in a production setting, departments can create libraries of in-house tools to be used to expedite work throughout the pipeline. this is actually kind of a huge deal, especially since it can really cater towards production for once, and not just the individual artist.
@@PrefoX unwrapping is not the only context which modifiers and tools can be used for. any geometry node network you create can become a modifier. studios could create a library of modifiers for procedural buildings, roads, foliage, etc. in my case, this lets me make a tank track modifier that could be used on any tracked vehicle. you need to think outside of the box more. this might also open the opportunity for Blender artists to sell 'modifiers' like how Houdini lets artists sell HDA's
Haha. Cheers. Yeah I was pretty hyped about this, normally I wait until a full release to start playing with a new version of Blender but this has me SO excited I had to try it out.
Do you have a video that goes over geometry nodes as a whole? they kind of confuse me compared to every other aspect of blender, i've only messed with texture and shading nodes at all. (I'm watching tons of your videos atm lol.)
I was about to say you seem to be piling through the videos! I don't specially have anything going through geometry nodes as a guide because it's just too expensive. Instead I have quote a few examples going through the process of making a setup and explaining what the different nodes do as they are relevant so that people can then see how to use them in their work. The playlist of those can be found here: ruclips.net/p/PLnqmLZKRm5CZmfLUZiN-fVdcpgUtgdU
@ArtisansofVaul haha yea im determined to get better with blender and there aren't a whole lot of channels that focus on stuff for 3d printing with blender. Thanks for the info I'll check em out!
One more question on this. Do you know if it's possible when creating the modifier to add colors highlights for each parameter used in the modifier to help organize things in sections? Not sure if that makes sense.
Do you mean in the modifier panel? I don't think it is or at least I haven't seen it done. It would be great to also have the ability to have some options only appear based on other options but I don't think that's possible either.
Gotcha. Yes, that's what I mean to help make it easier to read if let's say there were lots of options to adjust. I like your idea on having some options only appear based on other options.@@ArtisansofVaul
I like having the menus broken up because I use the numbers to make menu selections. 1- 9 can be used to select menu items. With longer menus you lose the ability to use the numbers. To be more accurate I use numbers and the underlined letters. I realised about a week ago that Align Euler to Vector in GeoNodes is Aura. Nice key combo.
This is huge ΛₒV! I can see hundreds of these tool sets popping up on Blender Market. Creators will be making their own geo tools and putting them on their Patrion for people to download.
Yes, the blend file with the asset in it, which you then put in your asset library folder. You can also package it with the assets.Txt file to ship with catalogues already set up, but then it needs to be a new library folder which I find gets a bit messy personally.
ayo artisan love your vids so im trying to make a grey knight helmet in blender but the curved helmet to the peak in the front where it has that old school knight vibe is really spinning me out? any advice?
I'd either focus on using sub D to control the curve and then crease the edges or just go with a sphere and use proportional editing to keep the mesh smooth as you move it like I did in the great helm video: ruclips.net/video/yV5Kl4o13VE/видео.html
Could the "ExtrudeScale" tool you created in this tutorial also be created as a modifier separately and then allow you to change the extrude dimensions at any time non-destructively?
Exactly what I needed, thank you! Do you know a way to be able to randomize objects that are in the instance on points when moving the object to a new location? at 10:17 I would like to be able to quickly create variation when modeling buildings and other objects.
Yep, you put them in a collection and connect the collection instead of an object to the input and then select the pick instance option. I can make a short on it when my Internet is back up.
@@ArtisansofVaul Amazing! Yeah I found a procedural building tutorial a while back that I was going to reference as well. Would love to see your version though.
@@ArtisansofVaul Yeah, that is quite a bit of info. If you don’t mind my suggestion, perhaps the video could be 2-5 min video that features the Geo Tools technique but more related to being able to add objects or collections to vertices and create variation quickly. Mostly interested in using this technique in a procedural building context, however i’m sure this technique could be useful in creating other models or situations. Just a suggestion, but your content is awesome so i’m sure you’ll come up with something great. 😊
That seems to be standard now in 4.0. I'm not a fan. Though I did find by accident that it seems to also have a search function. Im still not a fan but that helps.
