This was a perfect follow up to the simple version. The "hide zeros" was done with way fewer nodes than I expected. Great work and thank you very much for sharing.
@andrea_ciani
Жыл бұрын
Thank you very nuch orehasubarashi! It's a pleasure! I hope you will find the other videos equally useful and interesting 🙂
@eclecticgamer5144
Жыл бұрын
For those with a Blender version without "Sample Index", you can use "transfer attribute" node. Set to "vector", "Index" and option 3 is whatever you need. Source is original geometry, Index is "index node" and "attribute" is normal. Multiply that by "offset", and plug into the offset of 13:12.
@andrea_ciani
Жыл бұрын
Right :-)
@eclecticgamer5144
Жыл бұрын
If you're having issues with the camera follow of multi-digit numbers (10+) where each digit pivots on it's own center, instead of the center of the whole number... Make sure you're using "translate instances" and not "set position" *and* "Local Space" is checked... Spent over half an hour on this li'l creature. -_-
@andrea_ciani
6 ай бұрын
An update! Now you can replace the multi-digit sub-workflow with the repeat zone deciding the number of digits you need by the number of total iterations :-)
Жыл бұрын
Well done. Thanks!
@andrea_ciani
Жыл бұрын
Thank you Marcos!
@brunodemasi381
Жыл бұрын
Very useful tool
@andrea_ciani
Жыл бұрын
Thank you Bruno! 🙂
@peterbelanger4094
Жыл бұрын
Great tutorial. I got version one working well. But I got stuck on this one. I must have done something wrong in there, my offsets along the normal are not working correctly. I triple, quadruple check against what you did, and I don't know what i did wrong... It ALMOST works. The digits don't overlap, and are near the correct points, just the normal offsets are wrong. I didn't get beyond that and implement dropping the zeros or spheres. Sigh, so close, yet so far.......😕
@peterbelanger4094
Жыл бұрын
When I put a 'set position' on the geometry coming out of the points viewer, before the digits, all the digits end up stacking on top of each other, over-riding the separation of individual digits done by the 'translate instances' in the digit nodes. Instead, I had to put additional 'translate instances' on each other the geometry wires outside of the digit nodes and going into the 'join geometry'. Then put some vector math on the vector that comes out of the 'set position all indices' group, and add to fine tune position, and a scale to fine tune size, the vector wire then branches into each other translates instances just before the join geometry. And then, I had to set all the alignments in 'string to curves' to be in the middle. But it does "work".🙂 I'm also testing this on an icosphere generated in nodes, a grid generate din nodes, and a plane create din layout, that the modifier resides on. I just switch what inputs are going to the index viewer. testing on a sphere reveals alignment things testing on a plane doesn't. With larger numbers that have more digits, the offset distance has to be adjusted to make the numbers line up and not go into the mesh, that's why i had to set the string to curve node to middle alignment, and add extra fine tuning. (oh, and using Blender 3.6) I still haven't tried the part where I hide the zeros, or add the spheres. It's frustrating, I have always had trouble with the Blender UI and all the key commands, I don't easily remember those things. But Geometry Nodes are soooo cool, I am going to get my head around this stuff no matter what! Thanks Andrea, you helped give me a boost. You do good tutorials! I have been struggling with Blender for years, and now I am finally making some progress. With obstacles, but I guess that' show we learn. I'm going to do the vector visualizer tutorial next.👍😀
@andrea_ciani
Жыл бұрын
Thank you Peter! I you can you can join on my discord server (link in the description) so you could send me a small file where you have the issue. I will try to look it in depth.
@peterbelanger4094
Жыл бұрын
@@andrea_ciani LOL, I am stubborn, watched the video again. I figured out my problem, I got the tutorial complete finally!😁 I was having a tough time with the viewer node, so i stopped using it an was connecting things to direct outputs. That may have messed me up a little. Still not really sure how that node works. I had to put the Set position before the points input on digit 0, then put a geometry to instance after each digit instead of the translate instances like i had. I little 'gotcha'.... the font. I had to re-adjust the character offset for each different font to get everything to line up correct after I had tried to hide the zeros. It appears a different value is needed for each font you use. It works great on the grid & icosphere I have been testing it on. up to 4 digits so far. I wired up all 10. On to the vector viewer now....
@andrea_ciani
Жыл бұрын
@@peterbelanger4094 Good! Yes, the need of adjusting the offset and other parameters caused by the different font is normal, bravo 🙂 I just wanted to give a version that works with a basic font, focusing more on the heart of the tutorial.
@eclecticgamer5144
Жыл бұрын
Thanks a *Heap* for this tutorial. You have *no* idea how much that will come in handing for creating morphs for my 100% procedural humanoid. This is a *really* ugly version. It's a rough draft, a proof of concept. I've since updated the base mesh to something considerably better, but this video will give some idea what I'm doing. And things like "Cheek fullness" and other morphs require me to know the index of several points in order to be able to select them... kzitem.info/news/bejne/um2Iy62lsZijlII&ab_channel=EclecticGamer
@andrea_ciani
Жыл бұрын
Thank you Eclectic Gamer! I'm very happy that this was helpful 🙂
@andrea_ciani
Жыл бұрын
What huge project you procedural humanoid! 8-O
@eclecticgamer5144
Жыл бұрын
@@andrea_ciani 6000 nodes... well over 2000 hours so far. That's just for the 'proof of concept.' Now I'm adding in medium level of details and other cool stuff.
@andrea_ciani
Жыл бұрын
@@eclecticgamer5144 amazing! Bravo!
@eclecticgamer5144
Жыл бұрын
@@andrea_ciani So, I've finally gotten around into adding medium level of details... basically making the model look more realistic. Reworked arms/legs/torso. Hands/feet/head need to be *completely* redone from scratch. Could you tell this was geo nodes and not hand crafted? kzitem.info/news/bejne/l3d6zn2fcGiTnH4
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