Hello, The way I do it (using the searchmenu when i let go of the node connector) only works in newer Blender versions. You can still add the compare node the usual way of course. The important thing is to actually look for a node called 'compare' - not 'equal'. And don't confuse it with a math node. Once you added a compare node there is a dropdownmenu you can set to equal. Hope this helps!
@@Kammerbild I'm running 3.0.1 and there is only a Compare floats node so to make that work is to add a Float to integer node between the compare nodes "Result" output and the switch's "Switch" input. The Compare floats node in 3.0.1. is missing the "integer" option used in this tutorial and it's the only compare node I could find. Nevertheless, works like in this tutorial with the exception that you're working with decimal numbers. I used the default "Round" option found in the Float to integer node. Just thought this might help someone. Thanks for the lesson!
Just one thing. You can drag and drop objects from the object list tree to the node view. That's a bit easier than selecting object info and select objects 😉
Your first procedural building video introduced me to geometry nodes and trying successfully to rebuild it in blender 3.0 taught me a lot. So I thought: Why not a procedural window for the building and while doing so I learned even more. Thanks for the euler rotation tip. I ran into the same issue with my window and hadn't solved it yet. Finally I know how to fix it. Thanks a lot for your great tutorials. Vielen Dank, mach weiter so. Ich bin gespannt auf den nächsten Teil.
Thank you for making an updated version, most tutorial don't take the time to do it and you waste time trying to follow something outdated. So thank you !
I made my own version for 3.0 using your last tutorial. A lot of the steps/nodes you showed us were unusable but I was able to make a simple procedural building. Now I'm working on a much more complicated version which is just way too big to even work with unless I group all of the nodes. But the results looks good. Thank you😀
Very, very happy you came back to this tutorial series after the fields rework, especially since the last one must have been a very big time investment to create . Curious what i can guess right for the changing parts this time, thank you for your videos!
Yeah, there are definetely some changes. A lot of stuff has become a little stiff and complicated twith the fields update - other things are easier now. It will be hard to tell how it will end up, as fields is really quite new still.
@@Kammerbild then why are you making tutorials now when everything is still up in the air? did you get word from the devs that everything is in final form?
@@ZexMaxwell Fields is the settled on system to go forward with, AFAIK. Blender 3.1 and 3.2 both added ontop of the system, most likely nothing major will change from now aside maybe a more condensed setup in the future with new nodes or some name/category changes for nodes, as he said in the video.
@@ZexMaxwell Well - by this measure I could never make any tutorial then. Yes - It'll might change... That can happen and it sucks, but that just means I have to update the tutorial. . When I did my original tutorial there was no sign that they would completely change the system the way they did it. So believing that everything will be set and done by the developers does not mean anything. In the case of fields they have clearly said that it is the system they'll go with - so it would be reasonable to assume that while names and minor functions might change the overall workflow will remain the same. I learn something new anytime I do a project - so I don't mind. Keeping things up to date is just part of making RUclips tutorials. If I don't do it, someone else will. And I wanna be the one to do it. I have already done it once and Blender is a lot of fun :)
@@Kammerbild I'm not saying don't make the tutorial video. what I am saying is to make the video when its not a Alpha build. when you did it the last time, the entire tutorial was pointless since the alpha build didn't have the features that the release candidate had. which makes it really frustrating for a new user to understand the system, when the teacher is using a system that is not the standard. make the video. when the product is done.
Thanks. I think it aint too bad for a beginner. Later in it gets a little more chaotic as I was making it up as we go along :D But I hope its not too bad
I really like your videos. They are very instructive. Your should put Professor in front of your name. Other videos are just people showing off and not trying to pass along their knowledge. On to the next video!!
Thanx again for an amazing tutorial! Just discovered your channel, i love your voice, your humor and your pedagogy! Already looking forward to all the parts!
Hello, and thanks a lot for the great tutorial. But I've noticed that the "matrix" of this building is cube empty inside. Mainly because there is no cube with "internal vertexes". How to make the same building but with interior stuff? Like rooms? How to create a matrix for this building without a hole inside?
