This is amazing! I want to do more with geometry nodes, but so far it has been difficult cause there are not that many tutorials that actually explain what a node does, the specific mathematical terminology that's used, and so on. This video is amazing, very helpful, and I learned a lot! If you have time and desire to make more of them, I'm sure a lot of "almost beginner" would really love it! Thanks!
I have to say I had low expectations when getting into this video, because "it's just a rotation node, what's so complicated about that?!" that was going in my head. I am happy to say that as simple as it may look, I actually learned a lot from this video. It's very useful when you show these very simple examples that don't work as one might expect, and then you also show the solution and the reason behind it. Thanks for sharing!
Search for Erindale he has in depth geo nodes vids... in fact it's a real champ. This level is wayyyy above my head, but I still want to learn geo nodes anyway. Bit by bit. If you are already familiar with the shader editor, the thinking process is the same.
Really good work here friend, nice and thorough. I've managed to find the answers here which other tutorials haven't covered. Most specifically using 2 rotation eulers. Learning loads from you, thank you!
Bradely, you just saved me so much frustration. Liked, Subscribed, and please keep making these videos. Perfectly clear explanation of a subject that's been eluding me, and I thought I understood rotations and vectors. You were a godsend, B. My hero. Excellent tutorial.
Exactly what I needed to unlock some Geometry Nodes features. I was trying to achieve the same result by using cross product and that way will be definitely more easy. Thank you very much.!!!!
Thank you for providing this tutorial! I’ve been looking for something like this to answer the question on how to align objects to faces, and this tutorial has exactly what I was looking for!
This is... this is what I was waiting for! Thank you for this amazing explanation. I could understand about 20% of it just by fiddling with the nodes, but that missing 80% was a lot of room for improvement. Thank you! And subscribed! Merry Christmas! :)
Thank you, this was awesome! It really helped me with three of four challenging use cases that I want to achieve. The controller especially is really cool. Well done.
Great explanation! I just have one small suggestion for your future videos. Is there a way to move your mic away from your keyboard? It's very loud and distracting. Or perhaps use a quieter keyboard. Thank you!
Thanks Bradley for this video. I will share it on my videos as a good reference. (Because I'm not good in this stuff). I want to ask you how the subtraction position works?
Great explantation. Thank you. Is there a way to point all the cones in the direction of the empties Z axis and then moving up and down along that vector?
Hi Bradley, these are some interesting manipulation of the vector/rotation. Do you have any examples on how to align instance geometry (instance on a point cloud) to the travel direction of each point? Best regards David
I've done it with simulation nodes. but I don't have any tutorials for it. It should be pretty simple just subtract position with previous position and align euler to this subtraction in simulation nodes.
@@bradleyanimation120 Thank you for your comment :) In theory things make sense to me, but I can't figure it out in practice. Which nodes should be placed in the simulation area and how do I shift the previous position in time?
it would be better if you can ask in the discord server following the link in the description. Or you may also watch tutorials about simulation nodes to see how you can get positions from the last frame.
I know its different topic but I wanna ask. Do you know how separate seed by position? If I make rock generator using geonodes and want make field of thousend different looking rock how make this?
Many thanks, really useful. How would you go about aligning one instance to a single face? Like cars in a car park but I need to manually place the instances with a little rotation. As you mentioned, I can’t use normal as if I rotate the face around Z there’s no change.
not really sure your problem. You can still use normal without problem, although I assume car park is a plane there's no difference whether you align it or not. If you want to add rotation. use rotate euler node and add rotation on z-axis
@@bradleyanimation120 thanks - yes, I didn’t explain it well! Basically I want my instances to rotate on the many quads I have in an object. I started with Mesh to points which works great for placement but obviously the instances don’t know which way to point! Thanks again, I will try your suggestion :D
How do you align an object/mesh along predefined XYZ axes .. e.g. if you generate a mesh .. and have orthogonal axes/vectors ABC arbitrarily oriented. I want the original mesh Z to be aligned along A, the Y along B and implicitely Z along C. Similar to copying a transform from one object to another. Is there a node that generates a transformation (rotation) from a set of orthogonal vectors ?
Can someone please explain to me the last lesson?. Why does subtracting the location and the position does the trick?. That position is the position of what? the imported object or the instances?. This is my supposition, if the position node is for each instance then the instances origin have to be at the origin for the resulted vector of the subtraction to be perceived correctly
Actually you can find all answers from the tutorial. Align Euler to Vector doesn't take the "position" of your point into account. When they are asked to look at 0,0,1, they look straight upwards because the vector is counted only relative to "wolrd" origin. If you want the instances to look at a particular place, you need to do the offset/"subtraction" to make everything relative to the world origin. The position is the position of your points, and you are instance on these points. The position must not be the position of imported object, because you have your object info and location right there.
