I challenge you to put this mesh/armor on an animated body and let it react to the movement like Steppenwolf's armor from Zack Snyders Justice League! And because that would be easy for you, the cherry on top would be to upgrade BY-gen to do it automatically!
so happy the geo nodes tutorials are getting a little clearer in the blender community. for a while there i feel like it was the blind leading the blind lol. this is one of the best ones i've seen yet.
Having started my own youtube channel, I`ve realized just how hard it is to proper explain something. That makes me appreciate even more those that do it well. Your explanations are flowing so smoothly! Thank you for the teaching lesson!
Nice! id love to see a tutorial on how to place bricks on a broken wall with geometry nodes, and different examples of what you can do for broken walls, structures, etc; and add plant to that !
Great video - I love Bi-Gen and the art you used in this is great - very "cenobite" esc. I think I'm going to explore that distribute nodes on faces node you started with to try and generate some digital point clouds. Interesting!
Excellent crisp, clear tutorial, thanks for uploading. Haven't ventured into geometry nodes yet, but I've been slinging material nodes for many moons. What I've learned so far looks very transferable, so it should be fairly painless to adapt
@@CurtisHolt Yeah why not. Reality capture is way more affordable after getting acquired by Epic Games I guess. Probably I'll give it a try. I can even use one of your character lighting templates for the render man. They are pretty great imo.
so i have a question. How would you make the strength of the weight paint brush affect the size on the objects that are being instanced. For example a brush with a strength of 1 will make the instances object size normal but with the strength at 0.5 the instanced object will be smaller, however this does not change the density. How would you get that to work so we can get a nice gradient in the size of the instanced objects?
Nice video Curtis! It's just a shame blender doesnt't show the lists of data. It's hard for people that are not familair with parametric design. Like in Grasshopper which is in my eyes the best parametric software out there, you can actually visualize your sets of lists at the in and output's from a component. I hope Blender is going to add that soon cuz list management is the most important thing in parametric design :)
Just as I was getting a hang of the current node setup, 3.0 comes along and slaps down the entire workflow. Haha. I am excited to hear that they added texture nodes. I might finally be able to generate real displacement using custom generated height maps. Is it possible?
The weight painting only seems to work one way, unless I'm missing something. Meaning, once they're painted on, you can't paint with zero weight to remove them. Edit: I could still be missing something but changing the weight paint output from Selection to Density and putting a multiply node on the path allows you to add and remove by weight value. You can also scale the amount based on the multiplier which you can also make an output. Hope that makes sense. This stuff is confusing for a C+ math student(me) :D
We need more tuts on GN like these from Curt. Easy to follow and understand especially for early starters in GN like me not to mention the effects are very interesting. Just wondering how can you apply (copy) the same geonode effects to another mesh, like we do with particle system (ctrl+L ->copy modifiers). Here it does not work this way, at least to me. Is it possible without manually copying the GN structure to new mesh?
Add a geometry nodes modifier to the new object, and then in that modifier you can select the previously-created geometry node tree from a drop-down - similar to how you can have the same material assigned to different objects.
About the Weight Painting, everything works good until I decided to remove some of that weight, (painting back with blue "weight 0.000") but the object still persist do be there. It's like there's no undo once you painted.
I didn't have success with the weight painting part. I named the group, typed it in to the selection, and made sure the selection was connected to the group inputs but nothing happens. Any ideas?
This is awesome. But I am having a hard time getting this to work with a rigged and animated mesh. The base geometry animates and the greebles all stay in the same shape as the rest pose?
I wonder its any differences in your start up file for 3.0 i really liked the old one and wonderded if y changed something and made it "better" awsome work on the lesson like always love it!
