I came from Houdini, and every time I watch GN tutorials, I think all the time: this and this can be made far easier in Houdini. But this time, it is the same as I do in VOPs when I have to face a problem and resolve it without cheating. In any case, better grouping and visualizing tools are missing in GN. In GN, you basically work in blind mode. Anyway, Thank you very much for such great and inspiring content.
Yeah Houdini has the maturity advantage here. GN always feels to me like it’s in development and we’ve only really just reached a point where basic modelling is possible without massive hacks. I’m optimistic though that it’ll be a great platform in 5-10 years once it’s had the chance to mature a bit
Really, really love the application of geo nodes + Islamic art! And in time for Ramadan too, mashallah :) Have you considered extending this idea to creating "procedural muqarnas" using geo nodes or sverchok? There's been a few scholarly articles on the subject, so your take on it would be really valuable!!
I was tearing my hair out on how to align tilt to vector for some time now, came up with stupid ways on how to cheat it which never worked perfectly. Now I know how to properly do it, thanks!
29:28 I have just calculated the area of this square by using face area node and extracted the square root from it, dividing it by two. I think this is a good way too :D
As I'm watching this, I'm thinking "What's needed here is a node to create a square of splines with a corner offset. A positive offset and it makes a tic-tac-toe grid, a negative offset and the lines don't touch at the corners". Maybe another one to do the same as a diamond (using the first one and rotating 45 degrees). I'm finding I make helper nodes like this *all the time* now, and thanks to @JohnnyMatthews Bulk Asset Tool it's trivial to just push them down into an asset library file after the fact instead of tedious copy/pasting. I'd also consider moving the manipulating the curve handles instead of "fillet curve" and ray-casting for height, as this doesn't require resampling and will lead naturally to a catenary curve. Whereas fillet forces the curve to follow the circumference of a circle.
Erin, Thank you. I would really like to see you take this to the next level. This would entail removing all overlaps at end points and cross-sections. i.e. Make it buildable (Real).
Yeah this is a significantly more challenging problem but not impossible. You'd want to split into two sets and create your offsets for booleaning the lap joint. Ideally we'd have the curve intersection node in master but I think it's still got some work needed. That would make finding the intersections much easier
perfect with geo nodes, it would be great if you put this in consideration for later tutorials " Aman Mosque / Nakshabid Architects" how the exterior concrete tiles with those gorgeous triangles can be done with geo nodes along with texturing
Thank you, even I'm pretty very new to the whole genre, I was able to follow every step and recreate it. The nodes part was amazing but the timelapse part was mesmerizing. Is it possible that you put the timelapse part into a seperate video at normal speed; even without comments, only nice background sound. I'd be very interested. Keep up the good work.
Hi Erindale, when watching this I was wondering (and I thought I saw a glimpse of that in the timelapse part but might be wrong) are there no problems with Z fighting in Cycles on some of the intersecting curve parts resulting in overlapping faces? Did you have a workaround or were there simply no issues?
As long as they’re curves, the viewer node should show the attribute you’re viewing. Make sure that you’re connecting to the viewer with ctrl+shift+left click to make sure that it is generating the viewer socket based on the attribute you want to look at. If for example you have it as a Boolean or integer from a previous attribute and then you just plugged in a different data type manually next time then you’ll not see your expected results.
Thanks for all your work and great explanations! I have a question. What is the benefit of making the grid and filtering/manipulating the grid points rather than creating separate curves for the separate beams and joining those in the end?
First of all, thank you very much for this tutorial. It helped me learn a lot and have an insight into the differences between the grasshopper and geometry nodes. They seem similar, both based on bare math, but still the workflow is different, as you said in the beginning of the video. :) And one question. Could you tell me how did you get rid of those black overlapping areas in 1:16:29 ?