@@ArtisansofVaul Well, they incorporated hair into the list, they might apply tools to modifier lists in the future, and they also have the geometry nodes section whic might enable custom geo modifiers which would expand the list so much more. They also could be planning added modifiers for the default categories in the future or just want space. It's easy to see where the list can get large and just becomes a clump to less experienced people or generally. It's more tedious now with a couple extra clicks/hovers, but it makes sense the larger the list gets.
its looks cool and all, but i see this as the first step in trying to overthrow the mastodons of 3D industry. with such an idea of build-in custom tools, that can be easily modified and shared, blender could be included in big pipelines to replace established programs, in future ofc
Very much so. I do worry about some of the add on producers with this, they have been such a valuable staple of Blender I wouldn't want them to be passed over totally.
i'm pretty sure they will adapt and do even better versions. for like 95% of users is always better to download some tool then do it by yourself, even with new build-in system
I can tell why Blender wouldn't be included into the big pipelines if it remains as it is now: 1. The lack of the API. It is a really monstrous disadvantage. 2. The workflow is broken here and there. The whole concept is not "everything is a node". The caching is none (think of Houdini cache operators like the Cache SOP and the others). And as there is no API the studio might have to make it's own fork of Blender. 3. I might be wrong but it does look like it is impossible to make a black box modifier or tool. This is crucial if a studio needs to share the setup with another studio but doesn't want to open the implementation. For those who sell the tools the ability to make a black box is necessary. 4. Inability to use the textual code instead of nodes if needed (think of Houdini VEX / Python based operators) 5. The lack of expression language is a huge limitation and pain. I bet there would be other problems as well but this is what I have found right away after trying out Blender. Replacing Maya? Maybe, but it's role is already minimal. Replacing Houdini? It will never happen unless the Blender devs decide to change that ancient Maya-like ideology to something more modern (even Houdini needs a big review).
I agree with you. The new modifier menus are not cool. That ends up hiding more in menus in an already daunting program. That was the biggest problem for me in learning Blender.... finding and remembering where everything is.
Totally agree. The old layout looks intimidating a little at first but at least you can see everything, not opening up more menus after menus thinking "what the hell is this now?!"
This is really amazing. It used to take complex Python to do simple things like this. The fact you can make an F9 menu is just
It REALLY is. I'm so hyped about it!
It's so cool that you're able to make your own modifiers now. This'll save so much time
Yeah, it's going to save so much time, especially on those projects where you have repeated functions.
in a production setting, departments can create libraries of in-house tools to be used to expedite work throughout the pipeline. this is actually kind of a huge deal, especially since it can really cater towards production for once, and not just the individual artist.
So true. Great point.
maybe for background stuff yes but no hero models, you cannot unwrap it automatically in a good way. so its just simple shaders on and thats it
@@PrefoX unwrapping is not the only context which modifiers and tools can be used for. any geometry node network you create can become a modifier. studios could create a library of modifiers for procedural buildings, roads, foliage, etc. in my case, this lets me make a tank track modifier that could be used on any tracked vehicle. you need to think outside of the box more. this might also open the opportunity for Blender artists to sell 'modifiers' like how Houdini lets artists sell HDA's
Absolutely LOVE it! Thank you so much! ♥ Never done a tutorial on any Blender release THIS fresh! ;)
Haha. Cheers. Yeah I was pretty hyped about this, normally I wait until a full release to start playing with a new version of Blender but this has me SO excited I had to try it out.
Just discovered your Site. Just subscribed. I was looking for a video on Just Panels and ended up here. Thanks mate.
Cheers
MR H
Thanks for the Sub 😁 Really appreciated and glad you're finding the content useful 👍🏻
What a great looking update!
Yeah. The changed to Blender 4 are absolutely massive.