I have actually just updated my startup file and custom theme for 3.0 in the Gumroad package, however previous versions are still available in the package. I might talk a bit more about the layout choices in a future video. curtisjamesholt.gumroad.com/l/curts_defaults
@@CurtisHolt Oh! That's amazing will check it out really want to get back to blender and y are one of the biggest inspirations sow ty sow much for such work I dare to say that WE as a community very appreciate it!
when randomizing the selection of the instance selected from the Instance on Points node, you set the Random Value node to integer and left the min/max values at default 0 and 100. if your collection only has 4 or 5 indexes to choose from, how is the Random Value / Instance on Points nodes not showing more gaps or even breaking the whole thing with index out of range errors??
Question! So, I've used this technique, and I'm trying to modify a portion of it. When instancing the objects, I added in a math node, and added the Random Value integer to Scene Time node (using the frame). When I play the animation locally, the objects change depending on frame; but when rendering, they remain the same. Do you know how to get it to render out with the randomized animation?
Just seeing your thumbnail and thinking, "he looks like Peter Parker." Why don't we see Peter parker being a nerd anymore. Not even the new Spider-Man Tom Holland acts like a nerd in the movies. I wanna see Tom Holland acting as Peter Parker do RUclips videos about coding and 3D graphics and nerding out. Also great video. Dare you to dress up in a Spider Man onesie next time lol.
Sorry total noob here, I was able to get the results I wanted but I would like to output the results to a 3D printable file. However when I click Apply on the geonodes modifier all the geo node objects disappear and if I try to export before hitting apply the geo node objects are not part of the export. What step am I missing to get the geonodes to be part of the model I can export?
When Geo Nodes were implemented in blender I did a similar test but did it on the surface of an animated character. The result was that the different objects are in each new frame. change Is there a solution for this?
Thank you for the tut but is there a way to weight paint not with the brush but another method so that we could get a grow effect? and is it possible to avoid intersection of the instances without losing high density? thirdly, do you think physics will be available for the geonodes in the near future?
To the first question yes you can have a controller, there are quite a few tutorials for that. Second, dunno. Third, I'm not entirely sure what you mean but I don't think so? You could apply the geo node modifer, select everything, separate by loose parts and then apply physics like normal?
Let me know if you've managed to give geometry nodes a try yet.
Maybe some of you are taking part in Nodevember? 🍝
Just a bit trying to get random geometry heights and subdivisions
I challenge you to put this mesh/armor on an animated body and let it react to the movement like Steppenwolf's armor from Zack Snyders Justice League! And because that would be easy for you, the cherry on top would be to upgrade BY-gen to do it automatically!
Nodes have caused me to seek therapy.
Im still struggling with the shader editor.. it'll be a while before I want to tackle more nodes.
I made some flowers grow on text: ruclips.net/video/-VOyKu8_iuM/видео.html
It's tempting to say that we need more people like Curtis Holt, but really, we all should aspire to be a beacon in the Blender community like him.
such a humble dude, like he doesnt even realize he invented one of the coolest tools ive ever seen
This just makes me even more excited for the by-gen update
so happy the geo nodes tutorials are getting a little clearer in the blender community. for a while there i feel like it was the blind leading the blind lol. this is one of the best ones i've seen yet.
I NEED the new by-gen version!!!
An exact 5 am upload? Alright Curtis, I'm exhausted. But I'll watch lmao
Rise and shine xD
@@CurtisHolt the right man in the wrong place, can make all the difference in the world
Having started my own youtube channel, I`ve realized just how hard it is to proper explain something. That makes me appreciate even more those that do it well. Your explanations are flowing so smoothly! Thank you for the teaching lesson!
I love this tutorial it just makes me want to play around with geometry nodes even further in depth iv just bearly scratched the surface so far
This is amazingly well broken down and explained. Nice work.
Nice! id love to see a tutorial on how to place bricks on a broken wall with geometry nodes, and different examples of what you can do for broken walls, structures, etc; and add plant to that !
Great video - I love Bi-Gen and the art you used in this is great - very "cenobite" esc.
I think I'm going to explore that distribute nodes on faces node you started with to try and generate some digital point clouds. Interesting!