Added bevel and subdivision. It rounds them enough to fix the coplanar intersection artefacts while the Bevel resolution lets you keep it visually rectangular in section
I got a un even issue of mesh overlay in end after skinning curves... like its glitching where curves pass through each other, mostly in outer box... i dont understand why it's happening... I tweak inside the *align tilt to vector* group, and changing the .001 value in the pie value (1:09:40) works though makes the intersects smooth... EDIT:- problem solved at 1:16:30 .... just need a modifier :) and thanks For this tut...
as always amazing work! I am learning tons of deep stuff from your tutorials and I owe you. Nice understanding of Islamic architecture btw. are you and architect? BTW I was waiting from the beginning how do you create those amazing curves to follow the funnel shape but got amazed by use of modular math function and then blown away by perfect use of ray cast. The uvmapping was also very nice, had to pause on the perfect frame to see it :D And, did you use a B&W image as a filter to delete some polygons on a subdivided plane?
I have an interior architecture degree but I work in games now ✌️ For the wall pattern? Yes I grabbed a photo of the lobby and isolated a tileable section which I turned into a mask. It was pretty rough and doesn't completely match the building but it was close enough for the time I had
@@Erindale That's very good. I am an architect as well but trying to switch into character design. but your procedural parametric videos inspire me to use them for my architecture projects. can we achieve the same result in revit's dynamo? The bricks gave the feeling they should've. well done as always👏👏
At 42:40 I initially thought the points would match with that inner circle. Is the difference related to the subdivision at 32:25? I'm guessing if you use more subdivisions, It would look closer but never quite exact anyway, right? (Sorry for the weird question but I'm in the understanding the logic part of seeing your videos, not in the part of trying to make it along yet. haha)
I do not think that i will get a reply but when i added the endpoint selection node during the spokes part, it just disappeared (the shape) and i do not know how to fix it.
Are you on discord? This is something easier to solve with pictures of the node graph to help debug. Hop on my server and feel free to tag me there for help ✌️
Depends on the project. Many architects would say Blender isn’t suited at all and you should use Grasshopper and 3DSMax. Ultimately the tool you know is the best one because you’ll be most able to articulate your designs with it. Between Sverchok and Geo Nodes, I’d pick geo nodes to learn now. It can’t do everything but it’s going to grow and it’s natively supported
EDIT: "Create Funnel Base" the Curve Circle was set to 0.9 not 1. -EDIT: my solution was changing the Funnel Depth Vector Multiply's values from 1000, 1000, 0000 to 1100, 1100, 0000.- -I'm skimming through to find out if I screwed up, I'll update if it's on me n not a blender change- -58:00-- when I add the outer square, the end points extrude down to the pivot point, unless I raise the 0.5 on the prior "extend" group to 1.5 and I can't figure out where I went wrong-
technically, instead of doing that whole complicated thing to get the inner dimension for where to delete in the center; you could use the uv map or the original dimension you set for the grid.
I think yes for now. Until geo nodes works out what they want to do with lists, loops, and integrated python scripting it'll keep value imo. But it might be for 2-3 years before we see geo nodes get a solid foundation of nodes - still a LOT missing
Hi Erindale. :D Random question: What do you reckon, is making a Half-Life Alyx inspired beer bottle shader something one could do in Blender? Since Geonodes can be used to save the velocity of the bottle into attributes that the shader editor can use, and one could do all other sorts of trickery with math in Blender, maybe a fake liquid simulation in a bottle isn't unattainable. Then again... I for sure couldn't do it. I still lack understanding of how to rotate and align vectors to my liking.
There were a lot of cool experiments on twitter when that came out. I think some blender ones as well. Now we'd just use simulation nodes to handle it nice and easy though
I wish my googling skills were better. Or maybe noone has posted a video about how to do it in Blender. I was hoping to resolve the challenge but I guess it's still out of my reach xD
"For future Thadeous"
8:00 - Index Debug
22:33 - Modulo without compare node
23:28 - Seperate Geometry Operation - Modulo & Ping Pong
25:52 - Seperate Geometry Operation - Compare
27:47 - Bounding Box select & delete (Delete wires)
34:15 - Concatenate Curve hack (link curves, curve tangent vs position, dot product)
44:08 - Fillet Curve endpoint hack
48:49 - Set Curve Radius using Switch
01:02:03 - Set Tilt (Tangent, Curve Normal, Binormal)
01:12:00 - Instancing by integer (Integer - 1)
Once again thank you for making me a better artist Erindale!🤝
I had been searching RUclips for something like this for months. Thank you so much for not only making it, but making it so clear and accessible!
