LooseEdges
LooseEdges
  • Видео 90
  • Просмотров 173 266
Blender Terrain Modifiers - TerraNode v5 for Blender 4.2
This video is about the version 5 update to the TerraNode library which is for Blender 4.2. The update is primarily focused on making the assets function properly in 4.2 and some minor improvements. No major features / new modifiers were added in this update.
The TerraNode modifiers make the terrain creation process procedural, from adding the base grid to capturing the final attributes. The procedural workflow allows you to take your terrain to a near-finished state, decide that a river is too narrow, easily go back, edit the width, re-enable some modifiers and, painlessly get an updated terrain with a wider river.
You can get the TerraNode Library from these links:
blendermarket.com/produc...
Просмотров: 3 602

Видео

Custom Mesh: New Strands Modifier In-depth Look
Просмотров 39019 часов назад
This video is about the new modifier I added to the Strands Geometry Nodes Library. It is called To Custom, and allows any custom mesh to be deformed along your strands. Strands is a GeoNode Asset Library, containing a set of modular modifiers for making rope-like objects. The modifiers assist with placing curves in your scene, appending additional details to them, and meshing those curves into...
Improving the Extrude Node - Blender Geometry Nodes
Просмотров 46014 дней назад
The Extrude Mesh node is a key part of many potential setups, eventually I decided to pack a few of my favorite improvements into a custom extrude node. For more about me, check out my website: danielhickox.com Join the LooseEdges Discord Server: discord.gg/EuUHutzrJr My tools can be purchased from these links: blendermarket.com/creators/danielhickox danielhickox.gumroad.com/ CHAPTERS 0:00 the ...
Curve Bevel Min-Max Blend - Blender Geometry Nodes
Просмотров 86121 день назад
The Fillet Curve node allows us to add a 'bevel' to the points in a curve, if we want to be able to blend between no bevel and the maximum bevel at each point we need to calculate what that max radius is. In this video I walk through a 'Smooth Fillet' node that I made with Blender's Geometry Nodes to calculate that value. Get the .blend file: danielhickox.com/experiments#fillet For more about m...
Objects on Strands: Strands Library Update v2
Просмотров 611Месяц назад
This video is about the changes and additions made to Version 2 of the Strands Geometry Nodes Library. There are two new modifiers, Add Objects allows you to string objects along your strands. Finalize deletes all the extra Strands Data from the object, useful for tidying up before exporting or converting to a mesh. There's also a handful of fixes/improvements for the existing modifiers. Strand...
Boids Simulation - Blender Geometry Nodes
Просмотров 1,6 тыс.Месяц назад
Boids is a method of simulating the motion of points by applying simple rules that can mimic flocking behavior similar to birds or schools of fish. In this video I walk through an implementation of boids made with Blender's Geometry Nodes, it uses both a Simulation Zone and a Repeat Zone to achieve the result. Get the .blend file: danielhickox.com/experiments#boids For more about me, check out ...
Seamless Pattern Generator - Blender Geometry Nodes
Просмотров 1 тыс.Месяц назад
Seamless patterns are a key part of many useful materials. While many textures come in the seamless variety, having a library of patterns that you can overlay on top of a seamless texture, or use to add variation can come in handy. While there are many ways of making seamless patterns by hand, they are often a bit tedious, this is a geometry nodes setup that handles most of the tedious parts fo...
Overview of Strands: Modular Rope-like Modifiers for Blender
Просмотров 8432 месяца назад
In this video, I briefly demonstrate a few of the ways you can use all of the modifiers that are included in the Strands Geometry Nodes Library. Strands is a GeoNode Asset Library, containing a set of modular modifiers to help you do exactly that. The modifiers assist with placing curves in your scene, appending additional details to them, and meshing those curves into ropes, braids, or chains....
Strands: A DJH GeoNodes Library - Trailer (Blender 4.1)
Просмотров 2 тыс.2 месяца назад
Do you ever add ropes, chains, wires, or other long thin and flexible objects to your scenes? Strands is a GeoNode Asset Library, containing a set of modular modifiers to help you do exactly that. The modifiers assist with placing curves in your scene, appending additional details to them, and meshing those curves into ropes, braids, or chains. You can get the Strands Library from these links: ...
Another Rock Generator - Blender Geometry Nodes
Просмотров 2,1 тыс.2 месяца назад
