It's possible but it's a bit tricky: 1. In sculpting mode go to "Curves" above the curve settings and select "Convert to Particle System" 2. In the modifiers tab convert the particle system to a mesh 3. Add the scattering geometry nodes modifier to the converted mesh and add these two nodes: - Mesh to Curve before all the other nodes - Realize instances after all the other nodes 4. Apply the geometry nodes modifier I will make a follow-up video for it because it's actually something that is useful to know how to do
@mikafilleul4020
Жыл бұрын
@@Khamurai thank you very much :D !
@roachey
Жыл бұрын
@@Khamurai Thank you! 👑🧎♂
@onechance1073
Жыл бұрын
Very nice video like it subscribed
@dongziwu636
Жыл бұрын
@@Khamurai tysm!
@albiceleste101
Жыл бұрын
😱your level of skill is huge
@chicao.do.blender
Жыл бұрын
Awesome, definitely wanna try this
@chicao.do.blender
Жыл бұрын
i actually am trying this and just want to say that this feels much more intuitive to incorporate in a workflow than the "draw curve" option in a curve object's edit mode, this indeed is a step forward in making blender more of the software we know and love
@chicao.do.blender
Жыл бұрын
also, i followed along just now but the hair tools stopped working for me after a while, like combing and shrinking and growing, i could add new hair particles but they also stopped working and i could not quite pinpoint why i undertood that i had to unwrap uvs so that i can properly distribute hair particles at edited meshes but i could not quite grasp if there is a bug or a part of the process i skipped or misused
@Khamurai
Жыл бұрын
So from my experience using the setup this happens if the amount of points in the curve shape settings is set to 2, no idea why. But if you are getting these problems with 3 points I would suggest disabling the geometry nodes modifier viewport visibility because it might be that the middle point has been displaced so much that the hair tool you are using is actually missing the points. Let me know if any of these solve you problem!
@YesqArts
Жыл бұрын
Really nice work, this is a great scattering effect and definitely can imagine a lot of use cases. Thank you!
@bombboy3427
Жыл бұрын
This is really cool, but can you do a tutorial on how to make such an awesome crystal shader? There are barely any decent ones and yours looks absolutely awesome!
@Khamurai
Жыл бұрын
Absolutely, it's already getting made because I like how the crystals look so much 🙌
@bombboy3427
Жыл бұрын
@@Khamurai Awesome! I've tried making a few but I'm not that good at translucent/emission mixes. And there are only a couple decent tutorials that are still rather iffy and better at a distance.
@zboy303
Жыл бұрын
This is very cool indeed. Methods like these need to be put into some kind of Blender manual.
@jasonbowman9521
Жыл бұрын
I am trying to compile videos like this that allows a tiny crew to create whole cities, terrains ect but I can't afford to buy addons, so I use only what comes with Blender. I call this Broad Strokes Universe Building.
@maxim.library
Жыл бұрын
Love love love! Thank you so much - so useful!
@SpieleSuchti894
Жыл бұрын
this is really dope, thanky ou for sharing this with us
@aiphigeneia
Жыл бұрын
whaaatt???? you did it again 👏👏👏
@mind_of_a_darkhorse
Жыл бұрын
Brilliant! This could be a game-changer for achieving the scattering effect!
@Khamurai
Жыл бұрын
It's definitely a game changer for me at least :D
@bloqueado
Жыл бұрын
Thank you so much for the tutorial.
@LoganX83
Жыл бұрын
Great Idea! Thank you for that incredible input - this gives so much fine control if you really want it, it's great. And nothing stops you from doing something like a Weight Paint to control the Randomness or Scale again... combining both ideas here to give even more control. Geometry Nodes are just incredible.
@Khamurai
Жыл бұрын
Yeah as usual it's about using the right tools for the job! Sometimes you want the fine control and sometimes you just want to scatter some objects without thinking about it 😁
@putchenko_art
Жыл бұрын
Wow! It's very useful method, thanks for your work, i like it!
@pZq_
Жыл бұрын
Very well explained! thx!
