Awesome use case ....... i have been following you on blender dev chat and your idea of curve angles would be awesome to add the right angle pieces and being able to get the angle between the curve segments.
its somehow possible add to geometry node visualization calculate vectors? for example I use few math nodes to calculate vector and see result this vector with direction is turn
how i can convert this into mesh completely?? when turn the curve into mesh all other parts just vanishes?? I need to export this to some other formats
A couple things: 1: If you want to end as a mesh, first you need to put your geo node group on a mesh object. 2: Add a realize instances node right before the output 3: Apply the modifier
Thanks again for this video. I don’t really understand the Curve Endpoints Node. Does the flange geometry correspond to every start and/or endpoint? What do I do if I want to have a flange on one endpoint while having a knob on another endpoint of the curve? Do I need two Join Geometry nodes if I want to have one mesh at the start point while having another mesh at the end point? Can you help please?
For each spline in the input curve, the endpoint node outputs all the startpoints out one output and all the endpoints out the other. So if your curve has 3 separate splines in it (3 disconnected parts in the same curve) you will get 3 starts and 3 ends. How you use those is up to you.
Quick question. At 2:57, I can see that you presesd V, but when I select any of the options it doesn't turn it into a right angle. What did you do to do that?
@@JohnnyMatthews Thanks for your response. Which node into curve circle radius can I use for something like position dependent radius? I wish I could do something like in shader editor which you create a texture coordinate node, separate the XYZ position and use as input for something else.
Does it have to be a curve or can I use a path instead and convert it to a curve? I see so many people just using a cube or path or anything with at least 2 vertices and converting it so I'm so confused what actually works to make clean curved pipes with no distortion.
You’ve done marvelous work with geometry nodes curves recently, thanks a lot. Do you plan (or have heard about) to work on UV Mapping on those curves. It would be fantastic to be able to apply a texture with X/Y or Z following direction of the curve with a node. Anyway, thanks a lot for the work and the complementary informative videos.
i know the new endpoint thing is endpoint selection, but my problem is now, if i use it theres a dozen or so stretched pieces all over my curve :U help?
I make little branch in geometry nodes and want add this little branch geometry nodes into big branch( also geometry nodes) but I cant (randomize)seed by location this little branches, its this even possible do that? short I make fractal and need randomize everything from little branches to biggest branch using the same schematic, lol I hope you understand what I mean, somghing like "point instance' have extra input send info to input origin geometry nodes
@@JohnnyMatthews Its hard explain my poor Enaglish xD Ok, maybe this way how randomize geonodes1 after I use it to another geonodes2? every objects geonodes1 was the same right?
Hey i have a problem with your nice tutorial, how can i do it in blender 3.1? I remplace curve endpoint by Curve to point and point instance to instance on point, because these node doesn't exist on blender 3.1 So y try this and blender juste create like 10 Cylinder. I start on geometry node sorry ^^
lets say I have a simple pipe made of "curve line" node. How can I edit the radius of start and endpoint individually? Lets say I want the start to be 4m in radius and the end 2m...
Good question! Because that is not a feature...yet. You can only apply geo nodes to meshes and point clouds. But there is a patch in the works to add that to curves as well!
Window based mapping coords? :D For a static, I'd probably use a manual triplanar setup (with normal smoothing) that inputs some randomized blend (mirror and rotation) of the texture.
Recently trim curves was added, but in my opinion as it is it closes curve animation potential. I think curve growth should be curve attribute. I was testing text nodes, and I don't see any way to trim letters spline by letter with effector/falloff (not all at once), also things like this is not possible: ruclips.net/video/_ilAMwcqdbM/видео.html With curve growth attribute, it should be possible. Or trim curve could get attribute socket, but I'm not sure if this could work.
After digging into Geometry Nodes because of this video, I'm now a a bit salty with how misleading this video is about how UVs with Geometry Nodes work (or rather, sorta don't?) I mean this in the sense of modeling for a game engine, where you can't rely on the one trick people seem to suggest which is feeding a Blender material a live value from the node to try and compensate.
Thanks for this but I have a question:
Why is the instanced flange larger than the original?
Because I forgot to apply the scale to my flange model. 😫 Good catch!
@@JohnnyMatthews Ah thanks
Yeah, I went back to the file, applied scale to the flange and it got tiny :D
@@JohnnyMatthews 😄
This was the most effective 3 minutes in teaching me Geo Nodes.
Thanks for the kind words!
I'm in Blender 3.2 & don't have the curve endpoints node...
Awesome use case ....... i have been following you on blender dev chat and your idea of curve angles would be awesome to add the right angle pieces and being able to get the angle between the curve segments.
Yeah, not sure what will happen with that particular idea. Could be cool. But there are a lot of other cases that would have to be worked out.
I already liked the video and I was looking for another buton to say I love it :D
Well I'm flattered even without a love button.
Knowledge is a power! Cool method
Glad you think so! I was going for quick and easy!
@@JohnnyMatthews lazy people are engine of progress to find quick and easy solutions 😂🤪
how we can control the raduis of each loop for make something like a corrugated pipe?
is there any prep on the geometry node menu ? can't find the Curve to mesh node
perfect, thank you for your efforts
You are very welcome. Thanks for watching!
Thanks a lot for this Jhonny, your contributions have been inspiring
Thanks for the encouragement!
Cool demo
Thanks :)
What if it's plastic fitting?
Is that possible to automatically add a flange when you do an elbow an set a defined radius of curvature ?
its somehow possible add to geometry node visualization calculate vectors? for example I use few math nodes to calculate vector and see result this vector with direction is turn
how i can convert this into mesh completely?? when turn the curve into mesh all other parts just vanishes?? I need to export this to some other formats
A couple things:
1: If you want to end as a mesh, first you need to put your geo node group on a mesh object.