I'm having more trouble with random scale.. for example, you have cones going around a curve circle.. what if you wanted dozens of curved circles with cones around each circle... Then you wanted each circle to be random size.. so making the circle itself, random size and therefore the cones would shrink to accommodate the size of the circle.. we don't want to change the number of cones.. Your discord invite in no longer valid.. are you still doing work? still have a channel? I need some assistance with a complex node structure.. can you assist me?..
the server link is permanent and is valid on my side, or you may try this temporary one: discord.gg/GRaxP3G7. the number of cone should stay persistent regardless of their size, since the instance number should be based on the amount of vertices each circle has.
@@bradleyanimation120 the link takes me to discord and says. "Invite Invalid" this invite may be expired or you may not have permission to join." Also.. not sure you answered my problem. I'm NOT worried about the amount of cones.. I'm trying to have random scale of the circles they are aligned to. is there some way to contact you? I need assistance with a job and can pay for your assistance.. I can't find any way to contact you other than comments.
4:50 is so well explained thank you
This is amazing! I want to do more with geometry nodes, but so far it has been difficult cause there are not that many tutorials that actually explain what a node does, the specific mathematical terminology that's used, and so on. This video is amazing, very helpful, and I learned a lot! If you have time and desire to make more of them, I'm sure a lot of "almost beginner" would really love it!
Thanks!
You cleared up a lot of points for me and thanks for putting Screen Keys on as I picked up a few new shortcuts too!
I'm beginning to see the light!!! 😵 Thank you!
Unbelievable, so clear, crystal & gentleman is through tutor
Best of its class tutorial
No one is explaining the stuff you do. You might not get as many views as others but those who do view it have another level of respect for it.
I have to say I had low expectations when getting into this video, because "it's just a rotation node, what's so complicated about that?!" that was going in my head.
I am happy to say that as simple as it may look, I actually learned a lot from this video.
It's very useful when you show these very simple examples that don't work as one might expect, and then you also show the solution and the reason behind it.
Thanks for sharing!
Search for Erindale he has in depth geo nodes vids... in fact it's a real champ. This level is wayyyy above my head, but I still want to learn geo nodes anyway. Bit by bit.
If you are already familiar with the shader editor, the thinking process is the same.
thank you, I was stuck on a project for hours and this helped.
Clear and concise... so good! Thank you!
Thank you so much. I have been searching for hours looking for this information after geometry nodes were updated
Really good work here friend, nice and thorough. I've managed to find the answers here which other tutorials haven't covered. Most specifically using 2 rotation eulers. Learning loads from you, thank you!
subscribed, exactly what i've been looking for
Bradely, you just saved me so much frustration.
Liked, Subscribed, and please keep making these videos. Perfectly clear explanation of a subject that's been eluding me, and I thought I understood rotations and vectors. You were a godsend, B. My hero.
Excellent tutorial.
Amazing tutorial. Really hard to find specific information like this for geo nodes at the moment. Especially for fields. Thank you.
best explanation EVER
Great tutorial,I love it!! It's the first time I understand this node :D
Exactly what I needed to unlock some Geometry Nodes features. I was trying to achieve the same result by using cross product and that way will be definitely more easy. Thank you very much.!!!!
Thank you for providing this tutorial! I’ve been looking for something like this to answer the question on how to align objects to faces, and this tutorial has exactly what I was looking for!
Very thorough explanation. Thank you.
Nice explanation -- thanks for sharing!
Great breakdown of various situations/problems! Thank you! You have inspired me to start using math again...
The subtraction with position node is crazy
Excellent explanation!! Thanks!! :)
This is... this is what I was waiting for! Thank you for this amazing explanation. I could understand about 20% of it just by fiddling with the nodes, but that missing 80% was a lot of room for improvement.
Thank you!
And subscribed!
Merry Christmas! :)
Thank you, this was awesome! It really helped me with three of four challenging use cases that I want to achieve. The controller especially is really cool. Well done.
This is exactly the explaination i was looking for. Thank you!
Thank you for sharing this video!! Awesome!
Man you spitting some fire.
Thanks so much for making this video. Super helpful! Subscribed :) Keep it up
Thanks a lot for explanations! I just started play with geometry nodes, and spend three hours try to solve similar issue...to no avail.
wow, this was an eye opener! :)
thank you so much ! Saved my life !
What a great video, this helps alot .
Great explanation! I just have one small suggestion for your future videos. Is there a way to move your mic away from your keyboard? It's very loud and distracting. Or perhaps use a quieter keyboard. Thank you!
Thanks Bradley, I like your explanations. Very useful.
Great, I've been looking for this explanation for a long time, especially since the name of the nodes leave me completely dumbfounded
Muy bien explicado. Gracias por molestarte en hacer estos ejemplos.
Really clearly! Thank you, I've learned much!
Really well explained, thank you for this!
thank you so much, this is so helpful!
Very interesting! Thank you for explaining!
Thank you for the explanation Bradley. Is this kind of thinks that I don't know that I don't now it. jeje.