Excellent crisp, clear tutorial, thanks for uploading. Haven't ventured into geometry nodes yet, but I've been slinging material nodes for many moons. What I've learned so far looks very transferable, so it should be fairly painless to adapt
A very well-presented dialogue on geometry nodes! Extremely helpful!
please make more of these videos. I'm learning about the geometry of nodes and this video has taught me much more than the others. good work:D
Curtis Holt is underrated asf
this was amazing curtis! geometry nodes unlock limitless creative potential!
Beautifully explained, thank you for sharing!
Amazing breakdown of the concepts involved. Thank you.
This looks fun. 3-D scan yourself and add an effect like this on top of it with blender. Would be a great post on Instagram or something :)
Haha yeah that’s a cool idea. I do actually have a 3D scan of myself somewhere that I haven’t cleaned up yet 😊
@@CurtisHolt Yeah why not. Reality capture is way more affordable after getting acquired by Epic Games I guess. Probably I'll give it a try. I can even use one of your character lighting templates for the render man. They are pretty great imo.
THis helped a lot! thanks!
Thanks for sharing, I just download The latest Blender version yesterday
wondering about geometry nodes
13:46 that top-ramen type armor
This video gives me a really good idea🤩🤩🤩. Thanks for showing us all this coolness👍
Another excellent learning experience!!!!
Totally insane! I am so inspired, many thanks Curtis 🙏🌟
This is so freaken awesome! 🔥🔥🔥 thanks for the tutorial!
New BY-GEN looks awesome.
Amazing!! Thank you.
thanks great explenation!
Great tuto again !
Would love to see how u do your light setup 🤟
Awesome work Curtis! And can you tell me what headphones you are using? I am in desperate need of a good not insanely expensive pair.
so i have a question. How would you make the strength of the weight paint brush affect the size on the objects that are being instanced. For example a brush with a strength of 1 will make the instances object size normal but with the strength at 0.5 the instanced object will be smaller, however this does not change the density. How would you get that to work so we can get a nice gradient in the size of the instanced objects?
Thank you !!!
Space Clothing! I Like.
Well done Mr. Holt, well done 👍
Happy Birthday!!
Nice video Curtis! It's just a shame blender doesnt't show the lists of data. It's hard for people that are not familair with parametric design. Like in Grasshopper which is in my eyes the best parametric software out there, you can actually visualize your sets of lists at the in and output's from a component. I hope Blender is going to add that soon cuz list management is the most important thing in parametric design :)
Just as I was getting a hang of the current node setup, 3.0 comes along and slaps down the entire workflow. Haha.
I am excited to hear that they added texture nodes. I might finally be able to generate real displacement using custom generated height maps. Is it possible?
You're like one of the Blender Gods :)
The weight painting only seems to work one way, unless I'm missing something. Meaning, once they're painted on, you can't paint with zero weight to remove them. Edit: I could still be missing something but changing the weight paint output from Selection to Density and putting a multiply node on the path allows you to add and remove by weight value. You can also scale the amount based on the multiplier which you can also make an output. Hope that makes sense. This stuff is confusing for a C+ math student(me) :D
You can swap from the 'draw' to 'subtract' brush, and the contents will disappear at a value of 0, so turn the strength of the brush all the way up.
We need more tuts on GN like these from Curt. Easy to follow and understand especially for early starters in GN like me not to mention the effects are very interesting. Just wondering how can you apply (copy) the same geonode effects to another mesh, like we do with particle system (ctrl+L ->copy modifiers). Here it does not work this way, at least to me. Is it possible without manually copying the GN structure to new mesh?
Add a geometry nodes modifier to the new object, and then in that modifier you can select the previously-created geometry node tree from a drop-down - similar to how you can have the same material assigned to different objects.
@@CurtisHolt Brilliant! Working like a charm! Thank you for demystifying NG!
This is a great video for inspiration. Could you employ dynamic painting with an empty to use this effect in animation?
...amazing tutorial
Could you animate that effect when you weight paint so it looks like it’s growing on?
