In case anyone wondering, the reason why Float can go higher than integer is because it is a value that consists of two parts. The first part is the value and the second part is basically an exponent that the first part is multiplied with. That exponent can be really tiny or really large, which gives you the ability to go to fractions or beyond Integer maximum. However that also means that float values are never actually precise. You can try and do something like 3.0 value but in reality it will be something like 3.00000000000000000432853409583 (arbitrary). That's why one of the most common mistakes in programming is when comparing float numbers to be equal to something, because 3.0 will not return being equal to 3 (integer). This also means that as you go to bigger and bigger numbers your precision (the number of digits after the dot that are correct) will go down.
Thanks for being thorough and efficient. Most importantly, though, you took the time to cover fundamental aspects that almost all tutorials I've seen so far fail to explain. Your aside about integer and float ranges was perfectly helpful, by the way. I appreciate "peeks" down a rabbit hole even before a deeper look is appropriate. Great work and instant subscribe.
Great! Just keep going. Maybe you should focus on explaining sockets in the beggining of the next video in this series. Shedding light on the data structure will make it easier to explain their properties and compatibility with each other. Round vs diamond. Single value vs field. Hollow socket: no value, no data type. Filled socket: embedded value, e.g. Position input socket of the Set Position node. "Pinholed diamond" socket: no embedded value, e.g. Offset Position or Selection of the Set Position node. When I started learning about geometry nodes it wasn't very clear to me.
That's an excellent point! I've explained most of that in a previous video, but because of that I completely forgot to include that here. Thanks for the reminder, and I'll do that in the next video in this series!
I'm writing all these nodes in Unreal, as well as an translation plugin. Export from Blender, import into Unreal with a few clicks. ^_^ All of your Blender Geometry node models can run natively in Unreal, giving both the Dev AND the player access to the inputs during runtime. ^_^ So far, I've got ~40 nodes created for Unreal that exactly match the form/function of their counterpart in blender.... Only an absolute absurd number left to got -_- ruclips.net/video/zLgsi_goFjs/видео.html
That's AMAZING! I can't wait to test this out! I have a pretty big project that I want to do in Unreal, so to possibly use a system I'm already familiar with would be outstanding! Especially if models could be updated at runtime!? That's incredible and has been my dream for years! Best of luck, and I'd love to hear how this progresses!
@@gavindotjs My own Geo-nodes project is over 18,000 nodes. I got about 20% of the way through 'translating' without bugs. I then tested the performance... Blender runs at 100x the speed... All my nodes relied upon editing the existing Dynamic Mesh... but I had to make crazy concessions to handle the differences between blender (uses mix of tris and quads) and Unrea (uses tris only)... And Blender nodes "know context" which, as far as I can tell, is impossible in Unreal. So, I'm in the process of re-writing every single node using my own data structure, and applying it to the mesh at the end. Just one tiny function, the part that figures out which faces/edges/points are being selected went from 4 ms to under 1ms when iterating over just 360 items.
Cool, I'm looking forward to this series!
In case anyone wondering, the reason why Float can go higher than integer is because it is a value that consists of two parts. The first part is the value and the second part is basically an exponent that the first part is multiplied with. That exponent can be really tiny or really large, which gives you the ability to go to fractions or beyond Integer maximum. However that also means that float values are never actually precise. You can try and do something like 3.0 value but in reality it will be something like 3.00000000000000000432853409583 (arbitrary). That's why one of the most common mistakes in programming is when comparing float numbers to be equal to something, because 3.0 will not return being equal to 3 (integer).
This also means that as you go to bigger and bigger numbers your precision (the number of digits after the dot that are correct) will go down.
I'm so happy you included the breakdown in your blend file for us to peruse! Thank you so much!
This has to be done, thank you for this great work
You did a great job. Deserves more likes and subs. Cheers
Dude really awesome 👏 this is really good you made and really helpful. I’m subscribing to see more from you 😊
Thanks for being thorough and efficient. Most importantly, though, you took the time to cover fundamental aspects that almost all tutorials I've seen so far fail to explain. Your aside about integer and float ranges was perfectly helpful, by the way. I appreciate "peeks" down a rabbit hole even before a deeper look is appropriate. Great work and instant subscribe.
Thank you! I really appreciate it!
Excellent Sir! Liked and subscribed. Examples with each node, would be great for us the beginners.
_"Yes, in computers we have limits"_ ...shows int32... Now I am subscribed
I’m very glad you decided to do this 👍🏾
Ho, merci pour ce fichier qui permet de voir tous les nodes. Je cherchais quelque chose comme ça depuis un longtemps. Merci.
Yeaa! i'm the 1000's subcriber =) I'm really looking forward to the sample node's
Super useful stuff!
looking forward to this
i am looking forward to it
Thanks ! i am learning blender and i wanted to know the depth and how deep stuff is
When we needed him most, he disappeared
Nah man, I'm just hard at work on the series lol
When is this coming waiting for it
Great! Just keep going.
Maybe you should focus on explaining sockets in the beggining of the next video in this series. Shedding light on the data structure will make it easier to explain their properties and compatibility with each other. Round vs diamond. Single value vs field. Hollow socket: no value, no data type. Filled socket: embedded value, e.g. Position input socket of the Set Position node. "Pinholed diamond" socket: no embedded value, e.g. Offset Position or Selection of the Set Position node. When I started learning about geometry nodes it wasn't very clear to me.
That's an excellent point! I've explained most of that in a previous video, but because of that I completely forgot to include that here. Thanks for the reminder, and I'll do that in the next video in this series!
This was nice ...going through the channel for detailed breakdown..subb3r !
Thanks man !
Thank you!
more !!!!!!!!!!!!!!!!!
thank you
I'm writing all these nodes in Unreal, as well as an translation plugin. Export from Blender, import into Unreal with a few clicks. ^_^
All of your Blender Geometry node models can run natively in Unreal, giving both the Dev AND the player access to the inputs during runtime. ^_^
So far, I've got ~40 nodes created for Unreal that exactly match the form/function of their counterpart in blender.... Only an absolute absurd number left to got -_-
ruclips.net/video/zLgsi_goFjs/видео.html
That's AMAZING! I can't wait to test this out!
I have a pretty big project that I want to do in Unreal, so to possibly use a system I'm already familiar with would be outstanding! Especially if models could be updated at runtime!? That's incredible and has been my dream for years! Best of luck, and I'd love to hear how this progresses!
@@gavindotjs My own Geo-nodes project is over 18,000 nodes. I got about 20% of the way through 'translating' without bugs. I then tested the performance... Blender runs at 100x the speed...
All my nodes relied upon editing the existing Dynamic Mesh... but I had to make crazy concessions to handle the differences between blender (uses mix of tris and quads) and Unrea (uses tris only)...
And Blender nodes "know context" which, as far as I can tell, is impossible in Unreal.
So, I'm in the process of re-writing every single node using my own data structure, and applying it to the mesh at the end.
Just one tiny function, the part that figures out which faces/edges/points are being selected went from 4 ms to under 1ms when iterating over just 360 items.
great
Tried to open the BLEND file but no go. I tried drag and drop, Import and append ........ nothing. Any suggestions
You extracted the zip and it still wouldn't open? Sorry just covering my bases!
Also, sorry its been a minute, just got back from a trip!
Hi Gavin ! Such a valuable work to come ! Wouldn't it deserve a better microphone ? Thinking of non-American people. Anyway great job.
Thanks! Yeah, hope to fix this for 2024!
Nice
Do a Geo Node tier list lol
Could you possibly be the new HEY Pictures? (Another geometry nodes youtuber) We'll see.
cool
Thank you