Thanks for saying so! I'm glad it's useful
I miss Sverchok . But embarrassingly admit I didn't spend time learning it. But now I am glad Geo Nodes are finally catching up
You put in a bunch of work! Geo nodes is a lot more intuitive I think though so agreed, cool to see it do well
Great deep dive into geometry nodes! Thank you so much Erin in showing us this!!
Glad to get it out there, definitely want to see more architects picking up the tools for ideation!
Lo que más me impresiona de tus videos es la excelente capacidad didáctica para transmitir tu conocimiento.
Thanks so much! I appreciate that
Oh damn... live so close to that Mosque but never been inside. Cool tutorial ... i really need to learn more about geo nodes.
It's gorgeous, definitely worth a visit
@@Erindale yeah actually thought as much... the outside alone is quite impressive. Gave you a follow on ig to keep up with your content. ☺
If you get stuck on the Inner Spokes part, set your curve line to zero length or flip the second Endpoint Selection. Great tut Erin!
I came from Houdini, and every time I watch GN tutorials, I think all the time: this and this can be made far easier in Houdini. But this time, it is the same as I do in VOPs when I have to face a problem and resolve it without cheating. In any case, better grouping and visualizing tools are missing in GN. In GN, you basically work in blind mode. Anyway, Thank you very much for such great and inspiring content.
Yeah Houdini has the maturity advantage here. GN always feels to me like it’s in development and we’ve only really just reached a point where basic modelling is possible without massive hacks. I’m optimistic though that it’ll be a great platform in 5-10 years once it’s had the chance to mature a bit
Really, really love the application of geo nodes + Islamic art! And in time for Ramadan too, mashallah :)
Have you considered extending this idea to creating "procedural muqarnas" using geo nodes or sverchok? There's been a few scholarly articles on the subject, so your take on it would be really valuable!!
I was tearing my hair out on how to align tilt to vector for some time now, came up with stupid ways on how to cheat it which never worked perfectly. Now I know how to properly do it, thanks!
Amazing that it wasn't added as a default node! So useful
Stonking video. Thanks so much for doing it. I learned so much following along.
Thanks so much! Glad it was useful!
was waiting for a long time for blender to turn into grasshopper, i think we are up there
It's coming
29:28 I have just calculated the area of this square by using face area node and extracted the square root from it, dividing it by two. I think this is a good way too :D
Every now and then showing the whole tree would be very helpful to those of trying to replicate through the video
That's a good idea! I'll try and remember to do that moving forward
This was amazing to follow along to, thank you so much for all the instructions and clear explanation of everything going on, was a lot of fun.
Glad it worked for you!
As I'm watching this, I'm thinking "What's needed here is a node to create a square of splines with a corner offset. A positive offset and it makes a tic-tac-toe grid, a negative offset and the lines don't touch at the corners". Maybe another one to do the same as a diamond (using the first one and rotating 45 degrees). I'm finding I make helper nodes like this *all the time* now, and thanks to @JohnnyMatthews Bulk Asset Tool it's trivial to just push them down into an asset library file after the fact instead of tedious copy/pasting.
I'd also consider moving the manipulating the curve handles instead of "fillet curve" and ray-casting for height, as this doesn't require resampling and will lead naturally to a catenary curve. Whereas fillet forces the curve to follow the circumference of a circle.
Erin, Thank you. I would really like to see you take this to the next level. This would entail removing all overlaps at end points and cross-sections. i.e. Make it buildable (Real).
Yeah this is a significantly more challenging problem but not impossible. You'd want to split into two sets and create your offsets for booleaning the lap joint. Ideally we'd have the curve intersection node in master but I think it's still got some work needed. That would make finding the intersections much easier
Very nice, might be worth letting them know you've done this, the mosque might be able to use this, at the very least I'm sure it'll be appreciated.
Good shout! I'll send them an email in case they're interested
That's truly impressive!
