10:40 Looking for Modulo in 3.5.1? Add a Math node, then in the drop down select Modulo. 27:25 Press M "Mute" the Mesh Boolean note to speed things up, then when you're happy, unmute the node.
Oh great comment, I didn't know you can just mute a node. Thanks so much 👍🏻 Is there a way to do this from the group input (taking it to the modifier panel) without using a switch node setup aswell?
You can set the group input to be a boolean, and then it'll be a checkbox instead of trying to remember 0 or 1. You can also have that bit on the left you have duplicated three times just feed into the three inputs on the right. I'm loving this playlist! 🙂
Thanks for covering geometry nodes in this way. Perfectly executed tutorial. I am still getting my head wrapped around this concept. Going to keep watching these kind of videos. Maybe it will all start to click at some point or I will be dead and it won't matter.
8000 follower nice. Congrats. Next upgrade of the node is now to add a follow a spline so you can generate all forms of roof instead of only flat. Great work.
Thanks so much. I have been having a bit of a look at spline length, this just seemed an easier method as I assume a flat roof is the most common type to need, I do want to look at using spline length for something in the future but there seem to be a million videos on RUclips recently with tentacles so I thought I'd leave it for now 😅 Definetly in the future though👍🏻
@@Container-11 😅 As in rounded roof sections/corners. I imagine the issue there would be that the tiles would need to be either smaller or less at the higher levels to accommodate the turn. That is a tricky one.
good well explained video, super useful video to learn geom nodes. I'm trying to add starting and ending tiles but cannot figure it out. What i think needs to be done (but i don't know): 1. instead of using the x-offset we add a point at the start of every other row which has the distance of the offset instead of the regular points distance (vice versa for the END of the other rows) 2. At these 'offset-points' use an object from another starting-tiles or ending-tiles collection ( like an if-dividable-by statement almost) Is there a simple solution like that for this?
That should be possible as you can select specific points. There's a number of ways you might want to check out: ruclips.net/video/09wyhmrSGPk/видео.html
Can you do an old church wall the same way? I am trying to find a way to do a very old church wall that has rows of different sized bricks. Quite mind boggling.
You can but having each of the bricks a different size would be difficult as it works off of having the tiles the same size. So youd make multiple sets of different bricks with each set adding up to the same. BUT.... If you dont mind not using Geometry Nodes use the wall builder option. Check out my videos here if you want to check it out: ruclips.net/video/SomEVY5qG0M/видео.html ruclips.net/video/ylX-NEnPH1E/видео.html
Great, but two questions. 1) can you add an opening for a skylight while keeping it as geometry nodes? 2) how do you deal with the sides? A real roofer would cut half tiles on alternate rows!
Yes to both but the skylight would probably be easier outside geometry nodes. Cutting off the half tiles I left off as it's just using the same tools again (use the size of the tiles to move a cube that is large enough to cut everything and use a boolean to remove it. I did think about putting it in but having a video much over 30mins seems to decimate the number of people that actually view it and because of the wonders of how RUclips works that means it doesn't get put on as many peoples feeds
@@ArtisansofVaul my experience with booleans and geometry nodes is that they don't work together. Your machine will just grind to a halt. I've not found a solution yet.
@privacytest9126 So the switch at the end of the video really helps deal with that issue. It's booleaning together some way more complicated shapes so cutting a cube off the ends should be fine. But admittedly it does depend on your machine. And importantly for the skylight your computer will find it easier if you applied the geometry nodes and then did the boolean.
@privacytest9126 I mean that's only needed for the skylight. And you could do it without but I think it would be more effort/time consuming. The cut off ends I'd do in the nodes.
How would one go about doing angled roof intersections where 2 roof sides meet with geometry nodes? I typically do this by hand by picking out some tiles and using the Mesh Deform and a cube to deform tiles to make them follow the intersection line. Is there a way to introduce a line or a plane that edge tiles have to follow?