Great! We can finally create MACRO like ``commands``! Game changer for sure!!!
Totally!
@@ArtisansofVaul Cool! :-) Can't wait to play around with it.
Do you have a video that goes over geometry nodes as a whole? they kind of confuse me compared to every other aspect of blender, i've only messed with texture and shading nodes at all. (I'm watching tons of your videos atm lol.)
I was about to say you seem to be piling through the videos! I don't specially have anything going through geometry nodes as a guide because it's just too expensive. Instead I have quote a few examples going through the process of making a setup and explaining what the different nodes do as they are relevant so that people can then see how to use them in their work. The playlist of those can be found here: ruclips.net/p/PLnqmLZKRm5CZmfLUZiN-fVdcpgUtgdU
@ArtisansofVaul haha yea im determined to get better with blender and there aren't a whole lot of channels that focus on stuff for 3d printing with blender. Thanks for the info I'll check em out!
One more question on this. Do you know if it's possible when creating the modifier to add colors highlights for each parameter used in the modifier to help organize things in sections? Not sure if that makes sense.
Do you mean in the modifier panel? I don't think it is or at least I haven't seen it done. It would be great to also have the ability to have some options only appear based on other options but I don't think that's possible either.
Gotcha. Yes, that's what I mean to help make it easier to read if let's say there were lots of options to adjust. I like your idea on having some options only appear based on other options.@@ArtisansofVaul
This is game changing!
Totally agree 👍🏻
I like having the menus broken up because I use the numbers to make menu selections. 1- 9 can be used to select menu items. With longer menus you lose the ability to use the numbers.
To be more accurate I use numbers and the underlined letters. I realised about a week ago that Align Euler to Vector in GeoNodes is Aura. Nice key combo.
I'm less annoyed by it when I realised it actually has a "hidden" search function which is great
Exited for this!
It's honestly fantastic!
This is huge ΛₒV! I can see hundreds of these tool sets popping up on Blender Market. Creators will be making their own geo tools and putting them on their Patrion for people to download.
Exactly! I'm not sure the best way people would put them up though. Maybe just as a blender file.... Is there a better way?
Yes, the blend file with the asset in it, which you then put in your asset library folder. You can also package it with the assets.Txt file to ship with catalogues already set up, but then it needs to be a new library folder which I find gets a bit messy personally.
@@EmilySmirleGURPS Thanks so much. I hadn't heard of the txt file option. I'll have to have a look at that at some point 👍🏻
@@EmilySmirleGURPS Well done! That would be very useful!
ayo artisan love your vids so im trying to make a grey knight helmet in blender but the curved helmet to the peak in the front where it has that old school knight vibe is really spinning me out? any advice?
I'd either focus on using sub D to control the curve and then crease the edges or just go with a sphere and use proportional editing to keep the mesh smooth as you move it like I did in the great helm video: ruclips.net/video/yV5Kl4o13VE/видео.html
Amazing teacher man, keep it up :)
Thanks so much 😁 👍🏻 And the super thanks is very much appreciated. 👌🏼
Could the "ExtrudeScale" tool you created in this tutorial also be created as a modifier separately and then allow you to change the extrude dimensions at any time non-destructively?
Totally! A lot of the "tools" I'd probably make as a modifier version as well so I have the choice of both. 😁
Oh wow, that's super cool! @@ArtisansofVaul
@@vizdotlife It REALLY is. Blender 4 has my hyped!
Exactly what I needed, thank you! Do you know a way to be able to randomize objects that are in the instance on points when moving the object to a new location? at 10:17
I would like to be able to quickly create variation when modeling buildings and other objects.
Yep, you put them in a collection and connect the collection instead of an object to the input and then select the pick instance option. I can make a short on it when my Internet is back up.
@@ArtisansofVaul Amazing! Yeah I found a procedural building tutorial a while back that I was going to reference as well. Would love to see your version though.
