Thank you, I love your more technical approach, I always learn a lot from your videos.
@StrayVertex
2 жыл бұрын
Awesome stuff, as always. Love that you're covering Blender these days! :)
@r_potter
2 жыл бұрын
You don't need to set "myuvs" as an output attribute. Another new (well, returning) node is the Store Named Attribute node which allows you to store attributes from within the node graph
@Entagma
2 жыл бұрын
True, but this way it easier to read IMHO. And as the tut is for beginners…
@r_potter
2 жыл бұрын
@@Entagma Is it easier when you are also using a capture attribute node (which would be redundant if you used SNA)? Not to mention that you need to change the attribute domain in the properties for the output attribute where it would be set on the node face itself rather than needing the N panel. I mean, either way works, it just seems like SNA would be cleaner in this case.
@Entagma
2 жыл бұрын
Hi Robert. You're totally right. Set Attrib is easier. I did it this way because I have to explain the domain thing anyways. But another quick tip on named attributes might be a good idea, too :-)
@pfuispinne
Жыл бұрын
That UVs need to be stored as Face Corners helped me soooo much. Thank you a lot!
@hadriscus
2 жыл бұрын
6:24 You can use a boolean math node to manipulate a boolean field instead. It also skips the implicit type conversions so should be somewhat faster. It's also strange that they didn't make the UV unwrap node into a geometry node (green header) because that would have made the execution order more obvious. I don't really see the benefit of making it a field node
@vincgordo5861
Жыл бұрын
ahaha, mesh to volume then volume to mesh is a houdini's tricks! i love this one!... by the way, gooood job!
@achuck8245
2 жыл бұрын
I'd love to see an exchange about Blender Geometry Nodes between you guys and CGMatter/DefaultCube. There's so much node autism going on between the two of you that the conversation alone would probably spark new techniques and approaches to node usage.
@Entagma
2 жыл бұрын
That'll be great!
@SamsTopBarBees
2 жыл бұрын
Mind blowing! Blender is getting so good, thanks!
@hijiriabe7849
2 жыл бұрын
Am Just Impressed About Your TeacNice tutorialng Way About Daw Its Really HelpFull For Begginer Just Like Love From India Tamil Nadu ...
@ransombot
4 ай бұрын
edge_vertices node is really nice for smoothing btw put position 1 and 2 into an add node the result into a scale node and keep all that safe in a repeat zone and repeat to taste. works exceptionally well with low poly voxels and you can do a subdivision surface all that for some better normals and smoothing of them.
@thezachlambert
Жыл бұрын
Great example for this tutorial! Thanks for making this. :)
@bzikarius
2 жыл бұрын
thanks for tip. To invert boolean you should use NOT
@WannesMalfait
2 жыл бұрын
I'm curious why you used two delete geometry nodes instead of the separate geometry node, which does exactly what you want in this case (as far as I can see). Also, separating and then merging the geometry seems like a very expensive way to do make seams. Was it not possible to create a selection on the geometry to use for the "seams" input?
@Entagma
2 жыл бұрын
true, the separate node could have been used, too. The problem with the seams is that I did not find a way to create an edge selection out of the per face attribute I used. Do you know a way how to do that?
@WannesMalfait
2 жыл бұрын
@@Entagma I was thinking of using the edge neighbor node and then evaluating the "face normal" field at those indices. I don't know if that would work though. We probably need some more nodes to make creating seams easier Edit: looks like the edge neighbor node only outputs the number of neighbors, not the indices of the faces. So never mind
@Entagma
2 жыл бұрын
yeah, thought about that, too. but the node only outputs the neighbour count, not the actual indices. We would need some sort of derivative node to see, where the face values jump. Or at least an outline selection sort of thing.
@kvickart
2 жыл бұрын
Yeah some kind of attribute derivative node would be really useful for something like this apart from other things
@hadriscus
2 жыл бұрын
@@Entagma there are nodes underway that output the edge outline of a given face selection. I wonder if the new "interpolate domain" node couldn't be used to turn a face attribute into an edge selection, I haven't tried.