Thanks Erin, I learned a lot! ^^
You Nailed it
perfect with geo nodes, it would be great if you put this in consideration for later tutorials " Aman Mosque / Nakshabid Architects" how the exterior concrete tiles with those gorgeous triangles can be done with geo nodes along with texturing
Thanks for the tip! I'll look into doing it
Thank you, even I'm pretty very new to the whole genre, I was able to follow every step and recreate it.
The nodes part was amazing but the timelapse part was mesmerizing.
Is it possible that you put the timelapse part into a seperate video at normal speed; even without comments, only nice background sound.
I'd be very interested.
Keep up the good work.
Thank you! I will see if I actually have the footage but id happily post if I find it
@@Erindale ❤
Hi Erindale, when watching this I was wondering (and I thought I saw a glimpse of that in the timelapse part but might be wrong) are there no problems with Z fighting in Cycles on some of the intersecting curve parts resulting in overlapping faces? Did you have a workaround or were there simply no issues?
I added a bevel and then subdivided to give just enough roundness to prevent z fighting without visually changing the profile shape too much
feels like a dejavu during calculus lecture
How do you get the colours, for example at 30.49 and 31.10. I just have black lines?
As long as they’re curves, the viewer node should show the attribute you’re viewing. Make sure that you’re connecting to the viewer with ctrl+shift+left click to make sure that it is generating the viewer socket based on the attribute you want to look at. If for example you have it as a Boolean or integer from a previous attribute and then you just plugged in a different data type manually next time then you’ll not see your expected results.
@@Erindale Thanks, I really appreciate you taking the time to give a detailed answer - I had it connected after the mesh!
Thank you for this video! What laptops do you prefer for using blender? Thank you!!
Look for something with a good RTX GPU if you can. Personally I prefer desktop PCs so I can upgrade them incrementally and have much better cooling
@@Erindale Thank you!
Thanks for all your work and great explanations!
I have a question. What is the benefit of making the grid and filtering/manipulating the grid points rather than creating separate curves for the separate beams and joining those in the end?
You get the spacing for free but you could almost as easily just make the curves directly as you say 👍
Lot of ways to skin a cat
Agree! There’s tons of ways apparently. I’m having lots of fun coming up with my own solution for this one. Thanks for the inspiration ❤️
First of all, thank you very much for this tutorial. It helped me learn a lot and have an insight into the differences between the grasshopper and geometry nodes. They seem similar, both based on bare math, but still the workflow is different, as you said in the beginning of the video. :)
And one question.
Could you tell me how did you get rid of those black overlapping areas in 1:16:29 ?
Added bevel and subdivision. It rounds them enough to fix the coplanar intersection artefacts while the Bevel resolution lets you keep it visually rectangular in section
I got a un even issue of mesh overlay in end after skinning curves... like its glitching where curves pass through each other, mostly in outer box... i dont understand why it's happening...
I tweak inside the *align tilt to vector* group, and changing the .001 value in the pie value (1:09:40) works though makes the intersects smooth...
EDIT:- problem solved at 1:16:30 .... just need a modifier :)
and thanks For this tut...
Holy smokes❤❤❤
the best ✨
It’s epic, but I’ll have headache to make that pattern on my own.
Great. Thanks.
as always amazing work! I am learning tons of deep stuff from your tutorials and I owe you. Nice understanding of Islamic architecture btw. are you and architect?
BTW I was waiting from the beginning how do you create those amazing curves to follow the funnel shape but got amazed by use of modular math function and then blown away by perfect use of ray cast. The uvmapping was also very nice, had to pause on the perfect frame to see it :D
And, did you use a B&W image as a filter to delete some polygons on a subdivided plane?
I have an interior architecture degree but I work in games now ✌️
For the wall pattern? Yes I grabbed a photo of the lobby and isolated a tileable section which I turned into a mask. It was pretty rough and doesn't completely match the building but it was close enough for the time I had
@@Erindale That's very good. I am an architect as well but trying to switch into character design. but your procedural parametric videos inspire me to use them for my architecture projects. can we achieve the same result in revit's dynamo?
The bricks gave the feeling they should've. well done as always👏👏
At 42:40 I initially thought the points would match with that inner circle.