There may be an infinite number of ways to make a rock generator, after all there is a huge amount of variety in the types and scales of rocks you might try to make. In this video, I walk through one way you might procedurally generate a rock. This is a requested follow up to another video, showing a different way to make a rock: ruclips.net/video/VM0EekUPiTw/видео.html Get the .blend file: dan...
Set Position +UVs Node - DJH Geometry Node Assets v12
Просмотров 4472 месяца назад
A quick look at some changes and updates that were made in version 12 of my Geometry Node Assets. A collection of modifiers / custom nodes for Blender 4.1 that you can import as an asset library. Version 12 was mostly minor fixes and improvements, but there is one very cool new node. You can get my Geometry Node Assets from these links: blendermarket.com/products/djh-geometry-node-assets daniel...
Geometry Nodes, Cloth Sims, & Ropes - Blender 4.1
Просмотров 9462 месяца назад
A video showing some tips and tricks related to ropes, and cloth sims on geometry that was generated with GeoNodes. For more about me, check out my website: danielhickox.com Join the LooseEdges Discord Server: discord.gg/EuUHutzrJr My tools can be purchased from these links: blendermarket.com/creators/danielhickox danielhickox.gumroad.com/ I have made a number of tools for Blender: DJH Geometry...
Build Roof: Edge Beams - How to Use DJH Geometry Node Assets
Просмотров 3633 месяца назад
A quick introduction to the Build Roof: Edge Beams modifier from my Geometry Node Assets. The Build Roof: Edge Beams modifier is a extension of the Build Roof modifier that can add beam details to parts of a roof made with the Build Roof modifier. For an interactive look at all my nodes, please visit my website: danielhickox.com/nodes Join the LooseEdges Discord Server: discord.gg/EuUHutzrJr Yo...
Build Roof - How to Use DJH Geometry Node Assets
Просмотров 4423 месяца назад
A quick introduction to the Build Roof modifier from my Geometry Node Assets. The Build Roof modifier turns a set of 'footprint' planes into roof sections. For an interactive look at all my nodes, please visit my website: danielhickox.com/nodes Join the LooseEdges Discord Server: discord.gg/EuUHutzrJr You can get my Geometry Node Assets from these links: blendermarket.com/products/djh-geometry-...
Cliff Scene Breakdown: Blender 4.1 - Made with Geometry Node Assets
Просмотров 1,2 тыс.3 месяца назад
It's a foggy morning. A man climbs above the mist and hurries into a hut, precariously perched atop a cliff. This is a breakdown of a blender scene I made. It was imagined as a kind of digital diorama, and as a test subject to use all my tools on together. For more about me, check out my website: danielhickox.com Join the LooseEdges Discord Server: discord.gg/EuUHutzrJr My tools can be purchase...
Build Wall Elements - How to Use DJH Geometry Node Assets
Просмотров 4073 месяца назад
Build Wall Elements - How to Use DJH Geometry Node Assets
Build Cut Holes - How to Use DJH Geometry Node Assets
Просмотров 4193 месяца назад
Build Cut Holes - How to Use DJH Geometry Node Assets
Instance on Faces - How to Use DJH Geometry Node Assets
Просмотров 4703 месяца назад
Instance on Faces - How to Use DJH Geometry Node Assets
Face Project - How to Use DJH Geometry Node Assets
Просмотров 4813 месяца назад
Face Project - How to Use DJH Geometry Node Assets
Build Walls - How to Use DJH Geometry Node Assets
Просмотров 8053 месяца назад
Build Walls - How to Use DJH Geometry Node Assets
Array Fit Quads- How to Use DJH Geometry Node Assets
Просмотров 5613 месяца назад
Array Fit Quads- How to Use DJH Geometry Node Assets
Array Radial - How to Use DJH Geometry Node Assets
Просмотров 4933 месяца назад
Array Radial - How to Use DJH Geometry Node Assets
Array 2D - How to Use DJH Geometry Node Assets
Просмотров 4313 месяца назад
Array 2D - How to Use DJH Geometry Node Assets
Array 1D - How to Use DJH Geometry Node Assets
Просмотров 8703 месяца назад
Array 1D - How to Use DJH Geometry Node Assets
What's Changed in DJH Geometry Node Assets v11 for Blender 4.1
Просмотров 2,6 тыс.3 месяца назад
What's Changed in DJH Geometry Node Assets v11 for Blender 4.1
Geometry Node Assets: Trailer (Blender 4.1)
Просмотров 19 тыс.3 месяца назад
Geometry Node Assets: Trailer (Blender 4.1)
Road Lines: Making Modular Modifiers - Part 4
Просмотров 5594 месяца назад
Road Lines: Making Modular Modifiers - Part 4
Curve Offset and Segmenter: Making Modular Modifiers - Part 3
Просмотров 6584 месяца назад
Curve Offset and Segmenter: Making Modular Modifiers - Part 3
Road Surfaces: Making Modular Modifiers - Part 2
Просмотров 6364 месяца назад
Road Surfaces: Making Modular Modifiers - Part 2
Road Base: Making Modular Modifiers - Part 1
Просмотров 1 тыс.4 месяца назад
Road Base: Making Modular Modifiers - Part 1

