I've been trying to recreate this node system for days and have had some trouble figuring out how certains parts were made (mainly because I believe some slides are not 100% accurate, it feels like some screenshots have been taken while working on the node system and got changed later on, as we can see on further screenshots, like for the align to closest edge for example). Also I'm using Blender 3.3 at the moment and it feels like this presentation has been done with Blender 3.5 One big question though, regarding the conversion from mesh to volume back to mesh : how did you manage to actually scatter greebles on the OUTSIDE of that mesh output ? Because the VolumeToMesh node actually creates an inside that then gets mirrored with the Mirror modifier, making the mesh look like an empty box, with enough room to scatter tons of greebles on the inside. Hopefully I can get some answers out here, cuz I've been struggling for a while haha
Update : I found a way of dealing with the fact that the VolumeToMesh node doesn't give us an empty shell. I managed to delete all vertices that would have -X coordinates, and then using the MeshIsland node as a selection for another DeleteGeometry node, I managed to delete the inner island. Unfortunately, this only works for the island that was connected to the X axis (x=0), but doesn't work for islands located further away from the axis. This will do the job for now, but I'm still very interested in knowing how you tackled that part.
Characters might be easier to do in some ways, as you start with a basic human skeleton and forms. Then apply similar random changes and additions like here.
Geo Nodes has basic atomic operations, which is extremely powerful albeit complex. This allows you to compose them into more useful tools, such as the node groups he demonstrated. I do agree with you, as it's totally reasonable to expect that eventually we'll have easier to use tools (node groups) that abstract away some of the underlying complexity, however the dev team are focusing on the raw atoms first and seeing what the community invents with these. Procedural systems that afford these lower level atomic operations are extremely powerful, so I'm glad they are focusing on this for now.
We want more tutorials from legend Daniel!!
Yes we do!
Donna biscuits*
Donna Biscuits is great, super nice dude and really generous with his time and knowledge
I'm a huge fan of Donna Biscuits' work... ever since I first saw "Claire"... excellent work at Goodby Kansas too from what I can see.
I thought its Doyana pizdetz
That was freaking awesome! :)
Awesome talk Daniel! thanks for sharing :D
Amazing , I learnt a few good combinations I can use in future
Thank you Mr. Biscuits!
Amazing!
2:32 JUST AWESOME! Such a crazy deep dive for the brain when you look at sharks!
Thank you, it works perfect!
incredible
I've been trying to recreate this node system for days and have had some trouble figuring out how certains parts were made (mainly because I believe some slides are not 100% accurate, it feels like some screenshots have been taken while working on the node system and got changed later on, as we can see on further screenshots, like for the align to closest edge for example). Also I'm using Blender 3.3 at the moment and it feels like this presentation has been done with Blender 3.5
One big question though, regarding the conversion from mesh to volume back to mesh : how did you manage to actually scatter greebles on the OUTSIDE of that mesh output ? Because the VolumeToMesh node actually creates an inside that then gets mirrored with the Mirror modifier, making the mesh look like an empty box, with enough room to scatter tons of greebles on the inside.
Hopefully I can get some answers out here, cuz I've been struggling for a while haha
Update : I found a way of dealing with the fact that the VolumeToMesh node doesn't give us an empty shell.
I managed to delete all vertices that would have -X coordinates, and then using the MeshIsland node as a selection for another DeleteGeometry node, I managed to delete the inner island. Unfortunately, this only works for the island that was connected to the X axis (x=0), but doesn't work for islands located further away from the axis.
This will do the job for now, but I'm still very interested in knowing how you tackled that part.
@@AnarGusto Does the "Fill Volume" check-box not do what you need on the MeshToVolume node?
@2:14 this character looks almost identical to the upcoming "Heist:" Blender movie project, dang
Is this available as Addon somewhere?
the Jackson Pollock of 3D modeling
Nice demonstration.
Are there also geometry nodes for the characters?
Because I'm bad at creating characters 😓
Characters might be easier to do in some ways, as you start with a basic human skeleton and forms. Then apply similar random changes and additions like here.
I wouldnt bother, i would take one of those character generation apps
@@RomboutVersluijs depends on the style of characters you want to achieve, could make a random orc generator, with random clothes and scars idk
It's Donna Bisdet now :P
How is this available for free ?🤯
Can i download the Geonode file?
i there a tutorial for blender noobs and walks them through every step?
I really need to understand geometry nodes
But my brain cant Grasp...I'm i dumb or something?
a lot of nodes for a simple rotation, geo nodes need a lot of improve to make a simple thing
Geo Nodes has basic atomic operations, which is extremely powerful albeit complex. This allows you to compose them into more useful tools, such as the node groups he demonstrated. I do agree with you, as it's totally reasonable to expect that eventually we'll have easier to use tools (node groups) that abstract away some of the underlying complexity, however the dev team are focusing on the raw atoms first and seeing what the community invents with these. Procedural systems that afford these lower level atomic operations are extremely powerful, so I'm glad they are focusing on this for now.
Blender 🇮🇳