Todos os dias é a primeira coisa que procuro no RUclips, essas aulas incríveis!! Obrigado por compartilhar. (Every day it's the first thing I look for on RUclips, these amazing classes!! Thank you for sharing.)
I don’t know if I need this yet (like most others on the channel I’m sure I will) but happy to be here and comment first as I’ve never ever been first 🤣 love your concise vids.
The goal of my tutorial is to showcase the possibilities of Geometry Nodes and what you can create with them. So, maybe you "don't need" this right now, but I'm sure that the more you learn, the more creative you'll become. You'll start thinking, "How could I do this?" And then you'll remember there was a tutorial that explained exactly how to do it 😃 Also, watching tutorials isn't just about learning a specific technique - it can also be about discovering alternative uses for nodes or exploring new ones 🤔
theres a lot packed in here for me. As always, the more ways i know how to select, the greater my powers become! Q: ive been using combine xyz when i need to do what the Vector node does. Ive never noticed the vector node :/ When i hover over the node socket, it shows the same info. When would the Combine xyz not work? At any rate, todays lesson had an extra amount of Value to me! I downloaded the project, took it apart, made it from scratch, i added a modulo vector math node (a previous lesson) between the length and compare node to make a target pattern. super cool powerup day
only difference between the two is that you can of course program behaviour into combine xyz, whereas vector just gives a vector explicitly set by the user
With the separate xyz you can scale the circle to get an ellipse then deform the ellipse according to a parabole and a sine function. Then you know what is inside this curve (it's what was inside the circle). Then you blur the selection on the float domain with blur attribute and get something that you can use for whatever purpose. I use it for building muscles on characters. The whole thing is very useful at least to build VDM brushes without sculpting and it is procedural. meaning that you can move and adjust the deformation whenever you want, means animated.
@@johnsmith56920 I use the separate / combine xyz nodes it all the time. They are my command y and u. I thought of those letter shapes like splitting apart to remember at first. I just was wondering if vector xyz had a purpose that combine couldn’t accomplish. I still find important things I should have understood years ago on top of all the new that becomes available 3x a year. So I ask questions :) thanks for those ideas
Wonderfull! It works for a plane but what if we want to do the same for a cylinder (side)? If we can do this on any model, this means we have a procedural way to weight paint without painting, to select from inside geometry nodes without indices and the like. I worked on this. Care to share?
I'm not sure if what I'm going to tell you is exactly what you need, but you can use a 3D object to select the points that are inside the object. However, we would need to use a different setup. I'll make a tutorial on this soon :)
@@Xan3D I'm not sure if what I'm going to tell you is exactly what you need, but you can use a 3D object to select the points that are inside the object. However, we would need to use a different setup. I'll make a tutorial on this soon :) The way I do it now is: - Select a face. - Select an area of adjacent faces. - Blur the selection. - Offset along the normal, scaling by the blurred selection. Problem: We get a shape for the selection that is not versatile and sometimes strange. Before I tried: - Select a face. - Get the local coordinate system of the face. All the following is done in this coordinate system. - With the position define the (x/a)**2 + (y/b)**2 < 1 area. - Add a parabola to the y with y = c*(x-x0)**2 and inject this in the previous. - Same with a sine. - Project onto the model and get the “Is hit” selection. - Same than above for the deformation. Works fine but: - Many parameters in the node. - When 2 modifications are close the deformation goes weird. - The deformation is too centered. Sometimes I need to have a different shape and if I do that the number of parameters become ridiculous, even for me and I am a mathematician. - The biggest problem, though, is to get a coordinate system that is consistent from one face to the next. While the normal is well defined, the 2 other axes have a tendency to go random even with your Face-Point node. I found a possible way around this but then the thing becomes a bit heavy and I am working on something else at the moment (realistic procedural skin texture-and I mean 100% realistic with hair-pores and things). So if there is nothing on Netflix and it’s raining we could exchange nodes by mail. Bye for the now.
⬇ Download all my projects and watch exclusive tutorials on my Patreon www.patreon.com/Xan3D
Todos os dias é a primeira coisa que procuro no RUclips, essas aulas incríveis!! Obrigado por compartilhar. (Every day it's the first thing I look for on RUclips, these amazing classes!! Thank you for sharing.)