Right off the bat i imagine there may be some drawbacks with curved building structures that you may commonly see in fantasy architecture but while it may not be clear to me right now how to overcome this ill keep watching as making city landscapes would be very nice with this tool
I’m very impressed with what geo nodes are capable of. Very curious if we will see this as a packable digital asset for a game engine. Right now, Houdini HDAs are the only things that do that. Would be interesting to see something like a procedural BDA useable in engine.
I don't get how you would use an ID node to select sides of a cube or some other mesh unless the mesh was generated using GeoNodes and I would assume GeoNodes assing ID in some order from -X to X+, then iterate Y value and then Z.... basically some sort of nested loop to give good IDs to a mesh. And even then, you would need either complex logic node setup or a Node to output Arithmetic Sequences to get sides of a mesh. Good thing they have selections based on Normals of a mesh.
anyway to correct this if the modeling is not perfect 1x1x1 m scaling? mine seem to clip together, or be very far spread. I had been following the video in sequence so I modeled my middle floor, middle corner etc. first. and was wondering why when adding more width that I was clipping the mesh into each other. after a few hours or testing I found the problem being that it was doing so because it wasnt a 1m x1m x1m. any way this works for any scale geometry?
Hello! For some reason I cannot get the basic cube to work, in terms of the proper size. Tried scaling down to 0.5, applied scale, etc. Still not matching. Any ideas?
I applied a custom material to the object im using to create one of my wall modules, any idea why once the nodes generate the building, the textures arent visible?
Hi so i'm on the basic setup chapter and theres a hiccup with the placeholder cubes. When i use obj info the geo node cube is separated into several different cubes and when i try and correct the measurements so that they appear to be combined but when i increase the width the cubes overlap. Have i missed a step?
I am at 11:20 and my cube is worng =/ Can´t seem to make it right so that the faces have the same dimensions, it looks like they are one over the other
I would love to do that but I have two problems: 1) For a reason I don't know, 2 Cubes are always drawn for the width, even though I enter 1. Height and length work. 2) I have a bigger problem with the rotation. It seems that the compare nodes have been removed or changed. The only thing I can find is "Compare Floats" but I can't do it with that either. I have already discovered an explanation in the comments, but to be honest I do not understand this explanation at all :C Maybe someone can help an incompetent idiot like me? PS otherwise great video PPS: German?
Nabend Johannes, 1) A cube always has 8 vertices - otherwise it wouldn't be a cube of course... So even a cube with 0 subdivisions will always have neighbouring vertices. So I don't even know why your height and length can be turned down to 1 Element - theoretically that shouldn't be possible. In order to have a 1x1x1 building, the source can't be a cube, but only a singular vertex. 2) I can't affirm that. I have just downloaded both the most recent experimental release and the most recent stable release, and both have the compare node in them. Maybe see if you have an outdated blender version.
am beginner , i have one doubt 10:40 used math Divide 2 for hight = if hight value chose 5 that mean math function working 5/2 =2.5 this case z transform used value " 3 " why this ?
14:32 - Nooooooooooooo!!!!!!! 😭 You're aus Hamburg!!!!!!! We got _one_ word right in English! You get to say Euler, in its pure deutchen Form!! (Joking aside, there is a battle to get Euler pronounced the German way. Mathematicians say it properly, but artists often say it the Saxon way, like you do in the video. We have so many exceptions in English, you cannot be blamed. 😉)
Awesome tutorial! I'm not so good in blender's math and being struggling to make it with a 3x3m modules size (real world scale basically). Any tips to make it works?
Why does it have to follow 1mx1m? I mean the average height of a room is at least 4m so how can this possible translate into a games engine? Can't I just use 3mx3m?
We use 1x1x1m to simplyfy the math. We will do a lot of calculation that gets needlessly complicated because we'd need to drop in additional nodes to Account for the bigger Size. Don't worry though. We will scale up the entire building in the last part to reflect a more realistic size. It's just simpler to Account for it once at the end instead of throughout the process.
