Blender Geometry Nodes - Procedural Typing Effect Tutorial

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  • Опубликовано: 15 окт 2024

Комментарии • 13

  • @TiFiDesign
    @TiFiDesign  2 месяца назад

    Which was your favorite Matrix movie? (The first was such a classic, imo!) But seriously, what did you all enjoy learning from the tutorial? Anything confusing or need help with something?

    • @BlenderPoint
      @BlenderPoint 2 месяца назад

      @@TiFiDesign 1st one of the matrix was the best of the lot! Hope to get a tutorial on bullet time animation using geo node would be a great project!

    • @TiFiDesign
      @TiFiDesign  2 месяца назад

      @@BlenderPoint Ooo that does sound like a fun challenge!

  • @tobenracicot
    @tobenracicot 2 месяца назад

    very well done! I love text effects

  • @avirozenboim6446
    @avirozenboim6446 Месяц назад

    Love how you share your thinking process - its invaluable . Thanks for yet another amazing tutorial

    • @TiFiDesign
      @TiFiDesign  Месяц назад

      Thank you very much! Glad you enjoyed it. 😊

  • @thomasmortley6136
    @thomasmortley6136 2 месяца назад

    super cool!

  • @bonecoseoutrascoisas-leiri1131
    @bonecoseoutrascoisas-leiri1131 2 месяца назад

    Thanks. Very well explained, easy to follow. Just one thing: you chose leaving the extruded chars without a back face. That's okay, but could you show how to deal with the indexes of both geometries? I'm puzzled...

    • @TiFiDesign
      @TiFiDesign  2 месяца назад

      Hi, thanks for the feedback! I'm not sure what you mean by both geometries. Are you trying to fill the backfaces? If so, what approach did you take?
      Edit: This sounded like a fun challenge so I experimented with it. I was able to fill the backfaces and turn each letter into a manifold mesh. But to do that I had to Realize Instances so I could Merge by Distance. I was using Join Geometry to join the flat letters with the extruded letters. That converts the Instances to a Mesh, so then you lose the instance index. So that required capturing an attribute to store the original index. When the letters become Meshes, each point has that instance index stored on it. So later in the node graph, instead of using the Index input node to determine which letters should be deleted, I used a Named Attribute node to retrieve the original instance index. Last gotcha after that was, each POINT was given a random variation, so all the points of one letter mesh didn't appear all at once. To solve that I took the same instance_index attribute and plugged it into the Random Value node's ID input to assign the same random value to each point related to the original instance index. And the animation works the same as it did with the backfaces missing. That definitely adds another layer of complexity to the project though. Anyway. I *hope* that answers your original question. Let me know.

  • @MrXorrito
    @MrXorrito 2 месяца назад

    There's no need to open the N panel to activate lock camera to view anymore, when looking through the camera there's a small lock icon on the right under the gizmo. Great tutorial.

    • @TiFiDesign
      @TiFiDesign  2 месяца назад

      Oh very nice! Thanks for letting me know!

  • @BlenderPoint
    @BlenderPoint 2 месяца назад

    Thanks!