Delaunay Triangulation (Geometry Nodes Tutorial)

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  • Опубликовано: 15 окт 2024
  • .blend file: seanterelle.gu...
    line intersection: paulbourke.net...

Комментарии • 26

  • @a3haus
    @a3haus 3 дня назад +14

    boy's we're catching up with houdini day by day

  • @this_is_pi
    @this_is_pi 7 часов назад

    Great tutorial! I really appreciate that you took the time to explain and visualize every step. I also love the quick overview at the beginning. Great job and keep on creating!

  • @dotprodukt
    @dotprodukt 21 час назад +1

    Soooo.... As much as I can appreciate the challenge of implementing delaunay triangulation, for anyone who doesn't know, the Fill Curve node already implements a boundary constrained delaunay triangulation natively. Join a closed curve with interior control points, pass that to Fill Curve. Performance is good and you can even do multiple separate triangulations by using Group ID.

    • @TheShayboosofficial
      @TheShayboosofficial 6 часов назад

      it doesn't tho. Unless it's a 4.3 feature

    • @dotprodukt
      @dotprodukt 53 минуты назад

      @@TheShayboosofficial It literally says so in the docs for the fill curve node. It has since 3.0 at least. I've been using this method for years now, for voronoi diagrams and many other use cases.

  • @antekmartin8897
    @antekmartin8897 3 дня назад +2

    Thanks so much for that tutorial, i was seeking a way to wrap my head around delanay triangulation for a while to build a 3d procedural dungeon in unity and geometry node are such a good way to do so.

  • @hailahh2115
    @hailahh2115 3 дня назад +1

    I am so glad that i subscribed to your channel

  • @tolgayldz1898
    @tolgayldz1898 2 дня назад +1

    This is great! I wonder if the same algorithm can be extended to create delaunay tetrahedralization. Nevertheless I am currently working on a new node callede "Voronoi" which will give you the voronoi structure from the input points. I think that can make this whole process easier and fast.

    • @seanterelle
      @seanterelle  2 дня назад

      I believe it can! I’m planning to test it out. I’m sure a new node will be much faster, thanks for working on it!

  • @EngineerNick
    @EngineerNick 3 дня назад

    Dude thats so cool :0 Thankyou for the video!

  • @anicapalini
    @anicapalini 2 дня назад

    Ouahouh, this is a great tuto, a lot to learn and I still have not catched half of it, even if I allready made an anim with it that works wonderfully 🙂.
    Thanks for your work and to share it with us

  • @TechnicJelle
    @TechnicJelle 3 дня назад +2

    (I have not watched the whole video yet, so maybe it'll be explained later, but before I forget my question...)
    Why not just use the Poisson randomness of the Distribute Points node? Instead of the whole simulation to space them out

  • @eliaspierre6303
    @eliaspierre6303 3 дня назад +1

    Very nice! Do you think you'd be able to a do a dulaunay tetrahedralizer?

  • @simonw.1223
    @simonw.1223 3 дня назад

    woooow I am still amazad how you did this. Like I am wondering how you always do such epic things.

  • @patricknieborg
    @patricknieborg День назад

    can this work on 3D models or only on flat 2D planes?

  • @TinyRepertoire
    @TinyRepertoire 2 дня назад

    Let's get big bro all the subscribers!!

  • @andysellers8298
    @andysellers8298 2 дня назад

    Thank you!

  • @kaizu4914
    @kaizu4914 3 дня назад

    May I ask a way to convert triangulate mesh to quad?

  • @toba-bonjour
    @toba-bonjour 3 дня назад

    Could blender do FEA simulation?

  • @pcy113
    @pcy113 День назад

    there was an addon to generate nodes from an equation, but i don't think its being updated anymore :(

  • @Aaws424
    @Aaws424 2 дня назад

    Can this i just the the build in scatter on faces relax without that sim

  • @krit6847
    @krit6847 3 дня назад

    👏👏👏

  • @ztfx4683
    @ztfx4683 3 дня назад

    👍👍👍👍👍