I really love your tutoring style, explaining what and why we did it. But you are a little bit to fast for me. I have to go back and forwards on the video, which is a little bit annoying... but otherwise, great content!!!!
Yes, they are 1mx1mx1m. That is making math easier. You can scale up the building to realistic proportions at the end using nodes when everything is done.
Perhaps your Blender version does not have it yet. I don't know if it is in the most recent stable build, but if you download an experimental version this feature should be there ;)
Thanks, very nice and on point tutorial. However one minor critique on your vocabulary, that unfortunately a lot of artists get wrong. the word 'vertice' doesn't exist. it's either vertices (plural) or vertex (singular)
I wouldn't recommend using a different scale than 1x1x1m - it really complicates all math. It's possible, but provides no benefit. You can scale the entire building up in the end to get realistic proportions as I show in a later stage of the series.
Hmm, so this geometry nodes building generators need premodelled objects to work? That's a weird way to pronounce boolean, just gonna say. I'm more used to it being pronounced as boo-le-yan
Indeed. I think it's more effective this way, but theoretically it would of course be possible as a completely procedural process. Would probably be more of a 50 part tutorial than 6 or whatever. And who would want that? ^^
how do you write ( equal ) in the node id?
thanks, incredible video
Hello,
The way I do it (using the searchmenu when i let go of the node connector) only works in newer Blender versions. You can still add the compare node the usual way of course.
The important thing is to actually look for a node called 'compare' - not 'equal'. And don't confuse it with a math node.
Once you added a compare node there is a dropdownmenu you can set to equal.
Hope this helps!
@@Kammerbild very helpful thanks, excellent video I love this channel 😋😋
@@Kammerbild I'm running 3.0.1 and there is only a Compare floats node so to make that work is to add a Float to integer node between the compare nodes "Result" output and the switch's "Switch" input. The Compare floats node in 3.0.1. is missing the "integer" option used in this tutorial and it's the only compare node I could find. Nevertheless, works like in this tutorial with the exception that you're working with decimal numbers. I used the default "Round" option found in the Float to integer node. Just thought this might help someone. Thanks for the lesson!
I will upload the next part asap. With all the setup there ain't too much happening here :D Just have to edit it first.
Its up btw.
Just one thing. You can drag and drop objects from the object list tree to the node view. That's a bit easier than selecting object info and select objects 😉
I am so glad you came to our rescue bro, all that hard work we done before was flushed down the pan! Thank you, it really is appreciated...
Your first procedural building video introduced me to geometry nodes and trying successfully to rebuild it in blender 3.0 taught me a lot. So I thought: Why not a procedural window for the building and while doing so I learned even more.
Thanks for the euler rotation tip. I ran into the same issue with my window and hadn't solved it yet. Finally I know how to fix it. Thanks a lot for your great tutorials.
Vielen Dank, mach weiter so. Ich bin gespannt auf den nächsten Teil.
Gern :D
Thank you for making an updated version, most tutorial don't take the time to do it and you waste time trying to follow something outdated. So thank you !
Curses! (laughing) Another Blender mini-project is born! Thank you for your clear and logical explanation of what geometry nodes do.
I made my own version for 3.0 using your last tutorial. A lot of the steps/nodes you showed us were unusable but I was able to make a simple procedural building. Now I'm working on a much more complicated version which is just way too big to even work with unless I group all of the nodes. But the results looks good. Thank you😀
Still one of the best geonodes video outthere
Very, very happy you came back to this tutorial series after the fields rework, especially since the last one must have been a very big time investment to create . Curious what i can guess right for the changing parts this time, thank you for your videos!
Yeah, there are definetely some changes. A lot of stuff has become a little stiff and complicated twith the fields update - other things are easier now. It will be hard to tell how it will end up, as fields is really quite new still.
@@Kammerbild then why are you making tutorials now when everything is still up in the air? did you get word from the devs that everything is in final form?
