The Blender trick you NEED to know
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- Опубликовано: 3 июл 2024
- How to remove all the overlaps of the shortest path node? The answer is here.
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00:00 Problem
00:20 Solution
00:40 What's the system doing
01:43 Explosion
02:40 Removing useless splines
07:55 Removing overlapping points
15:50 Controlling the cutoff - Кино
I am pretty sure that even Pixar is jealous of your skills, you create some of the most unique and interesting tutorials out there, according to my opinion anyway
God tier solution for a problem I've encountered too often. Thank you!
A little quick tip, found it and just had to make a video. Hope you'll find it useful in your work!
Damn thats some advanced stuff, thanks for sharing! Also how cool is it that you can now see the attribute values as text! 🙏🙏🙏
Awesome video!
Legendary man, you are legendary
Thanks man!
this is huge, my pc kept crashing on bigger stuff and this should fix it ♥
Same!
Man, I know you're valuable, but the fact the you posted the solution to self intersecting curves, so that your Tree generator could be cleaned by the glitches it came with, even without having to pay for your commercial version, makes me respect you even more! 👏👏👏
The next update will have it built into Anytree as well!
Can you do a tutorial on stylized explosions next please
I can't promise anything but I'll put it into my idea basket.
this is amazing, thank you so much! i was also wondering how to make curves smoother and preserve control over the trimming operation, maybe you can give a tip how to do it?
Depends on how you want to smooth them, but a good rule of thumb is that anything that changes the topology (resampling, filleting, anything that changes point count) needs to be done after the optimization.
BadNormal W
@BadNormals Hi man when are you gonna launch your course, looking forward to it
Working on it, can't give an exact timeline yet. But around 70% done.
How do you learn how to do this without tutorials? I mean like how did you learn?
I of course watch tutorials as well. Mostly for specific techniques. But when you build a lot of procedural things and understand the fundamentals (very important), it becomes easier and easier to approach things step by step and kinda intuitively know how to achieve something.
And what do you recommend to understand the fundamentals? Do you spend lot of time reading the blender doc? and experimenting I guess?
The process of your optimisation was beautiful! We can see the very precise understanding of each node that you have 🤩.
I'm not able to understand them so well with the doc on my side.
Thank God you are still uploading, I was beginning to think you had died LOL, keep up with your amazing tutorials
Oh no, I'm just working on something really big!
AWESOME@@BadNormals
I had some difficulty following all of this, but towards the end, when you were solving the issue of the index going to -1 you added some conditionals and a switch node, I noticed the subtract node had a clamp checkbox you didn't use. Wouldn't that have kept it from going below 0?
Thank you so much for this! I'm a beginner and I've followed the steps in your last video on how to make a tree out of any object, can you tell me where this part of the tree should be inserted? Thanks!
Hey, I recommend you replace the entire shortest path node section from the tree video with this one. You can group everything that is made in this video and use it as one optimized shortest path node group. And this can be used in the tree video as a replacement. I hope I made it clearer.
looks cool, how do you see how long the nodes will take (the ms counter)
Go to the top right corner of the geometry nodes workspace and turn on the "Timings" checkbox.
Blender noob here, how does the ‘vertex neighbors’ or ‘index’ node actually work? Does the data it outputs depends ‘on where’ they get connected? Because else I don’t see how it can know what to count from.
Usually in shaders and elsewhere it tends to be always ’the source data’, but here it seems that it adapts to give you the index or vertices or similar of where they got connected?
(Hope it makes sense the source of my confusion)
Excuse-me, I’m really not an expert, but can the merge by distance node works in this case ? Really good tutorial by the way, easy to understand and to follow, even for a beginner like me !
I'm happy to hear it's easy to understand for a beginner! This was my goal making it.
Merge by distance is not the best here - if you just want the shape you can get it from the edge paths to selection node. If you make curves and merge them, they will lose and mess up the attributes on them. Also, you will have no control on how much the branches extend into each other.
I am so stunned by that hat , what is even the purpose of it
Neat
Thanks!
I love watching this tutorials even though most of the time I don't understand shit,
I think they are more for advanced people
would love to see a mastercourse from you about geometry nodes from begginer to advanced
That's exactly what I'm working on!
@@BadNormals can't wait
The thumbnail looks like something you'd see on Kurzgesagt.
True
I though this was a kurzgesagt video from the thumbnail ahahha
how do you draw in different heights with annotations?
You need to put the 3D cursor to the height you want.
ah makes sense. thanks for responding!@@BadNormals
Can you teel us which way to Hogwart door? Seriously you need to grow a beard like every true archmage does. Does it work with non 2d setups?
Haha! Yes, it works with any kind of dimensions, that's the beauty of it - it doesn't know a thing about the actual positions or closeness of elements, it's just index math, which is a lot faster than any proximity calculations.