@dolmenbretagne9060
2 жыл бұрын
Bravo !!!!!! to you but also to the authors who work on Blender
@CybergirlDNA
6 ай бұрын
Okay now I have this colorful stone in Blender but whats next?! =D How to export my texture after all this?
@hereticstanlyhalo6916
Жыл бұрын
Does anyone know how to do uv unwrapping a little better in geometry nodes? Like is there a way we could do uv unwrapping like the UV tab when selecting faces in edit mode? Because for my sake, the two options in the node kinda suck, and idk if there's an "easy" way to do so without having to build a huge vector tree... I'm fine with making such a large tree if it's required... but I'm just wondering... and also... is there a way to view it in like the uv editor so I can see if any are hitting each other?
@glencandle1772
Жыл бұрын
Great tutorial, thank you. Just wondering- instead of using an Input node to give variation to the noise vector, couldn't you just set the Noise Texture to 4D and use the 'W' value to create variation?
@R9955n1
Жыл бұрын
I have a question, if I took a textured object, ran it into geometry nodes, made it into a point system, then turned that point system into a volume, and finally turned that volume into a mesh. How would I get the texture from the original geometry onto the new mesh?
@thnewlands
Жыл бұрын
Thanks for sharing! Is there a way to export UVs made with this process yet?
@TheCobyRandal
Жыл бұрын
*Edit* see Blender Insight's comment below for a technique to convert the attribute to a uv format that can be exported. One way I believe is possible is to use texture baking, but that would likely involve baking from the geonodes version to a mesh copy of it that is manually unwrapped.
@himoplayer1959
2 жыл бұрын
Good demonstration, It would have been useful if you could actually export that uv map. because as of right now when apply the geometry nodes modifier or export the 3d model into another format, the created uv map doesn't exist. please correct me if I am wrong.
@jtornhill
Жыл бұрын
Hi, you are almost correct :). What Geometry nodes does is transforming the UV-Map to a "Generic Attribute", so it still exists. It is just moved. However, the export tools can't read the generic attribute so you must convert it back to UV-Map Format. This is how you do it. 1) Apply Geometry Nodes. 2) See so you find the UV-Map in the "Attributes" category in your "Object Data Properties" tab. Then select it. 3) Now you can press F3 (search menu) in your 3D view and search for "Convert Attribute". Select the result and in the list that pops up, press "UV Maps". Done! Blender dev teams does not consider this a bug since all will be generic attributes in the future and export will then function again...in the meanwhile, this is how you do it :).
@hectorescobar9450
Ай бұрын
Is there any info as to how to incorporate Trimsheet workflow to Geometry Nodes?
@willywinzig5240
2 жыл бұрын
hey, awsome tutorial can you make another part where you explain how to do this 10:56 ? It would help me a lot :)
@amantins
2 жыл бұрын
Thanks for this video and can u plz make a blender tut on Simulate Paint Smearing as u did in Houdini, I really want to learn that...
@Entagma
2 жыл бұрын
Would love to. But first I have to figure out how to do it :-)
@dex3k
2 жыл бұрын
🤯 unbelievable. thanks!
@gabrielmoro3d
2 жыл бұрын
Thank you!
@Niekjes10
Жыл бұрын
you can also use triplanar mapping in the shader
@Dhieen
11 ай бұрын
how can i do like a cube projection unwrapping with geometry nodes? and chose the value, or texel density, easily? Isnt there a node already existing for that?
@nononsense2688
2 жыл бұрын
Please please make an updated in depth tutorial on this in Houdini soon? Would be great for Houdini beginners.
@Entagma
2 жыл бұрын
That is an interesting request....
@asr59
2 жыл бұрын
@@Entagma I would add to this: I struggle to differentiate the transfer attribute and capture node in blender. I do understand the transfer attribute as it works similar or the same as the one in houdini, but what would be the houdini equivalent for capture node? Maybe explaining the difference between those two nodes would be helpful for many people.