Great question. I'm actually working on something similar to this issue now to create mandalas or that style of pattern more effectively. I would imagine something similar might be able to be used. I've been finding the arc tool in Geometry nodes to be really handy so far so that may help you out as well. Though you may find it more tricky to position than my usage.
@darkobakula5190 Oh totally. I think that might be tricky with Geonodes. Maybe using the line where they join shown as part of this video though: ruclips.net/video/Rmn6R5RehBc/видео.html
@@ArtisansofVaul Right now I am using trim sheets and atlases to do my roofs combined with displacement if I need that geometrical detail for close-ups. Geo nodes is way too technical and time consuming for me. But I always love to see amazing stuff people are doing with it.
@@ArtisansofVaul I mean I did and it seems to work so far... Geometry Nodes modifier has a check box you can toggle for the boolean value and I named it "Mesh Union"
the only question I have with this roof is how it prints. there is a big gap at the bottom, isn't there? how do you solve it? other than that, amazing job, straight to favorites!
What do you mean by a big gap at the bottom? Because of the overlap it makes a pretty strong roof when I have done something similar before. I might have to print it to show the end result.
@@willtiefuhr5245 I'm not totally sure I get what you mean, I think you mean making the ends/sides level using a half tile? I would set up a cube on either side with geometry nodes and then have it placed at the end using the calculations for the tiles, then use a difference boolean to remove them from the tiles to delete the half you don't want.
Hmm... that's going to be really dependant on how you'd want it set up. I'd probably get it to recognise where the two faces from each of the roof sides Intersect and work from there. Probably not the simplest task but I think it would work. Maybe getting it to select edges that are connected on multiple sides....
Ok man thanks for the advice I don’t think I’m quite there yet, gonna use the old school method of applying the modifiers then Boolean, should be good enough for this project. Massive thanks for the video man I’ve used it with a curve modifier and it’s given me loads of variation
Hi and congratulations for your work. I am new to blender and geometry node and I managed to reproduce your tile set up. However, I wanted to go further by trying to get random tiles along the length but I couldn't. To be precise, I can get tiles of different lengths by connecting a Random Value on the Y of the Combine XYZ in the TileInstances but the bounding boxes don't follow. I have gaps that I can't correct. A solution maybe ? Thanks in advance.
So the gaps are actually really hard to deal with when setting random sized as you can't set the vertices to match. An alternative is to actually make random tiles and then set to to randomise between them. If you have the random ones in sets of 3 or 2 of varying sizes but that the total fits the gap you could do it that way.
So the holes are only there because of the extreme/exaggerated cuts on the tiles. But you could always add in a cube below the tiles that increases in sized based on the tiles.
Sorry for the delay replying (RUclips hasnt been showing me all the comments being made). As MrBalloonHands has said it can be done with the Math node.
👌 You're totally right! I had toyed with putting this in (I'd make a cube primative on either end using the length of the tiles to determine the set position to difference boolean the half of the end pieces). But as I realised the video was going to be around 30mins and people don't seem to want to watch videos longer than that (after some indecision) I decided that I'd covered the tools to do that in the video so left it out. I'm curious though if people think that's the wrong decision as it helps me work out length and details for future videos. What do you think?
@mspeir Just so you know if you're looking for this file I'm planning to check and redo most of my geonodes setups for Blender 4.0 and put them up over December for the 3D file tier. So that will include this. You can find the Patreon here: www.patreon.com/ArtisansofVaul 😁👍🏻
@@ArtisansofVaul I have very little money, but I get far too much out of your content to let the trivial amount of $8/month get in the way! Subscribed!
@mspeir Thanks so much. I'll drop you a message there to say hi as well but we also have a channel Discord if you have Discord and it's linked to your Patreon 👍🏻
10:40 Looking for Modulo in 3.5.1? Add a Math node, then in the drop down select Modulo.
27:25 Press M "Mute" the Mesh Boolean note to speed things up, then when you're happy, unmute the node.
Oh great comment, I didn't know you can just mute a node. Thanks so much 👍🏻 Is there a way to do this from the group input (taking it to the modifier panel) without using a switch node setup aswell?