Is the difference related to the subdivision at 32:25? I'm guessing if you use more subdivisions, It would look closer but never quite exact anyway, right?
(Sorry for the weird question but I'm in the understanding the logic part of seeing your videos, not in the part of trying to make it along yet. haha)
Yes exactly. You'd need a lot of subdivisions to get it exact and at that point it's cheaper to snap to known points like we do
I do not think that i will get a reply but when i added the endpoint selection node during the spokes part, it just disappeared (the shape) and i do not know how to fix it.
Are you on discord? This is something easier to solve with pictures of the node graph to help debug. Hop on my server and feel free to tag me there for help ✌️
what is better suited for architects, geometry node or Sverchok
Depends on the project. Many architects would say Blender isn’t suited at all and you should use Grasshopper and 3DSMax. Ultimately the tool you know is the best one because you’ll be most able to articulate your designs with it.
Between Sverchok and Geo Nodes, I’d pick geo nodes to learn now. It can’t do everything but it’s going to grow and it’s natively supported
EDIT: "Create Funnel Base" the Curve Circle was set to 0.9 not 1.
-EDIT: my solution was changing the Funnel Depth Vector Multiply's values from 1000, 1000, 0000 to 1100, 1100, 0000.-
-I'm skimming through to find out if I screwed up, I'll update if it's on me n not a blender change-
-58:00-- when I add the outer square, the end points extrude down to the pivot point, unless I raise the 0.5 on the prior "extend" group to 1.5 and I can't figure out where I went wrong-
Geo node ASMR
technically, instead of doing that whole complicated thing to get the inner dimension for where to delete in the center; you could use the uv map or the original dimension you set for the grid.
Oo yeah that's a good idea! Difficult in a different way though, I think it's harder to Intuit that
Bro has 3.6 already
Now 3.5 is out, 4.0 alpha should be coming 👀
@@Erindale 4 only next year bro
Can anyone tell me how to view the mesh details in solid mode? Thanks.
nvm, got it.
28:46 and coming tommorw
Hi Erin,
do you think Sverchok will survive Geometry nodes?
I think yes for now. Until geo nodes works out what they want to do with lists, loops, and integrated python scripting it'll keep value imo. But it might be for 2-3 years before we see geo nodes get a solid foundation of nodes - still a LOT missing
Hi Erindale. :D Random question:
What do you reckon, is making a Half-Life Alyx inspired beer bottle shader something one could do in Blender? Since Geonodes can be used to save the velocity of the bottle into attributes that the shader editor can use, and one could do all other sorts of trickery with math in Blender, maybe a fake liquid simulation in a bottle isn't unattainable. Then again... I for sure couldn't do it. I still lack understanding of how to rotate and align vectors to my liking.
There were a lot of cool experiments on twitter when that came out. I think some blender ones as well. Now we'd just use simulation nodes to handle it nice and easy though
I wish my googling skills were better. Or maybe noone has posted a video about how to do it in Blender. I was hoping to resolve the challenge but I guess it's still out of my reach xD
I'll do a sim node tutorial ✌️
Looking forward to it :D
A must watch indeed
Thanks Bassem
Tell me why I can't find the node equal?
It's a function on the compare node
@@Erindale thank you found!
Be sure to check out GarageFarm.NET for your rendering needs: garagefarm.net/blender-render-farm?
Do you just keep caps lock on?
Hah I like holding down shift. Lets me convey my rage
Thank you, nice technique! I'll use it to build a christian church
I have a cathedral livestream that you might find better suited
Revit?
Definitely Blender. There is a tutorial on RUclips for making it with Rhino and Grasshopper but I’m not sure about Revit
50:07 - Or: sqrt(2)*bb.X
Not sure if I am the only one who feels that this tutorial is a bit fast, I feel that I am missing many of the basics /D
This is a fairly advanced workflow for sure. Best to learn the foundations first
Thanks a lot! Any recommendations where to start ?
Bro forgot to unmute
something about this tutorial i cant follow, there is math in there.. lol
I'm sorry Erin, but I feel that this is way too elaborate.