Perfect thank you !
thanks for you , you are sharing with us fantastic knowledge
amazing tutorial more people should know that
Thanks Bradley for this video. I will share it on my videos as a good reference. (Because I'm not good in this stuff). I want to ask you how the subtraction position works?
normal is always referencing to world origin, so subtraction is to make any direction relative to world origin. if that's what you are asking
Great explantation. Thank you. Is there a way to point all the cones in the direction of the empties Z axis and then moving up and down along that vector?
just translate instance, there will be a local option
@@bradleyanimation120 thanks I will give it a go
This was presented so well! Congrats!
hey your tutorials are great too 😀
@@mumkichux Thank you very much! 😀😀
@@mumkichux Thank you 😀
extremely helpful thank you so much
Nice explanation
thank you very much!!!
Brilliant!😀
Hi Bradley, these are some interesting manipulation of the vector/rotation. Do you have any examples on how to align instance geometry (instance on a point cloud) to the travel direction of each point?
Best regards
David
I've done it with simulation nodes. but I don't have any tutorials for it. It should be pretty simple just subtract position with previous position and align euler to this subtraction in simulation nodes.
@@bradleyanimation120 Thank you for your comment :) In theory things make sense to me, but I can't figure it out in practice. Which nodes should be placed in the simulation area and how do I shift the previous position in time?
it would be better if you can ask in the discord server following the link in the description. Or you may also watch tutorials about simulation nodes to see how you can get positions from the last frame.
sweet! instant sub
I know its different topic but I wanna ask. Do you know how separate seed by position? If I make rock generator using geonodes and want make field of thousend different looking rock how make this?
Many thanks, really useful. How would you go about aligning one instance to a single face? Like cars in a car park but I need to manually place the instances with a little rotation. As you mentioned, I can’t use normal as if I rotate the face around Z there’s no change.
not really sure your problem. You can still use normal without problem, although I assume car park is a plane there's no difference whether you align it or not. If you want to add rotation. use rotate euler node and add rotation on z-axis
@@bradleyanimation120 thanks - yes, I didn’t explain it well! Basically I want my instances to rotate on the many quads I have in an object. I started with Mesh to points which works great for placement but obviously the instances don’t know which way to point! Thanks again, I will try your suggestion :D
Is it possible to drive object rotation from cloth simulations..
Very nice
How do you align an object/mesh along predefined XYZ axes .. e.g. if you generate a mesh .. and have orthogonal axes/vectors ABC arbitrarily oriented. I want the original mesh Z to be aligned along A, the Y along B and implicitely Z along C. Similar to copying a transform from one object to another. Is there a node that generates a transformation (rotation) from a set of orthogonal vectors ?
you can find tutorials of instance on face, basically you need to find surface tangent to algin.
I need a tut like this but for Vector Rotate + Set Position nodes
Can someone please explain to me the last lesson?. Why does subtracting the location and the position does the trick?. That position is the position of what? the imported object or the instances?.
This is my supposition, if the position node is for each instance then the instances origin have to be at the origin for the resulted vector of the subtraction to be perceived correctly
Actually you can find all answers from the tutorial.
Align Euler to Vector doesn't take the "position" of your point into account. When they are asked to look at 0,0,1, they look straight upwards because the vector is counted only relative to "wolrd" origin.
If you want the instances to look at a particular place, you need to do the offset/"subtraction" to make everything relative to the world origin.
The position is the position of your points, and you are instance on these points.
The position must not be the position of imported object, because you have your object info and location right there.
I'm having more trouble with random scale.. for example, you have cones going around a curve circle.. what if you wanted dozens of curved circles with cones around each circle... Then you wanted each circle to be random size.. so making the circle itself, random size and therefore the cones would shrink to accommodate the size of the circle.. we don't want to change the number of cones..
Your discord invite in no longer valid.. are you still doing work? still have a channel? I need some assistance with a complex node structure.. can you assist me?..
the server link is permanent and is valid on my side, or you may try this temporary one: discord.gg/GRaxP3G7.
the number of cone should stay persistent regardless of their size, since the instance number should be based on the amount of vertices each circle has.
@@bradleyanimation120 the link takes me to discord and says. "Invite Invalid" this invite may be expired or you may not have permission to join."
Also.. not sure you answered my problem. I'm NOT worried about the amount of cones.. I'm trying to have random scale of the circles they are aligned to. is there some way to contact you? I need assistance with a job and can pay for your assistance.. I can't find any way to contact you other than comments.
@@Guest_1138 I assume your account may have not been verified with email or phone number. The invitation link should be available.
ive just seen the b e s t geometry nodes tutorial
It is pronounced [ˈɔɪələ] Oyleh like in oil, noise, boy, toy, joy
Btw, "Euler" is pronounced "oiler"
Finally, the tutorial I was looking for, I watched so many other videos that did not explain this :(
Thank you for this!