You can set the group input to be a boolean, and then it'll be a checkbox instead of trying to remember 0 or 1. You can also have that bit on the left you have duplicated three times just feed into the three inputs on the right. I'm loving this playlist! 🙂
Oh that's awesome! I'll have to try that as it was really annoying me I couldn't see a checkbox option. You absolute legend! Cheers
Thanks for covering geometry nodes in this way. Perfectly executed tutorial. I am still getting my head wrapped around this concept. Going to keep watching these kind of videos. Maybe it will all start to click at some point or I will be dead and it won't matter.
Haha. It is a lot to get used to and try to work out how different nodes work together. Im getting there VERY slowly but it is happening gradually.
This is genuinely such a good tutorial! saved me so much anguish doing all sorts of alignments and rotations and measuring manually lol
Thanks 😁 Geometry nodes have so many possibilities for saving time.
8000 follower nice. Congrats. Next upgrade of the node is now to add a follow a spline so you can generate all forms of roof instead of only flat. Great work.
Thanks so much. I have been having a bit of a look at spline length, this just seemed an easier method as I assume a flat roof is the most common type to need, I do want to look at using spline length for something in the future but there seem to be a million videos on RUclips recently with tentacles so I thought I'd leave it for now 😅 Definetly in the future though👍🏻
@@ArtisansofVaul Make it !!!!! ... NOW !!!! 🤣😂
That´s what i looking for ...
@@Container-11 😅 As in rounded roof sections/corners. I imagine the issue there would be that the tiles would need to be either smaller or less at the higher levels to accommodate the turn. That is a tricky one.
@@ArtisansofVaul Thanks for answering😃.... someone😉, maybe could combine the curve/spline with the array ...
Thank you for the very clear and easily understood tutorial kind sir!
Awesome to hear. Thanks 😁
Happy almost 2nd birthday! I just found this tutorial today for a current project.
Thanks so much! Hard to believe its been 2 years!!!
Very educational video! You are the best!
😁👌🏼 Thanks so much. Glad it eas helpful
Love this! Thank you very much for sharing!
😁👍🏻
good well explained video, super useful video to learn geom nodes.
I'm trying to add starting and ending tiles but cannot figure it out. What i think needs to be done (but i don't know):
1. instead of using the x-offset we add a point at the start of every other row which has the distance of the offset instead of the regular points distance (vice versa for the END of the other rows)
2. At these 'offset-points' use an object from another starting-tiles or ending-tiles collection ( like an if-dividable-by statement almost)
Is there a simple solution like that for this?
That should be possible as you can select specific points. There's a number of ways you might want to check out: ruclips.net/video/09wyhmrSGPk/видео.html
Hey Congrats for 8k subs 🎈
Cheers 😁👍🏻
Can you do an old church wall the same way? I am trying to find a way to do a very old church wall that has rows of different sized bricks. Quite mind boggling.
You can but having each of the bricks a different size would be difficult as it works off of having the tiles the same size. So youd make multiple sets of different bricks with each set adding up to the same.
BUT.... If you dont mind not using Geometry Nodes use the wall builder option. Check out my videos here if you want to check it out:
ruclips.net/video/SomEVY5qG0M/видео.html
ruclips.net/video/ylX-NEnPH1E/видео.html
Great, but two questions. 1) can you add an opening for a skylight while keeping it as geometry nodes? 2) how do you deal with the sides? A real roofer would cut half tiles on alternate rows!
Yes to both but the skylight would probably be easier outside geometry nodes. Cutting off the half tiles I left off as it's just using the same tools again (use the size of the tiles to move a cube that is large enough to cut everything and use a boolean to remove it. I did think about putting it in but having a video much over 30mins seems to decimate the number of people that actually view it and because of the wonders of how RUclips works that means it doesn't get put on as many peoples feeds
@@ArtisansofVaul my experience with booleans and geometry nodes is that they don't work together. Your machine will just grind to a halt. I've not found a solution yet.