@emanfinding2603
Жыл бұрын
Wonderful tutorial of explaining stuff, always learn new things, thanks to you!
@IgnobleKin
Жыл бұрын
This is insanely cool! Thank you showing this off!
@Khamurai
Жыл бұрын
My pleasure!
@Aiduss
Жыл бұрын
Sooooo usefull! 1000x thanks!
@nicolasmarques7460
Жыл бұрын
Amazing video, thanks!!!
@abhiraaid
Жыл бұрын
Amazing! Thanks for the video ❤
@sander-wit
Жыл бұрын
Brilliant! Such a great idea, definitely gonna use this. Thanks for the great tutorial!
@unrealhabitat
Жыл бұрын
Wow, very sweet!
@mtd3v
Жыл бұрын
This is fantastic! Thanks!
@illh7685
Жыл бұрын
IM ON THE NEXT! LEVEUL
@NJoint
Жыл бұрын
This was higly instructional. Thanks
@DenisaDurica
Жыл бұрын
Hi, great work. I totally love your simple exploration of nodes. Is there some hack, how not have "hairs" on other side of mesh, only on one? I try do them to inside, but also I want have clear mesh from outside without heavy solid.
@rashit29
Жыл бұрын
Can't wait to do sprinkles on my donut in a new way :D
@Khamurai
Жыл бұрын
Next level sprinkle system :D
@TheRealJerseyJoe
Жыл бұрын
Super cool !!!
@lawrencedoliveiro9104
Жыл бұрын
9:32 Just use a single Vector-Multiply node. This does a component-by-component multiply.
@vstreet7583
Жыл бұрын
Just brilliant! Very useful. Thank you. Dg
@enidanderson2571
Жыл бұрын
Holy fuck
@Stillenacht3D
Жыл бұрын
This technique was super helpful! What if I had a piece of geo like a dreadlock that I wanted to follow the curve groom similar to what the curve modifier does? Currently using your method they're just sticking out but not going along the curve
@Khamurai
Жыл бұрын
If you want to work with specific hair styles I recommend watching Johnny Matthews geometry nodes hair tutorial: kzitem.info/news/bejne/qpeXuaSjcJ2Znag
@Stillenacht3D
Жыл бұрын
@@Khamurai Cool, thank you!
@notreallyErebos
Жыл бұрын
Very cool technique but the way you arrange the nodes makes it very hard to see whats actually going on because you don´t see where the noodles are going. for visibility purposes it would be beneficial to arrange them infront instead of underneath of each other. Other than that great vid!
@foolers94
Жыл бұрын
I'm shocked by how good this tut is. But i don't understad how do you do the 1:32 modelling, can u explain pls?
@florencepapillon
Жыл бұрын
Hi and thanks for making all these tutorials, they are really great! I have a question, if I may ask: I see that the instanced geometry actually replaces the hair, what if you'd like, for example to still have the underlying hair visible and just a few instances on those? Thanks
@florencepapillon
Жыл бұрын
Ok, I think I found the "duplicate elements" node and then "Join Geometry" to do the job!
@Khamurai
Жыл бұрын
If you want the original hair curves to still be visible you can combine the original geometry from the Group input with the instances at the end of the node tree with a Join Geometry node
@dannyb.5139
Жыл бұрын
I used the switch node so I could switch between the object and the hair
@PiononoMatic
Жыл бұрын
sos un genio0o0o000o0o0o graciasssssss
@RobinKosnas
Жыл бұрын
How can you make the Z rotation of scattered instances aligned to a curve's longitudinal axis?
@pjwarez
Жыл бұрын
Suuurrrrrrrrrrrrrre........ what he said. LOL
@dongziwu636
Жыл бұрын
it doesn't work when I do the growth/shrink to the cube it just disappears plz help
@nonexternal
Жыл бұрын
ptron link not working
@Khamurai
Жыл бұрын
Oh whoops thanks for letting me know!
@Saintbrefo
Жыл бұрын
i followed the same approach but nothing happened.
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