Nice. Looks intimidating when you first glance at the node tree but there is a lot more going on in any movement than we give credit for. I like how you've made the factors all variables so it works with any size rug. Thanks for sharing, I know it was a lot of "breaking down" movement to get the system in place.
I created a carpet in Blender with ParticleSystem to add hair. But when I export it as a GLB file it doesn’t include the hairs. Do you know how I can include it? Thank you!
To use a material you need to add a "set material" node. If you need UVs you can generate them procedurally. One way would be to capture the curve factor of the rolling curve (the one that conects to the curve to mesh node as curve) and the curve factor for the quadrilaterla, and with a combine xyz node set those as x and y coordinates respectively and store that as a named attribute.
Great Video, helped me a lot 👍 Usually a roll gets smaller from the outside when get rolled out or gets bigger from the inside when rolled together. Any solution for this?
Do you know why this roll effect is lost without the resample curve node? I'd like to keep the properties of the bezier curve input without having to convert it to a poly spline. Thanks.
Hi! You need to use a curve with enough subdivisions for it to be able to fold. An alternative to the resample node would be a subdivide curve node, maybe that's better for your case?
@@blendergilads5796 Thanks for the reply. I've tried subdividing the curve multiple times before and I believe its simply the property of bezier curves in particular interpolation that prevents the roll effect unlike a poly spline where the control points are evenly distributed. I have one more question regarding controlling the animation if you dont mind answering. I'd like to draw more than one curve but I'd have to keep duplicating empties which makes this process not very procedural. Do you know another way to control the transformation that relies on something like vertex groups and not empties? Or maybe a mesh primitive within geometry nodes that can do what the empty does? Thanks.
@@tsun8267 I used an empty because I like the convenience of animating an object in the viewport, but you can control by value directly by just not using the object info -> separate nodes that bring the x location of the emtpy in my setup.
@@blendergilads5796 Sorry for the late reply but I was hoping there may be a way to drive it similar to an empty but in this case the empty is outside geometry nodes. Thought perhaps there may be an internal way such as creating an object within geometry nodes that can act as the empty. However I don't think GN can do that at the moment.
Thanks, this is rolling from outside to inside, is there any way to roll from inside to outside? Like first start with the inside and then roll like we fold our matrices
I tried that, and I failed. This is harder than it looks. In that case you need to introduce the thickness of the rig in the group because the height of your roll will increase as you roll it .... and I succeded to do something but it doesn't "really" work.
Thans a lot! It's essentially the same afaik, maybe a tiny performance/memory advantage to using boolean since it's always treated as a boolean and not as a float, but I don't think it would be noticeable. Regarding the math formula, I explained my reasoning in the video, but it's not perfect. The ideal would be to have a transformation from a straight line to a spiral, that keeps the length constant, and starts rolling from one extreme with a min radius and keep that fixed.
Amazing! Thanks a lot! The only thing I'm missing is to have some control over the radius of the circle, am i just missing it or was there no direct way to control it?
Thanks a lot for your comment! Sorry I wasn't that clear about radius. In the map range node I show around minute 7, the To Min value defines the radius, and the to max should then be set in relation to that and the rug thickness so there's no empty space between the folds
@@blendergilads5796 appreciate the quick answer, as i am still trying to figure it out. That's the value i had in mind too, but if you change the To Min to anything other than 1, the mesh starts to deform and loses it aspect ratio, as it gets rolled up. So it's not really working this way. Do you have any other idea to influence the radius of the roll? Without having to have a 20 m long curve.
@@RomanJahns I checked it. To add radius control you can do this: Add a value node to define the radius. Add a math multiply node after the map range node to multiply it's value by the radius. Also plug the radius value to the subtract node that feeds the z component of the combine node, replacing the current 1 value. And finally, add a reroute to the links that feed the sine and cosine so you can change both at the same time, and divide the value that's fed to both by the radius. Then the to max value needs to be adjusted to avoid empty space. A bit hard to explain in a short message so let me know if it's clear. Otherwise I could upload a file.
@@blendergilads5796 simply amazing! Works perfectly! And it's a pretty powerful setup. you should maybe consider releasing an updated video including this feature. Thanks a lot for your quick Response!
Nice. Looks intimidating when you first glance at the node tree but there is a lot more going on in any movement than we give credit for. I like how you've made the factors all variables so it works with any size rug. Thanks for sharing, I know it was a lot of "breaking down" movement to get the system in place.
THANKS
It works perfectly...
NOTE: pay attention to minute 6:19 , and change the value to 1.000
QUESTION: How we add a texture to the object?
how to change the size of curve?
Thank you
Whoa! I wouldn't have figured this out - great job! :)
Thanks!
I created the carpet and everything works, except I can't add color to the object?