@@beaustine6093 I'd be happy to do that. I wonder if that could fit in a short 🤔
@@ArtisansofVaul Yeah, that is quite a bit of info. If you don’t mind my suggestion, perhaps the video could be 2-5 min video that features the Geo Tools technique but more related to being able to add objects or collections to vertices and create variation quickly.
Mostly interested in using this technique in a procedural building context, however i’m sure this technique could be useful in creating other models or situations.
Just a suggestion, but your content is awesome so i’m sure you’ll come up with something great. 😊
8:07 - is the squishing of the Modifier menu an addon or in 4.0?
That seems to be standard now in 4.0. I'm not a fan. Though I did find by accident that it seems to also have a search function. Im still not a fan but that helps.
@@ArtisansofVaul Well, they incorporated hair into the list, they might apply tools to modifier lists in the future, and they also have the geometry nodes section whic might enable custom geo modifiers which would expand the list so much more. They also could be planning added modifiers for the default categories in the future or just want space. It's easy to see where the list can get large and just becomes a clump to less experienced people or generally. It's more tedious now with a couple extra clicks/hovers, but it makes sense the larger the list gets.
@@2bit8bytes All true. I also found by accident that it now has a search function (even though its hidden) which helps a lot.
a free add on ist out to bring back the old menue
@sebbosebbo9794 Oh awesome. Do you know its name?
why my modifier don't show up in modifier tab ? I already marked it as an asset it's really weird , my head is burning rn
Have you set Blender to look for the saved file for assets? It's in edit>preferences >file paths
@@ArtisansofVaul yeaaahhhh . bro you are a geniuuuuuss thanks , I've been racking my brain for 2 hours , much thanks dude :)
@@styloo_ My pleasure 😁👍🏻
Its posible instance the objects in GN tools mode? I'm doing some tests and it doesn't detect it 😔
Im not quite sure what you mean but I think you might need the realise instances node at the end.
There is a free addon to bring back the old modifier window on Blender Market.
Yep. Since it was released I've done a video on it. 👍🏻
its looks cool and all, but i see this as the first step in trying to overthrow the mastodons of 3D industry. with such an idea of build-in custom tools, that can be easily modified and shared, blender could be included in big pipelines to replace established programs, in future ofc
Very much so. I do worry about some of the add on producers with this, they have been such a valuable staple of Blender I wouldn't want them to be passed over totally.
i'm pretty sure they will adapt and do even better versions. for like 95% of users is always better to download some tool then do it by yourself, even with new build-in system
@@hupchik Very true.
I can tell why Blender wouldn't be included into the big pipelines if it remains as it is now:
1. The lack of the API. It is a really monstrous disadvantage.
2. The workflow is broken here and there. The whole concept is not "everything is a node". The caching is none (think of Houdini cache operators like the Cache SOP and the others). And as there is no API the studio might have to make it's own fork of Blender.
3. I might be wrong but it does look like it is impossible to make a black box modifier or tool. This is crucial if a studio needs to share the setup with another studio but doesn't want to open the implementation. For those who sell the tools the ability to make a black box is necessary.
4. Inability to use the textual code instead of nodes if needed (think of Houdini VEX / Python based operators)
5. The lack of expression language is a huge limitation and pain.
I bet there would be other problems as well but this is what I have found right away after trying out Blender.
Replacing Maya? Maybe, but it's role is already minimal.
Replacing Houdini? It will never happen unless the Blender devs decide to change that ancient Maya-like ideology to something more modern (even Houdini needs a big review).
I agree with you. The new modifier menus are not cool. That ends up hiding more in menus in an already daunting program. That was the biggest problem for me in learning Blender.... finding and remembering where everything is.
Totally agree. The old layout looks intimidating a little at first but at least you can see everything, not opening up more menus after menus thinking "what the hell is this now?!"
So who thinks this will end many paid addons?
Why buy Hard Ops when you can set up all (or most of) those things yourself now.
I was wondering that. I don't think it will but it may change how some are focused