About the Weight Painting, everything works good until I decided to remove some of that weight, (painting back with blue "weight 0.000") but the object still persist do be there.
It's like there's no undo once you painted.
always awesome bro
I didn't have success with the weight painting part. I named the group, typed it in to the selection, and made sure the selection was connected to the group inputs but nothing happens. Any ideas?
Terima kasih vidoenya...
Is it possible to make the final look into actual geometry? Like for 3d printing?
This is awesome. But I am having a hard time getting this to work with a rigged and animated mesh. The base geometry animates and the greebles all stay in the same shape as the rest pose?
Great tutorial, is the node you start with called Point Distribute in 2.93?
very cool
How is it in the weight paint mode it associates what you paint and assign to the exact "WeightGroup" vertex group?
I wonder its any differences in your start up file for 3.0 i really liked the old one and wonderded if y changed something and made it "better" awsome work on the lesson like always love it!
I have actually just updated my startup file and custom theme for 3.0 in the Gumroad package, however previous versions are still available in the package. I might talk a bit more about the layout choices in a future video.
curtisjamesholt.gumroad.com/l/curts_defaults
@@CurtisHolt Oh! That's amazing will check it out really want to get back to blender and y are one of the biggest inspirations sow ty sow much for such work I dare to say that WE as a community very appreciate it!
Is there a way to animate the weight paint with something like a mapping node or shape keys?
when randomizing the selection of the instance selected from the Instance on Points node, you set the Random Value node to integer and left the min/max values at default 0 and 100. if your collection only has 4 or 5 indexes to choose from, how is the Random Value / Instance on Points nodes not showing more gaps or even breaking the whole thing with index out of range errors??
Wow!
Question!
So, I've used this technique, and I'm trying to modify a portion of it.
When instancing the objects, I added in a math node, and added the Random Value integer to Scene Time node (using the frame).
When I play the animation locally, the objects change depending on frame; but when rendering, they remain the same. Do you know how to get it to render out with the randomized animation?
youre a very likeable person
Inspiring work. =O
videonya bagus banget gan
u can animate it for a venum effect
Just seeing your thumbnail and thinking, "he looks like Peter Parker." Why don't we see Peter parker being a nerd anymore. Not even the new Spider-Man Tom Holland acts like a nerd in the movies. I wanna see Tom Holland acting as Peter Parker do RUclips videos about coding and 3D graphics and nerding out. Also great video. Dare you to dress up in a Spider Man onesie next time lol.
Does this respect the UV..it would be amazing..if you know of a plugin called Automodeller for 3dmax..and thank you for the bygen
Wait, I didn’t quite understand, is this process additive when it comes to geometry?
Sorry total noob here, I was able to get the results I wanted but I would like to output the results to a 3D printable file. However when I click Apply on the geonodes modifier all the geo node objects disappear and if I try to export before hitting apply the geo node objects are not part of the export. What step am I missing to get the geonodes to be part of the model I can export?
When Geo Nodes were implemented in blender I did a similar test but did it on the surface of an animated character. The result was that the different objects are in each new frame. change
Is there a solution for this?
Thank you for the tut but is there a way to weight paint not with the brush but another method so that we could get a grow effect?
and is it possible to avoid intersection of the instances without losing high density?
thirdly, do you think physics will be available for the geonodes in the near future?
To the first question yes you can have a controller, there are quite a few tutorials for that.
Second, dunno.
Third, I'm not entirely sure what you mean but I don't think so? You could apply the geo node modifer, select everything, separate by loose parts and then apply physics like normal?
Очень круто. Продолжай в том же духе!
I’ve been trying to use these nodes….
Is this for blender 3.0 or does it work in 2.93?
This is using the fields version of geometry nodes in 3.0.
Pretty sure you can get similar results in 2.93 even though the nodes are different, most early examples/tutorials were all about scattering
@@CurtisHolt That would explain why I'm not finding the right nodes haha
could probably make clothing with this kind of technique
timely
are you watching me?