Did you add a "set material" node?
@@blendergilads5796 where should i connect it to?
@@GrilledChickenRamyun Just before the group output is good
@@blendergilads5796 omg thanksss finally! ❤❤❤
I created a carpet in Blender with ParticleSystem to add hair. But when I export it as a GLB file it doesn’t include the hairs. Do you know how I can include it?
Thank you!
how can I add color in it
how to add texture to the carpet?
To use a material you need to add a "set material" node.
If you need UVs you can generate them procedurally. One way would be to capture the curve factor of the rolling curve (the one that conects to the curve to mesh node as curve) and the curve factor for the quadrilaterla, and with a combine xyz node set those as x and y coordinates respectively and store that as a named attribute.
Great Video, helped me a lot 👍
Usually a roll gets smaller from the outside when get rolled out or gets bigger from the inside when rolled together.
Any solution for this?
Thanks! That's a good point. I'll try to make some time to adjust that
Do you know why this roll effect is lost without the resample curve node? I'd like to keep the properties of the bezier curve input without having to convert it to a poly spline. Thanks.
Hi! You need to use a curve with enough subdivisions for it to be able to fold. An alternative to the resample node would be a subdivide curve node, maybe that's better for your case?
@@blendergilads5796 Thanks for the reply. I've tried subdividing the curve multiple times before and I believe its simply the property of bezier curves in particular interpolation that prevents the roll effect unlike a poly spline where the control points are evenly distributed.
I have one more question regarding controlling the animation if you dont mind answering. I'd like to draw more than one curve but I'd have to keep duplicating empties which makes this process not very procedural. Do you know another way to control the transformation that relies on something like vertex groups and not empties? Or maybe a mesh primitive within geometry nodes that can do what the empty does? Thanks.
@@tsun8267 I used an empty because I like the convenience of animating an object in the viewport, but you can control by value directly by just not using the object info -> separate nodes that bring the x location of the emtpy in my setup.
@@blendergilads5796 Sorry for the late reply but I was hoping there may be a way to drive it similar to an empty but in this case the empty is outside geometry nodes. Thought perhaps there may be an internal way such as creating an object within geometry nodes that can act as the empty. However I don't think GN can do that at the moment.
if i wana doo same thing on thw cloth whts bthe procedure
You mean combining this with cloth simulation?
Thanks, this is rolling from outside to inside, is there any way to roll from inside to outside? Like first start with the inside and then roll like we fold our matrices
I tried that, and I failed. This is harder than it looks. In that case you need to introduce the thickness of the rig in the group because the height of your roll will increase as you roll it .... and I succeded to do something but it doesn't "really" work.
This could be useful for making rollout solar panels, like the ones recently used on the ISS (International Space Station)
Just subscribed man♥️
Where can I study this mathamatical formula?
What is the difference between Boolean greater than and math greater than?
Thans a lot! It's essentially the same afaik, maybe a tiny performance/memory advantage to using boolean since it's always treated as a boolean and not as a float, but I don't think it would be noticeable.
Regarding the math formula, I explained my reasoning in the video, but it's not perfect. The ideal would be to have a transformation from a straight line to a spiral, that keeps the length constant, and starts rolling from one extreme with a min radius and keep that fixed.
@@blendergilads5796 thanks ♥️
you are save me! thanks a lot bro
Amazing! Thanks a lot! The only thing I'm missing is to have some control over the radius of the circle, am i just missing it or was there no direct way to control it?
Thanks a lot for your comment! Sorry I wasn't that clear about radius. In the map range node I show around minute 7, the To Min value defines the radius, and the to max should then be set in relation to that and the rug thickness so there's no empty space between the folds
@@blendergilads5796 appreciate the quick answer, as i am still trying to figure it out. That's the value i had in mind too, but if you change the To Min to anything other than 1, the mesh starts to deform and loses it aspect ratio, as it gets rolled up. So it's not really working this way. Do you have any other idea to influence the radius of the roll? Without having to have a 20 m long curve.
@@RomanJahns Ah that's right. Let me check
@@RomanJahns I checked it. To add radius control you can do this: Add a value node to define the radius. Add a math multiply node after the map range node to multiply it's value by the radius. Also plug the radius value to the subtract node that feeds the z component of the combine node, replacing the current 1 value. And finally, add a reroute to the links that feed the sine and cosine so you can change both at the same time, and divide the value that's fed to both by the radius. Then the to max value needs to be adjusted to avoid empty space. A bit hard to explain in a short message so let me know if it's clear. Otherwise I could upload a file.
@@blendergilads5796 simply amazing! Works perfectly! And it's a pretty powerful setup. you should maybe consider releasing an updated video including this feature. Thanks a lot for your quick Response!
Grea!! And first xD
Thanks! And congrats haha