Wanted to share a neat trick i found. You can measure the dimensions of a block using drivers: Scripted expression > Single Property > [pick object to measure] > in path type "dimensions[0]". Use [0] for x axis, [1] for y, [2] for z. With this your block width/height can be controlled directly by any target object by measuring the dimensions of the object as opposed to the scale. You can measure dimensions of either a dummy/template, or the actually block that you are emitting with the point instance. You can change the scaling of the blocks, provided all of the relevant variants are edited together and maintain the same dimensions as the one measured by the driver. Some (maybe quite convoluted) math would allow you to have variable block sizes with this as well.
Thats a good Idea. If you are willing to put in the extra work and nodes to make your system size-independent definitely go for it! If you don't want to mess with drivers you could also extract the dimensions of an object using geometrynodes and vector math. There is a bounding box node recording to two furthest away points. If you subtract those points from another you'd get their distance on the respective axes. Thanks for the input!
Kammerbild I really liked your geometry nodes building tutorial series. But I can’t make the same thing because I don’t have the point instance node so I couldn’t follow your tutorial. So please can you make a video about how to make buildings with geometry nodes but this time without the point instances node please.
Just wanted to leave a quick comment of encouragement. I thought this content was great and hope to see more projects from you in the future - and thank you!
I know very little about geometry nodes, the extent of it being from these fantastic videos, but I think in following along I stumbled across a way to fill in the roof without all that messy rotation fixing at the end, using processing from the previous walls. I'd love to share the project file for you to look at because I don't think I could even explain what I've done! Fantastic video, and have thoroughly enjoyed the whole series :)
Thanks for the tutorials!! I'm a bit confused, is this setup using the Attribute or Fields system (looks as though its the attributes). Question is, how do you set it up with fields? excuse my ignorance.
It would be really nice to see how you scattered the lights on the house like in the preview video. (i always seem to have trouble with scattering lights) if you used cycles i figure it was only a material thing but i was wondering if it was possible to do in eevee too, with actual lights. Thank you again for a superb tutorial series!
This was a fantastic tutorial! I have made it all the way to the end but I'm struggling to work out how to get my blocks to carry over their materials. I can texture the blocks in the collection but the generated blocks stay blank.
Hey, have you tried using Archimesh and Archipack add-on to make the floors? Probably too much unnecessary detail but would be cool if you could make fully procedural inner building!
I have not. I am however thinking about improving the generator right now. Honestly for my type of scenes I am more interesten in the outsides of the buildings then the Insides - and that's where I try to improve right now. Getting some more interesting shapes than just rectangles ^^
Hi, thank you for the amazing tutorials! I just wanted to ask what could be the way to make a gable roof or peşinen considering ı am planning to make lower housing typology?
Just like you pick single corners, you could do the same, use the ground floor atribute, then multiply it by equal than, and so on (what I've written is kinda vague i know) you get the idea...
Wanted to share a neat trick i found. You can measure the dimensions of a block using drivers: Scripted expression > Single Property > [pick object to measure] > in path type "dimensions[0]".
Use [0] for x axis, [1] for y, [2] for z.
With this your block width/height can be controlled directly by any target object by measuring the dimensions of the object as opposed to the scale. You can measure dimensions of either a dummy/template, or the actually block that you are emitting with the point instance. You can change the scaling of the blocks, provided all of the relevant variants are edited together and maintain the same dimensions as the one measured by the driver.
Some (maybe quite convoluted) math would allow you to have variable block sizes with this as well.
Thats a good Idea. If you are willing to put in the extra work and nodes to make your system size-independent definitely go for it!
If you don't want to mess with drivers you could also extract the dimensions of an object using geometrynodes and vector math.
There is a bounding box node recording to two furthest away points. If you subtract those points from another you'd get their distance on the respective axes.
Thanks for the input!
@@Kammerbild haven't tried the bounding box node yet! Thank you for sharing knowledge
@@Kammerbild can you show us how did you texture those buildings
Bin erst beim 2. Tutorial und muss es auf die Fields von der neuen Version abstrahieren, aber bin schon dein größter Fan :)
thank u for not putting ads in ur vids, it goes a long way, u have no idea how annoying that bbw old navy ad is
Nice! 👍
Kammerbild I really liked your geometry nodes building tutorial series. But I can’t make the same thing because I don’t have the point instance node so I couldn’t follow your tutorial. So please can you make a video about how to make buildings with geometry nodes but this time without the point instances node please.
Just wanted to leave a quick comment of encouragement. I thought this content was great and hope to see more projects from you in the future - and thank you!
Thank you so much ;)
I followed along with your tutorials and they are amazing! I would love a part 6 if you have the time!!!
Love your videos, been following this series since the start! Your other videos are great too!
Amazing tutorial series! Love the simplicity of your explanations! Thank you!
I know very little about geometry nodes, the extent of it being from these fantastic videos, but I think in following along I stumbled across a way to fill in the roof without all that messy rotation fixing at the end, using processing from the previous walls. I'd love to share the project file for you to look at because I don't think I could even explain what I've done!
Fantastic video, and have thoroughly enjoyed the whole series :)
I was wondering. Why did you need to rotate the roof walls/corners but not the building corners in the previous videos?
Thanks for the tutorials!! I'm a bit confused, is this setup using the Attribute or Fields system (looks as though its the attributes). Question is, how do you set it up with fields? excuse my ignorance.
Superb work! I expect you to have at least 5K subscribers by your next video. In fact, I demand it!
It would be really nice to see how you scattered the lights on the house like in the preview video. (i always seem to have trouble with scattering lights) if you used cycles i figure it was only a material thing but i was wondering if it was possible to do in eevee too, with actual lights. Thank you again for a superb tutorial series!
This was a fantastic tutorial! I have made it all the way to the end but I'm struggling to work out how to get my blocks to carry over their materials. I can texture the blocks in the collection but the generated blocks stay blank.
Thank you great, but is it possible to recreate this nodes with blender 3.0( Most of the nodes are not in 3,0)
Hey, have you tried using Archimesh and Archipack add-on to make the floors? Probably too much unnecessary detail but would be cool if you could make fully procedural inner building!
I have not.
I am however thinking about improving the generator right now.
Honestly for my type of scenes I am more interesten in the outsides of the buildings then the Insides - and that's where I try to improve right now. Getting some more interesting shapes than just rectangles ^^
Very interested in a tutorial on the modeling and texturing part of this project!
woohoooo been waiting for this! excited to watch :)
Thank you!
this is amazing. thank you for sharing !
Hi, thank you for the amazing tutorials! I just wanted to ask what could be the way to make a gable roof or peşinen considering ı am planning to make lower housing typology?
Ayeee
Please, part 6 with texures
Is there a way to add lights in the windows for a nighttime scene with these nodes?
is possible to make one door
Just like you pick single corners, you could do the same, use the ground floor atribute, then multiply it by equal than, and so on (what I've written is kinda vague i know) you get the idea...