2: Add a realize instances node right before the output
3: Apply the modifier
Awesome Tutorial! Thx!
Glad you liked it!
man i can't wait till we get attributes for curves. Really need the length information of a curve in a shader :D
Thanks again for this video. I don’t really understand the Curve Endpoints Node. Does the flange geometry correspond to every start and/or endpoint? What do I do if I want to have a flange on one endpoint while having a knob on another endpoint of the curve? Do I need two Join Geometry nodes if I want to have one mesh at the start point while having another mesh at the end point? Can you help please?
For each spline in the input curve, the endpoint node outputs all the startpoints out one output and all the endpoints out the other. So if your curve has 3 separate splines in it (3 disconnected parts in the same curve) you will get 3 starts and 3 ends. How you use those is up to you.
One day, Mr.Johnny will become a Master of Geometry Nodes. 🥰 ❤ Hehehe
🤩
Really useful. Thank you
You're welcome!
"curve endpoints" doesn't seem to be in the new version of 3.0? any idea what the equivocal is?
There is an endpoint selection node now.
Quick question. At 2:57, I can see that you presesd V, but when I select any of the options it doesn't turn it into a right angle. What did you do to do that?
Choose vector
Is there a way to make this pipe have variable width? Like some modifier before the curve to mesh node.
sure, drive the pipe radius with the curve circle radius. And a point scale node before the ebdpoint instances.
@@JohnnyMatthews Thanks for your response. Which node into curve circle radius can I use for something like position dependent radius? I wish I could do something like in shader editor which you create a texture coordinate node, separate the XYZ position and use as input for something else.
You can try scaling the vertices in the bezier curve with Alt-S
Does it have to be a curve or can I use a path instead and convert it to a curve? I see so many people just using a cube or path or anything with at least 2 vertices and converting it so I'm so confused what actually works to make clean curved pipes with no distortion.
You’ve done marvelous work with geometry nodes curves recently, thanks a lot. Do you plan (or have heard about) to work on UV Mapping on those curves. It would be fantastic to be able to apply a texture with X/Y or Z following direction of the curve with a node. Anyway, thanks a lot for the work and the complementary informative videos.
Dragging the curve onto the node editor was a game changer, then it immediately became 10 nodes and I hated it again
The Curve Endpoint Node does not exist anymore what is it called now 3.1
It is now called endpoint selection and is a field based node
Neither "Point Instance" or "Curve Endpoint" nodes exist. What is the replacement?
Instance on Points and Endpoint Selection
i know the new endpoint thing is endpoint selection, but my problem is now, if i use it theres a dozen or so stretched pieces all over my curve :U
help?
nevermind xD found the followup video
nice use case!!
Thanks!
I make little branch in geometry nodes and want add this little branch geometry nodes into big branch( also geometry nodes) but I cant (randomize)seed by location this little branches, its this even possible do that? short I make fractal and need randomize everything from little branches to biggest branch using the same schematic, lol I hope you understand what I mean, somghing like "point instance' have extra input send info to input origin geometry nodes
Not sure I get what you are trying to do.
@@JohnnyMatthews Its hard explain my poor Enaglish xD Ok, maybe this way how randomize geonodes1 after I use it to another geonodes2? every objects geonodes1 was the same right?
Hey i have a problem with your nice tutorial, how can i do it in blender 3.1? I remplace curve endpoint by Curve to point and point instance to instance on point, because these node doesn't exist on blender 3.1
So y try this and blender juste create like 10 Cylinder.
I start on geometry node sorry ^^
Try this one ruclips.net/video/llJdazdLmBU/видео.html
Thanks a lot!!
You're welcome!
lets say I have a simple pipe made of "curve line" node. How can I edit the radius of start and endpoint individually? Lets say I want the start to be 4m in radius and the end 2m...
Use the point radius on the curve
Thanks for the great content. My only question is why didn't you apply the geo nodes directly to the bezier curve, and instead to a cube?
Good question! Because that is not a feature...yet. You can only apply geo nodes to meshes and point clouds. But there is a patch in the works to add that to curves as well!
Wow, thank you :)
You're welcome!
@@JohnnyMatthews Do you have an Idea how to make a t-joints?
Window based mapping coords? :D For a static, I'd probably use a manual triplanar setup (with normal smoothing) that inputs some randomized blend (mirror and rotation) of the texture.
Your pipe is glorious
😳
Hey Johnny Everybody is here..😄
Welcome!
Good
🙂
❤️❤️❤️
😁😁😁
Looking at this, I think we should have something like chamfer node, make mesh square and just chamfer corners.
I feel like everyone will want every modifier re-implemented within geometry nodes instead of geometry nodes being a single type of modifier.
Nice .. There's no Curve Endpoints in 3.1
It's now called endpoint selection and is a field node.
Recently trim curves was added, but in my opinion as it is it closes curve animation potential. I think curve growth should be curve attribute. I was testing text nodes, and I don't see any way to trim letters spline by letter with effector/falloff (not all at once), also things like this is not possible:
ruclips.net/video/_ilAMwcqdbM/видео.html
With curve growth attribute, it should be possible.
Or trim curve could get attribute socket, but I'm not sure if this could work.
After digging into Geometry Nodes because of this video, I'm now a a bit salty with how misleading this video is about how UVs with Geometry Nodes work (or rather, sorta don't?)
I mean this in the sense of modeling for a game engine, where you can't rely on the one trick people seem to suggest which is feeding a Blender material a live value from the node to try and compensate.
It was not my intention to mislead you. Over the next couple of versions, UV support in geo nodes should be getting better.