@kvickart
2 жыл бұрын
@@asr59 These nodes were super confusing to me at first, but I think they make more sense to me now. Capture attribute grabs the current state of an attribute in the geometry you feed into its input, after that, you can reuse the result of the capture as long as that same geometry is preserved anywhere down the node path. It will turn the captured attribute into a field, but it must retain that original geometry from which it was captured to be usable. It's basically like having an anonymous local variable if you know that from programming. A similar thing in houdini would be like storing an attribute on points/edges/etc. except instead of a variable name in the spreadsheet you only have the node graph pins to visually reference it. Transfer attribute will create an entirely new field from a given input that can be used regardless of the geometry containing the previous geometry, it will attempt to interpolate the attributes to the new geometry you are applying it to based on the mode set. This one for sure is harder to understand because the documentation isn't very good on exactly how it's attempting to carry out the interpolation for nearest face. But I think if you spend some time playing around with really simple examples of it and outputting colors to a material you'll start to get an intuition on what is going on.
@kvickart
2 жыл бұрын
At 6:34 you're inverting your selection by doing 1 - (>= result), but you can just use a 'Not' operator to invert the selection. Someone else also already mentioned the separate geometry option also.
@Entagma
2 жыл бұрын
haha, why did I forget about NOT. Thanx for the heads up
@_casg
2 ай бұрын
broski, i did this with a procedural tree, but when i instanced the leafs on the tree it has the same UV unrapping texture on it. How can i keep my lead separate from the procedural uv unwrapping?
@visualdrip.official
Жыл бұрын
wow you are incredible
@red4666
3 ай бұрын
is it possible to create an updated Displacement modifer via geo nodes that has the capability of triplanar mapping?
@Aaws424
9 ай бұрын
this is great thank you
@mickyr171
2 жыл бұрын
I was thinking, it would be awesome to have a mesh to quad node in geonodes, maybe theres already a way to do it but not to my knowledge
@GGeneBrush
Жыл бұрын
thank you 😍
@野生火火
Жыл бұрын
thanks,teacher, it's very useful. i have anthor question, how can i export abc with uvmap. im using geometry node to make an animation, but i cant export abc with the uv informations
@TheDeepDiveOriginal
2 жыл бұрын
beautiful.
@DenizBazan
11 ай бұрын
Using position vector instead of normal gave me a more accurate uv
@yapanwolf
Жыл бұрын
what if u want to move this object. Does the uv follow coordinates or stay on center of space?
@FelinaFaerlaingal
Жыл бұрын
I'm trying this, but when I try to convert to a volume even my captured UV turn to 0 I look at the spreadsheet and every single value of the UV is 0 I don't get it because I thought capture attribute was supposed to freeze a specific attribute at the moment of its capture?
@bionasys2967
Жыл бұрын
makes my animation super slow. Its unworkable. Each fram he is like unwrapping the mesh i reckon. Any solutions for this?
@asr59
2 жыл бұрын
Not sure if this would be possible but here I go: can you do the seams at the begining and then transfer the seams so you get cleaner UV islands? The steps would be: create seams on the sphere, deform, remesh, transfer seams, and unwrap
@Entagma
2 жыл бұрын
good idea! But the seams would not follow the curvature of the deformed object.
@pencula
2 жыл бұрын
thats what we need
@ibrremote
10 ай бұрын
Complex for my level, but I shall try...
@ThadeousM
Жыл бұрын
Does the UV Map node work based on point density rather than distance?