@@ZexMaxwell Fields is the settled on system to go forward with, AFAIK. Blender 3.1 and 3.2 both added ontop of the system, most likely nothing major will change from now aside maybe a more condensed setup in the future with new nodes or some name/category changes for nodes, as he said in the video.
@@ZexMaxwell Well - by this measure I could never make any tutorial then. Yes - It'll might change... That can happen and it sucks, but that just means I have to update the tutorial. . When I did my original tutorial there was no sign that they would completely change the system the way they did it. So believing that everything will be set and done by the developers does not mean anything.
In the case of fields they have clearly said that it is the system they'll go with - so it would be reasonable to assume that while names and minor functions might change the overall workflow will remain the same.
I learn something new anytime I do a project - so I don't mind. Keeping things up to date is just part of making RUclips tutorials. If I don't do it, someone else will. And I wanna be the one to do it. I have already done it once and Blender is a lot of fun :)
@@Kammerbild I'm not saying don't make the tutorial video. what I am saying is to make the video when its not a Alpha build. when you did it the last time, the entire tutorial was pointless since the alpha build didn't have the features that the release candidate had. which makes it really frustrating for a new user to understand the system, when the teacher is using a system that is not the standard.
make the video. when the product is done.
An updated version? Was! Perfect!
I just bought the assets and i gotta say great quality!
This is exactly what I have been looking for!
This series if superbly helpful and well-made. Thank you for taking the time to create it!
Great great great example. Love this as a first taste of designing my own geometry nodes.
Nice! This seems well explained, will follow this series to learn some geo nodes! Thanks for taking the time to explain the basics.
Thanks. I think it aint too bad for a beginner. Later in it gets a little more chaotic as I was making it up as we go along :D But I hope its not too bad
@@Kammerbild it's really good! Part 3 so far and I can follow along.
@@4.0.4 Hey, thanks for your Feedback - Glad to hear :)
thanks for the tutorial very easy to understand
Danke für das tolle Tutorial! Mega leicht zu verstehen wie du das runterbrichst und erklärst welche Module man auch dafür braucht. )
Purchased! Super grateful for your content
this tutorial is the most practical one I have seen so far!
I was worried the old nodes were removed in v3.0. Thankyou so much for this!
I really like your videos. They are very instructive. Your should put Professor in front of your name. Other videos are just people showing off and not trying to pass along their knowledge. On to the next video!!
13:06 THIS IS THE WAY ! 😁
Thanx again for an amazing tutorial! Just discovered your channel, i love your voice, your humor and your pedagogy! Already looking forward to all the parts!
Du bist ja mal mega sympathisch!
Süß von dir, Brudi!
Hello, and thanks a lot for the great tutorial. But I've noticed that the "matrix" of this building is cube empty inside. Mainly because there is no cube with "internal vertexes". How to make the same building but with interior stuff? Like rooms? How to create a matrix for this building without a hole inside?
Yo, this is helping a lot, thank you!
Right off the bat i imagine there may be some drawbacks with curved building structures that you may commonly see in fantasy architecture but while it may not be clear to me right now how to overcome this ill keep watching as making city landscapes would be very nice with this tool
Vaya tutorial!
Genialmente explicado!
Eres un Tio Grande!!!
Gracias!
I’m very impressed with what geo nodes are capable of. Very curious if we will see this as a packable digital asset for a game engine. Right now, Houdini HDAs are the only things that do that. Would be interesting to see something like a procedural BDA useable in engine.
Great tutorial. Very well explained. Subscribed to your channel.
Are these still relevant going into 2023, I have a friend who makes games. it would be amazing if i could make procedural assets for him
This is what I need! Thanks!
Epic Video, thanks for sharing
the nice tuto, is now stonded..
Powerful stuff! Loving it!
Thanks for this type of tutorials man greatly appreciated 🤘
Could you do a tutorial on modeling the pieces?
Thank you! Can't wait for next part:)
¡Oh my god! Wonderful. I haven't words.