Комментарии

  • @malikarsyasakani
    @malikarsyasakani День назад

    How does one fix Normal Map Artifacts in GIMP?

    • @looseEdges
      @looseEdges День назад

      You should be able to follow the same steps, the tools will just be in slightly different places: Create a selection/mask from the blue channel. Delete the bad pixels. Make a copy of the layer. Blur the bottom layer. Use curves on the alpha channel to make semi-transparent pixels opaque. Repeat until the holes are filled.

  • @nandaje
    @nandaje 3 дня назад

    can it make hires big terrain like gaea ?

    • @looseEdges
      @looseEdges 3 дня назад

      You can set the resolution as high as your pc can handle, and all of the modifiers tile. That being said... I'd say that getting results that look like gaea might be difficult, it will always have a slightly different feel to it, and I've definitely done most of the testing with smaller scales in mind, i.e. a few hundred meters across rather than several miles.

    • @graphguy
      @graphguy 2 дня назад

      @@looseEdges what are your thoughts on PC specs that could handle it?

    • @looseEdges
      @looseEdges 2 дня назад

      @@graphguy I have a pretty old pc, 4 core i5, 16Gb ram, and GTX1070. That can generate a 1 million vert terrain with erosion (which is the slowest part) in ~30 seconds. Once it's generate the viewport performance is fine. Hopefully that gives you a point of reference.

  • @sander-wit
    @sander-wit 4 дня назад

    Beautiful work! Some light jazz would've been nice behind the last part of the video :)

    • @looseEdges
      @looseEdges 4 дня назад

      Thanks! Yeah, I thought about it, but was rushing to get it published yesterday evening... this way you can play whichever tunes you like best in the background :)

    • @graphguy
      @graphguy 2 дня назад

      No!

  • @webinatic216
    @webinatic216 4 дня назад

    Is it possible to apply everything and then import to Godot engine?

    • @kewa_design
      @kewa_design 4 дня назад

      Wanna know this as well

    • @looseEdges
      @looseEdges 4 дня назад

      Technically, yes it could all be converted to a mesh and imported. However for performance reasons...depending on the scope of what you're doing... it my be better to export the terrain as height and attribute maps, the export addon that comes with TerraNode does this. I'm afraid I don't have much experience with the Godot engine, I have been told that terrain can be imported from heightmaps using an addon but isn't supported in Godot by default. A custom terrain shader might also be needed, unless the scope is small enough that the blender shaders can just baked into a texture. I've been asked about Godot and TerraNode a lot, so I think I'll look into it again and see if I can't write something to make exporting to Godot an easy process.

