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!
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 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.
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.
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.
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
(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
boy's we're catching up with houdini day by day
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!
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.
it doesn't tho. Unless it's a 4.3 feature
@@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.
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.
I am so glad that i subscribed to your channel
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.
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!
Dude thats so cool :0 Thankyou for the video!
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
(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
Very nice! Do you think you'd be able to a do a dulaunay tetrahedralizer?
Do you think you'd be able to do a correct "Delaunay" spelling, yes?
woooow I am still amazad how you did this. Like I am wondering how you always do such epic things.
can this work on 3D models or only on flat 2D planes?
Let's get big bro all the subscribers!!
Thank you!
May I ask a way to convert triangulate mesh to quad?
Could blender do FEA simulation?
there was an addon to generate nodes from an equation, but i don't think its being updated anymore :(
This would be very useful
Can this i just the the build in scatter on faces relax without that sim
👏👏👏
👍👍👍👍👍