@SaintMatthieuSimard
2 жыл бұрын
Hi, I'm trying to get Geometry Node to delete several faces by pre-existing vertex groups so I can somehow make a modular blockout base for any object or creature and delete faces that aren't visible in the node process as simply using boolean join alone leaves artefacts inside the shapes... Then from the remaining faces in the end of this process, I would try to automatically unwrap and pack faces the most square as possible so not a single relative inch is wasted on the entire unwrap surface... It's kind a ambitious as I am a newbie to geometry nodes... How would I achieve that? Someone suggested me a tutorial about node street generator using raycast... I'm not sure how I would implement it on the fly as I'm new to the domain. In the end of the day, what I'm trying to achieve is to join modular parts together, that I can select based on a seed number, and that whatever part is selected, its geometry gets joined, merged, booleaned, cleaned and that the final model is unwrapped following a standard, fixed grid that I could swap textures really quick between various models and it would always align... So that I work considering reusability with versatility... A bit like a minecraft skin. That is really standard. Every skin follows the same lines, unless it's a modded model. So... Yeah... Say I would make a chair generator... And that I would have 10 different leg models and 13 different seat models and 15 different chairbacks... I would need vertices that corresponds together on 2 separate parts instanced in the geometry nodes.... to snap together so they're perfectly merging together at the moment the node applies combining boolean.
@jeremylightcap357
2 жыл бұрын
@Entagma would it be possible to use this technique on liquid simulations (FLIP Fluids for example)?
@ajcross7
2 жыл бұрын
Hi Manuel, great tutorial as always. I have a question - is it possible to set the randomization variable to an attribute and then instance the rock, transfer the the attribute to all the instances, and then add randomness so each instance takes it own shape and uvs automatically? Basically so you could get total variability from a single object instead of having to instance an entire collection. thanks again and have a great day
@erik....
2 жыл бұрын
The thing with instances is that they use the same geometry but can have different transforms, so what you want is not possible.
@AbdulkadirAkpınar-u5s
2 ай бұрын
Anyone know how to UV Unwrap a cylinder properly with Geometry Nodes?
@sumdude5172
9 ай бұрын
Update for myself and others, this is outdated, a more direct way to do this is to use store named attribute, face corner/2d vector, done
@СергейЛебедев-д4к3л
2 жыл бұрын
Why just not use generated UV in texture coordinates node of material?)
@10weslleynereu
2 жыл бұрын
Thanks, thats awesome information!
@saisnice
2 жыл бұрын
Really interesting, but count finish the video because of the constant loud "pH" in my ear. Please use the pop filter or something...
@ahmedfarhat8853
2 жыл бұрын
I’ve cracked soft soft before twice as a kid. Never learned anytNice tutorialng to make anytNice tutorialng useful. Sad tNice tutorialng is a lot of my peers back then
@JacobMerrill
2 жыл бұрын
'Reset uv' should be easier (to be able to work off a atlas texture)
@sumdude5172
9 ай бұрын
Update to myself and other, this is now outdated, just use store named attribute with 2d vect and face corner
@alexxkrehmen772
2 жыл бұрын
Hi ! You can find here a way to make mesh smoothing using geometry nodes : kzitem.info/news/bejne/1G-VuKKrmIp6g3Y For the noise variation, you can use a 4D noise and play with the W value instead of tweaking the input coordinates vector ;)
@ScifiSiShredaholic
2 жыл бұрын
I always thought tutorials would sound better if they were voiced by Jeremy Irons
@amitbt69
2 жыл бұрын
After this tutorial i decided to quit blender and go learn rocket science . i think it will be easier for me :)
@Mr_Steve3D
2 жыл бұрын
Does anybody else think this is an AI and not a human? Noone speaks with that precision and zero breaks in speech period and it's distracting overall!
@Entagma
2 жыл бұрын
Hahahah, well, not a robot! Cheers Manu
@syntax_error6882
2 жыл бұрын
not easy but great ..
@msquest_9165
2 жыл бұрын
am I the only one who hate the node system in blender ?
@curtisnewton895
9 ай бұрын
aaaaaaaaaaaaaaaaand it does not work
@myth0genesis
Жыл бұрын
This all looks incredibly difficult.
@silverjade6950
2 жыл бұрын
"very simple" my ass
@filipstamate1564
2 жыл бұрын
Yep, extremely simple.
@lynrayy
Жыл бұрын
There is no UV Unwrap nodes in blender!!!
@JohnSmith-wg3pl
Жыл бұрын
It is pretty much useless for production work. What's the point of even making this tutorial?
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