    • @webinatic216
      @webinatic216 4 дня назад

      @@looseEdges I don't mind doing most of the stuff myself to export to godot as long I can bake and save objects and so on. I see this more as a level editor that I can later export and do the necessary hard work myself. Even as a isometric render would be useful. Imo I think you should work on the add-on and not worry to much about the export to godot part.

    • @looseEdges
      @looseEdges 4 дня назад

      @@webinatic216 For sure, and I might decide it's not worth the time it would take to learn, but it doesn't hurt to look into it either. I also use Blender kinda like a level editor, and I've make several tools that transfer data from Blender to Unity, so it's sort of half done already if I can make a Godot importer for those same files.

  • @zboy303
    @zboy303 4 дня назад

    Nice!

  • @markonar140
    @markonar140 4 дня назад

    Thanks for the New Update for Blender 4.2!!! 👍😁 TerraNode is Really a Very Powerful Addon!!! 👌😉

  • @developeralley
    @developeralley 5 дней назад

    If I understood correctly with his addon: one can take benefit of Blender's easy and intuitive interface for designing complex objects using instances and then export them to Unity as premade prefabs. Blender provides a lot of modifiers for automating tasks such as array modifiers, or geo nodes. In unity, assembling complex object can be a double work or tedius thing, (in this context). If this is so, this addon is really solving a problem.

    • @looseEdges
      @looseEdges 5 дней назад

      Correct, the blender addon saves a .basset file which is a list of mesh names and transforms, and the unity importer for that file type loads gameobjects for each mesh, places them at the instance transforms, and then saves it as a prefab which should match what was in blender.

  • @senchi3836
    @senchi3836 6 дней назад

    Amazing ! :)

  • @reddragonrider4586
    @reddragonrider4586 7 дней назад

    What’s the name of the other program?

  • @senchi3836
    @senchi3836 11 дней назад

    What if instead of Rope or Chain or Cable i want to use my own unwrapped mesh ? (preferable with End and Start segments ?)

    • @looseEdges
      @looseEdges 11 дней назад

      I don't have a modifier for that in the strands collection. It's a good idea, I'll try to add something for custom meshes in the next update. If you have my GeoNode Assets, Deform Match Curve is pretty close to what you're describing, but it doesn't have start/end caps and can't make use of the strand tags.

    • @senchi3836
      @senchi3836 11 дней назад

      @@looseEdges Thanks ! :)

  • @BlenderDunes2.0
    @BlenderDunes2.0 11 дней назад

    Nice video, Daniel! Apreciate your content!

    • @looseEdges
      @looseEdges 11 дней назад

      Thanks! Glad you're enjoying.

  • @quackers969
    @quackers969 18 дней назад

    Nice vid! Had the idea of making this kind of node floating around in my head for a few days now, so the timing of this video was just really fortunate. ^^ 12:52 Bit of a tip, but you can actually set Position as a default input. It's under the "Default Input" option under Min and Max. It's a 4.1 addition afaik, so that avoids the whole magic number shenanigans. Vector sockets should have Position & Normal, and Integer sockets should have Index and Index/ID available as default inputs.

    • @looseEdges
      @looseEdges 18 дней назад

      Yo! That's sick. I must have missed that in the release notes.

  • @RazsterTW
    @RazsterTW 19 дней назад

    Sad to say I need to wait for it to be on sale before I can buy, only thinking of one project.

  • @byAndreasEkberg
    @byAndreasEkberg 22 дня назад

    yummy! :D

  • @mustaphamaxlogo7013
    @mustaphamaxlogo7013 26 дней назад

    Great Job and great explanation, keep going.

  • @georg2478
    @georg2478 26 дней назад

    the variety of Geo Nodes is amazing, this topic and they way you both solved and presented the issue speaks for itself. Great job.

  • @tarekwayne9193
    @tarekwayne9193 Месяц назад

    How many tris are one of these trees on average (sticking within low poly constraints) ?

