axis.
UPD:
The vertices I'm talking about are almost always part of other geometry, so I mentioned the "Selected" nodes and the ability to create tools from nodes so that other vertices are not rounded.
A little more clarity on what I want to achieve:
//EDIT: Sorry, I misread your question. Why are you using To Sphere? This is just a circle, so I would use Loop Tools > Circle for this.
When I'm doing this on a similar mesh like yours in the second example, I get exactly what I expect. Have you enabled the Regular option in the tool? If this is not the issue, you might upload an example mesh to your question to check where the problem lies.
There are definitely some complex node setups out there, and I'm no expert, but you could achieve something as simple as this by using the Resample Curve node which automatically spaces the vertices evenly. Temporarily increase the number of vertices to a high number like 100 or 1000 for more resolution, then transform it to a sphere, and finally set it back to the original number of vertices. For those who don't know, you can also use LoopTools by RMB > LoopTools > Space.
Take note that this is only a simple example and is limited to 2D geometry without faces. And the geometry origin needs to be at the center.
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Source: [[0]](https://blender.stackexchange.com/questions/317792/an-improved-version-of-to-sphere-in-geometry-nodes)


Title: Blender Geometry Nodes - Tutorial for Beginners - Polyfable

Written by Hayden Falzon
In this geometry nodes tutorial we will look at a general overview of Geo nodes, and what we can do with them.
Afterwards we will look at a few geometry nodes examples to help you get up to speed with getting started with this new system.
Geo Nodes, short for Geometry Nodes, are a relatively recent addition to Blender's toolkit. They provide users with a visual and procedural way to manipulate and generate geometry within the software.
In this article we will look at some use cases for geo nodes and then walk you through an example of setting up a basic Geo Node System to create a basic wooden floor with randomized panel colors.
If you are not already familiar with Geometry nodes - we will do an overview, but I also recommend reading this article on what exactly they are.
In essence, Geo Nodes allow you to create complex shapes, patterns, and animations using a node-based workflow. This means you connect various nodes together to define how your geometry is formed and modified.
Another use case with the 4.0 update was the use of geo-nodes as a “no-code” solution to custom tools with Blender itself. For example, imagine you want a button that create a cube and adds a subdivision to it. You can now achieve this and more with Geo nodes. But more on that later.
Now, for those of you reading this, I would assume you all know blender, but in case you don’t:
Blender is a popular open-source 3D creation software, that is used to make films, games, Architecture and more. It never ceases to amaze me with its innovative features and speedy update lifecycle.
One such feature to be added recently that has caught the attention of the 3D graphics community is "Geo Nodes." Whether you're a seasoned Blender user or just starting out in the world of 3D design, Geo Nodes offer a powerful toolset that can help you create intricate geometric shapes, effects, and animations.
In this article, we'll delve into what Geo Nodes are, how they work, and how you can leverage them to enhance your creative projects.
At the heart of Geo Nodes is a system that enables you to manipulate geometry through a network of interconnected nodes. Each node serves a specific purpose, and by combining these nodes, you can achieve intricate results without the need for complex manual modelling.
Node Setup: You begin by creating a "Geometry Nodes" modifier for your object. This modifier acts as the starting point for your procedural geometry generation.
Node Network: Within the modifier, you build a network of nodes. These nodes range from simple primitives (spheres, cubes, etc.) to more advanced operations like transforms, modifiers, and randomization.
Node Connections: Nodes are connected in a logical sequence to define how the geometry, data or logic evolves. For instance, you can start with a basic shape and use various nodes to add noise, displacement, or even animate the geometry over time. We will take a closer look at an example further into this article.
The versatility of Geo Nodes makes them invaluable for a wide range of applications within a workflow including but not limited to:
Geo Nodes excel at generating realistic terrains. Utilize nodes like "Noise," "Voronoi," and "Displace" to create natural-looking landscapes. Combine these nodes to control the distribution of terrain features like mountains, valleys, and rivers.
Create whole cities with buildings that fit the city layout and conform with one another stylistically. Geo nodes make it much easier to generate vast amounts of buildings that could almost be thought of as being bespoke to our world.

Source: [[1]](https://polyfable.com/tutorials/blender-geometry-nodes-tutorial-for-beginners/)


Title: Mesh Primitive Nodes - Blender 4.2 Manual - Blender Documentation

Getting Started
Sections
Get Involved
Nodes that create a primitive mesh, e.g. a cube.

Source: [[2]](https://docs.blender.org/manual/en/latest/modeling/geometry_nodes/mesh/primitives/index.html)


Title: Interactive Node Tools in Blender 4.2

Get the latest Blender, older versions, or experimental builds.
Stay up-to-date with the new features in the latest Blender releases.
Access production assets and knowledge from the open movies.
Documentation on the usage and features in Blender.
Latest development updates, by Blender developers.
Guidelines, release notes and development docs.
A platform to collect and share results of the Blender Benchmark.
The yearly event that brings the community together.
Support core development with a monthly contribution.
Perform a single donation with more payment options available.
Theory - Basics
Example - Rock Generator
Theory - Data Structure
Example - Simple Rock Scattering
Theory - Fields
Example - Advanced Rock Scattering
Example - Tree Generator
Theory - Attribute Propagation
Example - Grass Tuft Generator
Hair Assets in Blender 3.5
Make Procedural Fur in Blender 3.5
Simulation Nodes in Blender 3.6 LTS
Node Tools in Blender 4.0
Matrix Socket in Blender 4.2
Interactive Node Tools in Blender 4.2
Extras
July 23rd, 2024
Find out what else is new in Blender 4.2 - Release Notes https://www.blender.org/download/releases/4-2/
Get the files - Demo Files https://www.blender.org/download/demo-files/#geometry-nodes
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The creators who share.

Source: [[3]](https://studio.blender.org/training/geometry-nodes-from-scratch/interactive-node-tools-in-blender-42/)


Title: Geometry Nodes for Complete Beginners (6 part series)

Ryan King Art takes a deep dive into Geometry Nodes in this extensive tutorial series.
In this 6 part tutorial series, I will show you how to use Geometry Nodes for complete beginners.
You'll see the first video below, and you can access the entire series here.
I am a 3d Artist and YouTuber. Check out my YouTube channel for Blender Tutorials: https://www.youtube.com/c/RyanKingArt
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Source: [[4]](https://www.blendernation.com/2024/01/16/geometry-nodes-for-complete-beginners-6-part-series/)


Instruction: Using the provided web search results, to write a comprehensive reply to the user request.
Make sure to add the sources of cites using [[Number]](Url) notation after the reference. Example: [[0]](http://google.com)

User request:
How to turn a cube into a sphere using geometric nodes in Blender version 4.2? Start with the list of geometric nodes necessary for this