I don't get how you would use an ID node to select sides of a cube or some other mesh unless the mesh was generated using GeoNodes and I would assume GeoNodes assing ID in some order from -X to X+, then iterate Y value and then Z.... basically some sort of nested loop to give good IDs to a mesh. And even then, you would need either complex logic node setup or a Node to output Arithmetic Sequences to get sides of a mesh. Good thing they have selections based on Normals of a mesh.
Thanks man, this is exactly what i was looking for.
Would you adapt this to 4.x as well? Heard that geometry nodes got a great overhaul.
Thanks. Do you have an introductory tutorial on geometry nodes?
ı just begin your old version. this will be good.thanks
This is fucking fantastic. Thank you for the deep dive
Thank you for the update :)))))))
this is wonderful thank you sm!
anyway to correct this if the modeling is not perfect 1x1x1 m scaling? mine seem to clip together, or be very far spread.
I had been following the video in sequence so I modeled my middle floor, middle corner etc. first.
and was wondering why when adding more width that I was clipping the mesh into each other. after a few hours or testing I found the problem being that it was doing so because it wasnt a 1m x1m x1m.
any way this works for any scale geometry?
Amazing and thanks. Subscribed!
Thanks for sharing this amazing video 📹 ❤ 💕
Is there an estimated release date yet for Blender 4.0? When do they expect to have the first alpha and beta versions available?
Hello! For some reason I cannot get the basic cube to work, in terms of the proper size. Tried scaling down to 0.5, applied scale, etc. Still not matching. Any ideas?
Thanks for this tutorial. Is it possible to use this node while changing the vertexes in edit mode like Buildify addon?
really great informative tutorial thank you! :)
Sehr gutes Tutorial!
Great Tutorial!
I applied a custom material to the object im using to create one of my wall modules, any idea why once the nodes generate the building, the textures arent visible?
Hi so i'm on the basic setup chapter and theres a hiccup with the placeholder cubes. When i use obj info the geo node cube is separated into several different cubes and when i try and correct the measurements so that they appear to be combined but when i increase the width the cubes overlap. Have i missed a step?
hello, what shortcut did you use for copy settings from active?
I am at 11:20 and my cube is worng =/ Can´t seem to make it right so that the faces have the same dimensions, it looks like they are one over the other
How much would this need to change if I knew my modules were 3.25m?
amazing, thanks!
why not use the normal vector to figure out rotation?
Edit: he does, in the next video lol
I need you in my life
I would love to do that but I have two problems:
1) For a reason I don't know, 2 Cubes are always drawn for the width, even though I enter 1. Height and length work.
2) I have a bigger problem with the rotation.
It seems that the compare nodes have been removed or changed.
The only thing I can find is "Compare Floats" but I can't do it with that either.
I have already discovered an explanation in the comments, but to be honest I do not understand this explanation at all :C
Maybe someone can help an incompetent idiot like me?
PS otherwise great video
PPS: German?
Nabend Johannes,
1) A cube always has 8 vertices - otherwise it wouldn't be a cube of course... So even a cube with 0 subdivisions will always have neighbouring vertices. So I don't even know why your height and length can be turned down to 1 Element - theoretically that shouldn't be possible. In order to have a 1x1x1 building, the source can't be a cube, but only a singular vertex.
2) I can't affirm that. I have just downloaded both the most recent experimental release and the most recent stable release, and both have the compare node in them. Maybe see if you have an outdated blender version.
非常感谢!
THANK YOU, I WAS DYING
am beginner , i have one doubt
10:40 used math Divide 2 for hight = if hight value chose 5 that mean math function working 5/2 =2.5 this case z transform used value " 3 " why this ?
Industry: trying to keep up with bleeding edge of multiple softwares to have an advantage
blender: *nightcore boss music*
14:32 - Nooooooooooooo!!!!!!! 😭 You're aus Hamburg!!!!!!! We got _one_ word right in English! You get to say Euler, in its pure deutchen Form!!