    • @looseEdges
      @looseEdges Месяц назад

      You have some control over it actually, you can adjust the trunk/branch resolution, and it mostly depends on the resolution of leaf meshes, plus how many times you instance them. For the example trees, you can see at the bottom that the w̶h̶o̶l̶e̶ ̶s̶c̶e̶n̶e̶ ̶a̶v̶e̶r̶a̶g̶e̶s̶ ̶~̶5̶0̶0̶0̶ ̶T̶r̶i̶s̶,̶ ̶t̶h̶a̶t̶'̶s̶ ̶a̶ ̶p̶r̶e̶t̶t̶y̶ ̶g̶o̶o̶d̶ ̶a̶p̶p̶r̶o̶x̶i̶m̶a̶t̶i̶o̶n̶ ̶s̶i̶n̶c̶e̶ ̶t̶h̶e̶r̶e̶ ̶i̶s̶n̶'̶t̶ ̶m̶u̶c̶h̶ ̶e̶l̶s̶e̶ ̶i̶n̶ ̶t̶h̶e̶ ̶s̶c̶e̶n̶e̶.̶ Turns out the scene is not a good approximation, the example trees are 1500-2000 tris.

    • @tarekwayne9193
      @tarekwayne9193 Месяц назад

      @@looseEdges Cheers! So, to be specific, each tree, on average would be around 1500-2000 tris?

    • @looseEdges
      @looseEdges Месяц назад

      @@tarekwayne9193 Yes, 1500-2000 for one tree.

  • @JackAssetsBakin
    @JackAssetsBakin Месяц назад

    Very nice

  • @guzz2145
    @guzz2145 Месяц назад

    Simplement amazing

  • @JackAssetsBakin
    @JackAssetsBakin Месяц назад

    Amazing!

  • @fergadelics
    @fergadelics Месяц назад

    ! Cool to see the work. Updates are appreciated!

  • @fxnoob7486
    @fxnoob7486 Месяц назад

    Thank you

  • @SJ98296
    @SJ98296 Месяц назад

    I am trying to do a simple index shift...so taking the preset starting index 0 and shift it to some other position...mainly useful for aligning the 0 vert on two morph objects. I am familiar with the math to redistribute verts, invert them, but not so sure how you would set a new starting position for index 0. I don't think that was mentioned in this video, so can you point me in the right direction?

    • @looseEdges
      @looseEdges Месяц назад

      If I understand correctly, you have two objects with the same topology, so vertex 0 on one is equivalent to vertex 0 on the other, and you want to move the verts in one of the objects to the position of the verts in the other object. You can do that with a Sample Index node using the Index node as the Index value. Here's an example file: danielhickox.com/uploads/morph_example.blend

    • @SJ98296
      @SJ98296 Месяц назад

      @@looseEdges Thanks so much for sharing this sample file! This isn't exactly what I was trying to do, but it's very interesting to see the setup you used none the less! I am extremely close to what I was going for. I was originally trying to flip the index ordering, without moving the starting point (index 0), which I was able to figure out. What I am not sure about is if you want to set some other index (index 7 for instance) to be the starting point 0, so that you can better align the indices for a shape morph, what is the best way to offset your indices? I am also very curious about the samples you used in this video, is there any chance I can get the project file(s) somewhere to dissect your setups further? I am following along on my own but there are definitely still some gaps and I really want to understand this stuff to the core. Thanks again for sharing!!!

    • @looseEdges
      @looseEdges Месяц назад

      @@SJ98296 Sure, I think I still have the file, I'll see if I can find it. I guess I'm not quite following what you're trying to accomplish. Do you want to join my discord server so you can share an image or drawing of what you're going for? discord.com/invite/6rdD5jQtNn

    • @looseEdges
      @looseEdges Месяц назад

      @@SJ98296 Here's the index examples file: danielhickox.com/uploads/djh_index_node_examples.blend

    • @valerys.219
      @valerys.219 Месяц назад

      @@looseEdges great, thank you.

  • @JackAssetsBakin
    @JackAssetsBakin Месяц назад

    Amazing

  • @bUildYT
    @bUildYT Месяц назад

    hey, what would u say suggest to learn that fast? do i have to know python or c++ before i can takle that, would be very cool if could recomend a few good courses/tutorials... very very cool what u r doing!