@privacytest9126 So the switch at the end of the video really helps deal with that issue. It's booleaning together some way more complicated shapes so cutting a cube off the ends should be fine. But admittedly it does depend on your machine. And importantly for the skylight your computer will find it easier if you applied the geometry nodes and then did the boolean.
@@ArtisansofVaul Sure, but applying your GNs, then doing a boolean kind of defeats non destructive modeling! Thanks for the reply, btw. 🙂👍
@privacytest9126 I mean that's only needed for the skylight. And you could do it without but I think it would be more effort/time consuming. The cut off ends I'd do in the nodes.
How would one go about doing angled roof intersections where 2 roof sides meet with geometry nodes? I typically do this by hand by picking out some tiles and using the Mesh Deform and a cube to deform tiles to make them follow the intersection line. Is there a way to introduce a line or a plane that edge tiles have to follow?
Great question. I'm actually working on something similar to this issue now to create mandalas or that style of pattern more effectively. I would imagine something similar might be able to be used. I've been finding the arc tool in Geometry nodes to be really handy so far so that may help you out as well. Though you may find it more tricky to position than my usage.
@darkobakula5190 Oh totally. I think that might be tricky with Geonodes. Maybe using the line where they join shown as part of this video though: ruclips.net/video/Rmn6R5RehBc/видео.html
@@ArtisansofVaul Right now I am using trim sheets and atlases to do my roofs combined with displacement if I need that geometrical detail for close-ups. Geo nodes is way too technical and time consuming for me. But I always love to see amazing stuff people are doing with it.
Why not just plug the boolean for the switch node directly into the Group Input to have a toggle to switch for whether or not you use the Mesh Union?
If you can do that, that's brilliant 👍🏻
@@ArtisansofVaul I mean I did and it seems to work so far... Geometry Nodes modifier has a check box you can toggle for the boolean value and I named it "Mesh Union"
@@mr.cobalt1668 awesome 👌🏼
Would you happen to share your tutorial blend files on your patreon?
I share all files I can for at least a month. Things like Geometry Node setups Im always happy to share at any time (they are left up).
Another Great tutorial, can this be used as brick wall generator aswell?
Thanks. And definetly, it would work great for something like a brick wall.
If you're just finding this tut, Modulo is now Truncated Modulo.
Great tip man 😁👌
the only question I have with this roof is how it prints. there is a big gap at the bottom, isn't there? how do you solve it? other than that, amazing job, straight to favorites!
What do you mean by a big gap at the bottom? Because of the overlap it makes a pretty strong roof when I have done something similar before. I might have to print it to show the end result.
how would you set the even rows to start and end with tiles that are half the x so that they line up using geometry node?
@@willtiefuhr5245 I'm not totally sure I get what you mean, I think you mean making the ends/sides level using a half tile? I would set up a cube on either side with geometry nodes and then have it placed at the end using the calculations for the tiles, then use a difference boolean to remove them from the tiles to delete the half you don't want.
@@ArtisansofVaul Thanks, If I figure it out I will let you know how I solved it.
Hey bro I was wondering if you would know anyway on how to make roof corners that is built into the geo set up ?
Hmm... that's going to be really dependant on how you'd want it set up. I'd probably get it to recognise where the two faces from each of the roof sides Intersect and work from there. Probably not the simplest task but I think it would work. Maybe getting it to select edges that are connected on multiple sides....
Ok man thanks for the advice I don’t think I’m quite there yet, gonna use the old school method of applying the modifiers then Boolean, should be good enough for this project. Massive thanks for the video man I’ve used it with a curve modifier and it’s given me loads of variation
@@bobgriffiths6573 My pleasure 😁😁😁
Hi and congratulations for your work. I am new to blender and geometry node and I managed to reproduce your tile set up. However, I wanted to go further by trying to get random tiles along the length but I couldn't. To be precise, I can get tiles of different lengths by connecting a Random Value on the Y of the Combine XYZ in the TileInstances but the bounding boxes don't follow. I have gaps that I can't correct. A solution maybe ? Thanks in advance.