(Joking aside, there is a battle to get Euler pronounced the German way. Mathematicians say it properly, but artists often say it the Saxon way, like you do in the video. We have so many exceptions in English, you cannot be blamed. 😉)
12:04 How did you bring the search bar? I am also using node wrangular.
By just dragging the connection there and letting go. Its a new feature. If this does not happen you might have another version installed.
Awesome tutorial! I'm not so good in blender's math and being struggling to make it with a 3x3m modules size (real world scale basically). Any tips to make it works?
did you figure out? i got it working after 2 days of pulling my hair out
Why does it have to follow 1mx1m? I mean the average height of a room is at least 4m so how can this possible translate into a games engine? Can't I just use 3mx3m?
We use 1x1x1m to simplyfy the math.
We will do a lot of calculation that gets needlessly complicated because we'd need to drop in additional nodes to Account for the bigger Size.
Don't worry though. We will scale up the entire building in the last part to reflect a more realistic size. It's just simpler to Account for it once at the end instead of throughout the process.
I really love your tutoring style, explaining what and why we did it.
But you are a little bit to fast for me. I have to go back and forwards on the video, which is a little bit annoying...
but otherwise, great content!!!!
what dimensions were your modular pieces, I assume 1m x 1m? apologies if you mentioned it in the video
Yes, they are 1mx1mx1m. That is making math easier. You can scale up the building to realistic proportions at the end using nodes when everything is done.
thank you...
may I know why I can't drag compare node (like 12:06)??
Perhaps your Blender version does not have it yet. I don't know if it is in the most recent stable build, but if you download an experimental version this feature should be there ;)
Great Tut! Thanks, ps It's prounouced OILER not YOULER :-)
Thanks, very nice and on point tutorial. However one minor critique on your vocabulary, that unfortunately a lot of artists get wrong. the word 'vertice' doesn't exist. it's either vertices (plural) or vertex (singular)
Can I follow this on 4.0????
Can't you use normals instead of IDs to find which vertex is pointing where?
Bruh
why my object still overlaping ?
13:06 this is the way
Gutes Video :) Mein Abo haste :D
in der Ersten Sekunde hab ich herausgehört das hier ein Deutscher am Werk is :D
abgesehen vom hallo :D
Kann ich die Assets von Gumroad für ein Indie-Game benutzen :)? Steht natürlich in den Credits dann.
Jo, das geht klar!
can i make it if it's more or less than 1meter by 1 meter cuz that' s my problem
I wouldn't recommend using a different scale than 1x1x1m - it really complicates all math. It's possible, but provides no benefit. You can scale the entire building up in the end to get realistic proportions as I show in a later stage of the series.
@@Kammerbild Did not know this, i modified to be 3x3x3 🥲
*Vertex* please ( I blame Andrew Price ) grrrr. Cool vid though, thanks.
Ohhh, yay
Wow
Yesssssss
Danke! ;)
bro now 4.2 blender i can learn this building geomentry tutorial
Can anybody tell me where i can find good pictures of buildings that i can also use as the texture
I mean textures.com is alright
@@Kammerbild Danke für die schnelle Antwort :D
Please and thank you!!!
Hmm, so this geometry nodes building generators need premodelled objects to work?
That's a weird way to pronounce boolean, just gonna say. I'm more used to it being pronounced as boo-le-yan
Indeed. I think it's more effective this way, but theoretically it would of course be possible as a completely procedural process. Would probably be more of a 50 part tutorial than 6 or whatever. And who would want that? ^^
@@Kammerbild I kinda do ngl lmao
@@halfblue2678 Yeah... :D But I kinda love short tutorials. This series is already to boring for my taste... ^^
@@Kammerbild wow, self burn?!
"straight up steal"
I was watching part 2 and it was set to private while I was watching the video lol
RUclipss planned release feature is a little weird. It will be back up in like 3 minutes when the hour is over :)
Actually you weren't even supposed to be able to see it yet :D
No problem 😅
I can smell marzipan
Rambling! Haha 😂
x86!