    • @looseEdges
      @looseEdges Месяц назад

      To learn how to make node setups like the one in the video? I don't think it's essential to learn a specific language, I think a basic knowledge of programming concepts helps a lot with understanding what nodes are doing under the hood. But, if you have some interest in programming, (as opposed to viewing it as a necessary evil) and your main focus is Blender related, I'd recommend learning python and the blender python api, which would enable you to make scripts and addons and opens up possibilities beyond just Geonodes. Regarding courses and tutorials, I'm afraid I may not be the best source for specific recommendations. I am self-taught and have been trying to learn whatever I could get my hands on about 3d graphics, programming, game development, proceduralism, etc for a long time, in my spare time. I've learned a lot of what I apply to nodes from GDC talks, articles about code architecture and design patterns, Catlike-Coding's Unity tutorials, scene breakdowns, and honestly just setting a goal and experimenting. I haven't followed tutorials about GeoNodes much at all, I started experimenting with them when there were only a couple of nodes, and have kept up with all the changes and additions as they were made. I think I'd recommend a similar approach to anyone starting now, with the caveat that I was already familiar with the core concepts from dabbling in adjacent fields. I recommend mastering the basic nodes first, Math, Vector Math, Selections. Then use those as tools to solve simple problems, each problem you solve is another 'tool' that you can pull out and reuse in the future. As you acquire more and more tools to work with, the ways in which you can combine and apply them to problems should expand so you can make more and more interesting things. Also, beware of mistaking copying for learning, sometimes following a tutorial might enable you to 'build a house', but if it doesn't teach how to hammer a nail, or cut with a saw, it isn't helpful long term. Sorry for rambling, hope that helps a bit!

    • @bUildYT
      @bUildYT Месяц назад

      @@looseEdges awesome, thx for the detailed answer! I'll focus on hammers and saws now ;) btw bought ur geo node house assets and learning more n more now! great stuff!

  • @user-kb2qz3gj6k
    @user-kb2qz3gj6k Месяц назад

    Awesome Bro

  • @garrysalisbury211
    @garrysalisbury211 Месяц назад

    Thanks for this. Very helpful. An added effect is to add a trail of the geometry using another simulation zone after the first simulation zone that has a join geometry node only. Then join the geometry of that simulation zone with the output from the Store named geometry node. One can add a 'set point radius' to get the trail you like and add a material if desired.

  • @JacksonMeira-hx5wd
    @JacksonMeira-hx5wd Месяц назад

    Amazing

  • @windworldwide8840
    @windworldwide8840 Месяц назад

    Thks Daniel, ... Learning Blender is a long haul, and your help is very much appreciated ! ... and thks for sharing !

  • @NicCrimson
    @NicCrimson Месяц назад

    Super unrelated, but how did you get the background to not be transparent like that on the sides of the N-Panel and Tools?

    • @looseEdges
      @looseEdges Месяц назад

      Hmm, I think you can do that from preferences -> themes -> 3d viewport -> theme space -> region background.

  • @fx.minecraftgamer2370
    @fx.minecraftgamer2370 Месяц назад

    Finally a solution to the UV, thank you very much, I hope that I can solve the problem with the extrusion node thanks to this, since I was never able to achieve a precise solution to the problem, for which I thank you very much for the work you do. Thank you so much.

    • @looseEdges
      @looseEdges Месяц назад

      You're welcome! Although I don't think it will work with the extrude node, because the extrude node doesn't offset the UVs on new side faces and they will have a width of zero which cannot be scaled.

  • @torus1183
    @torus1183 Месяц назад

    very cool

  • @Xaqaria
    @Xaqaria Месяц назад

    I appreciate how you present your node groups. You present the details quickly enough that it's easier (at least for me) to maintain the context. I can watch without sitting in front of Blender and following along.

  • @NicCrimson
    @NicCrimson Месяц назад

    Nice can you use this to seamlessly tile a 3d scatter.

    • @looseEdges
      @looseEdges Месяц назад

      Are you asking about scattering something to render as a seamless texture? Yes, you just need to make the scatter slightly larger than the texture so that the edges will overlap a bit and then copy it 9 times similar to how the tiling part of this setup works.