So the gaps are actually really hard to deal with when setting random sized as you can't set the vertices to match. An alternative is to actually make random tiles and then set to to randomise between them. If you have the random ones in sets of 3 or 2 of varying sizes but that the total fits the gap you could do it that way.
Thank you!!
No problem at all
NO WAY, I didnt know this channel is 2 years old now!
😅 Yep. Just turned two this month.
thank you!
No problem.
Also for 3D printing, how would you make sure there are no actual holes in the roof between the tiles?
So the holes are only there because of the extreme/exaggerated cuts on the tiles. But you could always add in a cube below the tiles that increases in sized based on the tiles.
were is the modulo node in 4.0.2?
In the math node now
Thanks for replying with that for him.
Sorry for the delay replying (RUclips hasnt been showing me all the comments being made). As MrBalloonHands has said it can be done with the Math node.
Is there a way to ‘refresh’ the randomisation? So if you copied it for the other half of the roof the tile pattern was different?
Yeah, I think if you just put one setting of the number of tiles up and down it will do.
really cool man
Cheers 😁
It looks like the half tile at the ends are missing ?
Also fantastic video :)
👌 You're totally right! I had toyed with putting this in (I'd make a cube primative on either end using the length of the tiles to determine the set position to difference boolean the half of the end pieces). But as I realised the video was going to be around 30mins and people don't seem to want to watch videos longer than that (after some indecision) I decided that I'd covered the tools to do that in the video so left it out.
I'm curious though if people think that's the wrong decision as it helps me work out length and details for future videos. What do you think?
@@ArtisansofVaul I'd do it as a short(er) follow up video
@@rabidgremlincom That was my thought as well if people wanted it. 👍🏻 Thanks so much taking the time to give feedback and comment.
@@ArtisansofVaul Honestly, I love the detailed videos. While we're at it, I'm curious how you would go about getting that half shingle on the corners!
Do you offer the files to your tutorials?
Yep. They go up for a month on the Patreon.
@@ArtisansofVaul Argh! 😡😞 I'm always late to the party!
Whats your patreon? I couldn't find it in your profile.
@mspeir Just so you know if you're looking for this file I'm planning to check and redo most of my geonodes setups for Blender 4.0 and put them up over December for the 3D file tier. So that will include this. You can find the Patreon here: www.patreon.com/ArtisansofVaul
😁👍🏻
@@ArtisansofVaul I have very little money, but I get far too much out of your content to let the trivial amount of $8/month get in the way! Subscribed!
@mspeir Thanks so much. I'll drop you a message there to say hi as well but we also have a channel Discord if you have Discord and it's linked to your Patreon 👍🏻
how did you make the tiles in the first place
You can find the making of the tiles in this video: ruclips.net/video/ExAq0MZyfJg/видео.html
@@ArtisansofVaul you're a baller OG, subscribed, liked, will follow blindly into battle.
@@ArtisansofVaul also how to you get your default texture to look the way it does
@@24JBMC Thanks man! To battle and victory 😅
@@24JBMC You can get the viewport to look like this using Cavity. You can find my explanation of it here: ruclips.net/video/GcNHZILKl3I/видео.html
Looks like the "Collection info" node now has an "instances" output, so I can't calculate the max tile size in 3.5 .... meh
edit: found the solution.. You just need to realize the instances to get the bounding box size :D stupid me.
@CharlieRunkles Awesome, glad you solved it. 👍🏻😁
Hi, Very helpful video. I was also making a rooftile generator for my self. if you could critique it, it would be wonderful
I'd be happy to try but I wouldn't say I'm very experienced with Geometry Nodes. Honestly you might be best trying Default Cube as he is a total pro.
what texture did you use?
For which part?
@@ArtisansofVaul the tiles
@@alory_mori The tiles aren't textured from memory. Just the stages shown as I make them by cutting out sections.