Thanks for Amazing tutorial
wooow i waited for it😄😄😄thnks for this useful lesson!
I don’t know if I need this yet (like most others on the channel I’m sure I will) but happy to be here and comment first as I’ve never ever been first 🤣 love your concise vids.
The goal of my tutorial is to showcase the possibilities of Geometry Nodes and what you can create with them. So, maybe you "don't need" this right now, but I'm sure that the more you learn, the more creative you'll become. You'll start thinking, "How could I do this?" And then you'll remember there was a tutorial that explained exactly how to do it 😃
Also, watching tutorials isn't just about learning a specific technique - it can also be about discovering alternative uses for nodes or exploring new ones 🤔
theres a lot packed in here for me. As always, the more ways i know how to select, the greater my powers become! Q: ive been using combine xyz when i need to do what the Vector node does. Ive never noticed the vector node :/ When i hover over the node socket, it shows the same info. When would the Combine xyz not work? At any rate, todays lesson had an extra amount of Value to me! I downloaded the project, took it apart, made it from scratch, i added a modulo vector math node (a previous lesson) between the length and compare node to make a target pattern. super cool powerup day
Very interesting
only difference between the two is that you can of course program behaviour into combine xyz, whereas vector just gives a vector explicitly set by the user
With the separate xyz you can scale the circle to get an ellipse then deform the ellipse according to a parabole and a sine function. Then you know what is inside this curve (it's what was inside the circle). Then you blur the selection on the float domain with blur attribute and get something that you can use for whatever purpose. I use it for building muscles on characters. The whole thing is very useful at least to build VDM brushes without sculpting and it is procedural. meaning that you can move and adjust the deformation whenever you want, means animated.
@@johnsmith56920 I use the separate / combine xyz nodes it all the time. They are my command y and u. I thought of those letter shapes like splitting apart to remember at first. I just was wondering if vector xyz had a purpose that combine couldn’t accomplish. I still find important things I should have understood years ago on top of all the new that becomes available 3x a year. So I ask questions :) thanks for those ideas
Opps, Alt y and alt u - I mean
Wonderfull! It works for a plane but what if we want to do the same for a cylinder (side)? If we can do this on any model, this means we have a procedural way to weight paint without painting, to select from inside geometry nodes without indices and the like. I worked on this. Care to share?
I'm not sure if what I'm going to tell you is exactly what you need, but you can use a 3D object to select the points that are inside the object. However, we would need to use a different setup. I'll make a tutorial on this soon :)
@@Xan3D I'm not sure if what I'm going to tell you is exactly what you need, but you can use a 3D object to select the points that are inside the object. However, we would need to use a different setup. I'll make a tutorial on this soon :)
The way I do it now is:
- Select a face.
- Select an area of adjacent faces.
- Blur the selection.
- Offset along the normal, scaling by the blurred selection.
Problem: We get a shape for the selection that is not versatile and sometimes strange.
Before I tried:
- Select a face.
- Get the local coordinate system of the face. All the following is done in this coordinate system.
- With the position define the (x/a)**2 + (y/b)**2 < 1 area.
- Add a parabola to the y with y = c*(x-x0)**2 and inject this in the previous.
- Same with a sine.
- Project onto the model and get the “Is hit” selection.
- Same than above for the deformation.
Works fine but:
- Many parameters in the node.
- When 2 modifications are close the deformation goes weird.
- The deformation is too centered. Sometimes I need to have a different shape and if I do that the number of parameters become ridiculous, even for me and I am a mathematician.
- The biggest problem, though, is to get a coordinate system that is consistent from one face to the next. While the normal is well defined, the 2 other axes have a tendency to go random even with your Face-Point node.
I found a possible way around this but then the thing becomes a bit heavy and I am working on something else at the moment (realistic procedural skin texture-and I mean 100% realistic with hair-pores and things).
So if there is nothing on Netflix and it’s raining we could exchange nodes by mail.
Bye for the now.
how do you get your grid background black like this?
Here I show it :) ruclips.net/video/QaWHhFoCr28/видео.html
@@Xan3D Thank you!!!