    • @NicCrimson
      @NicCrimson Месяц назад

      @@looseEdges I mean like lets say you have model of a leaf and you want to scatter that seamlessly.

    • @looseEdges
      @looseEdges Месяц назад

      @@NicCrimson Hmm, I guess I'm not sure what seams you're thinking of. On its own, scattering doesn't have seams. In the case of a texture the seam is the edge of the image in 2d. You can also make a mesh that tiles, by intersection booleaning it with a cube in 3d. In either case you can make the edges match by copying 9 times into a grid.

    • @NicCrimson
      @NicCrimson Месяц назад

      @@looseEdges I found a video that does what I mean. ruclips.net/video/VWGtpxs18OU/видео.html

  • @FuchsiaRiv
    @FuchsiaRiv Месяц назад

    Thank youuu!!

  • @StarkRaveness
    @StarkRaveness Месяц назад

    Awesome toolset. I plan to buy the add-on at some stage, thanks for the tutorials. Keep em comig.

  • @artresearch9650
    @artresearch9650 Месяц назад

    It didn't end up looking like yours mine having more of a an criss-cross pattern rather than a braided one luckily it will work for my project so will call it a happy accident. However I followed your tutorial on my phone while I worked on my laptop so the way you layed out your screen made it hard to follow along. Next time give some more space to your geometry nodes editing space so it's easier to see Otherwise thank you so much for making this tutorial I would not have gotten my rope without you.

  • @DeGrey
    @DeGrey Месяц назад

    Very handy. Looking forward to using this along with DJH nodes. You make the coolest promo videos for your products and have by far the best organized and clear documentation on your site. This was one of those "full confidence" purchase decisions.

  • @moravianlion3108
    @moravianlion3108 Месяц назад

    Looking good! Are you planning on adding actual road system, not just colored terrain?

    • @looseEdges
      @looseEdges Месяц назад

      Thanks! I am not planning to add tools for creating road geometry to the TerraNode library. I do have some unfinished modifiers that will be for making roads, but I think they'll be a separate library or an optional addon to the TerraNode library. I was making them in this series of videos, but that makes progress slow, so I may just finish them off camera at this point: ruclips.net/p/PLid29DRBYBBOvdazcLSbm6YSpdIMD4hPd&si=oRMepw2gXqgMWdeL

  • @Ivan_Balakirev
    @Ivan_Balakirev Месяц назад

    I've just checked text documentation, and block with asset description doesnt work correctly (scroll text doesnt work, and long descriptions are cutted)

    • @looseEdges
      @looseEdges Месяц назад

      Hmm, scrolling the description works for me. I've added some more padding to bottom of the description box, hopefully that will give it room to scroll up if it was getting cut off at the bottom.

  • @FuchsiaRiv
    @FuchsiaRiv Месяц назад

    Thank you so much!!

  • @z1_Rome
    @z1_Rome Месяц назад

    Great nodes, appreciate it. Between this and your geo/terra nodes, it's a lot of time saving tools.

  • @z1_Rome
    @z1_Rome Месяц назад

    This is an awesome tool, and easy to work with. Thank you so much.

    • @looseEdges
      @looseEdges Месяц назад

      Glad to hear it! You're welcome!

  • @user-uo9ue4ox1p
    @user-uo9ue4ox1p 2 месяца назад

    Impressive showcase!

  • @sander-wit
    @sander-wit 2 месяца назад

    Beautiful work mate

  • @Intercepto
    @Intercepto 2 месяца назад

    Looks like a very useful set of tools. I will probably purchase it at one point when I'll need them. Thank you!

  • @thecommentermaker
    @thecommentermaker 2 месяца назад

    Glad I checked that is a new addon, not part of other addon (of which I have already bought).

  • @fergadelics
    @fergadelics 2 месяца назад

    excellent and thorough.

  • @eligijuspranskunas3509
    @eligijuspranskunas3509 2 месяца назад

    nice!

  • @42yeah
    @42yeah 2 месяца назад

    This looks so cool! Love the logo as well.