Hey Donovan Thank you for your video tutorials. I couldn't find any video tutorials about Procedural Modeling anywhere. With your help, I now understand how Node Scenes work. I'm waiting for a lot more content specifically about procedural modeling. Good luck!
Thanks for the reply - happy to hear these videos are helping. Cinema 4D has a lot of great tools for procedural modeling: Cloners/Effectors, Symmetry, Boolean Generators, etc. Scene nodes can be really helpful for adding a bit of procedural mesh modeling. The key is very often to try to build what you're trying to create "manually" a couple of times, so that you better understand what you're trying to make and know what parameters/controls you'll want in the future. What sorts of procedural modeling setups are you hoping to create?
@@scenenodestips I'm trying to learn this to create procedural cities or streets. Procedural buildings, furniture of different shapes. The difference from regular modifiers and cloners with a node method is flexible settings and functions.
Great tutorial. I'm curious how the Selection workflow will evolve in the future. If I understand this correct, right now the Select node can't create a selection with a name assigned to be used layer down the stream, after couple nodes altering the active selection. Further, it would be perhaps helpful, that geo modifying nodes create new selections on their own of the changed or added geo.
Hi Andreas - I've recorded a tutorial (linked below) that goes into great depth, but a lot of this is possible. 1. You can use the "Store Selection" node to take the active selection and store it more permanently on the geometry. Additionally, a lot of the selection nodes/assets now include a "Store As" text input that allows you to save the result of the selection in addition to modifying the active selection. 2. Some of the geo modifiers also write selections, and yes, would be great for future modeling nodes to include options for writing selections/weights that might be useful later down the modeling stream. Working with Selections in Cinema 4D Scene Nodes ruclips.net/video/NGAEt1-BuWA/видео.html
@@scenenodestips Hi Donovan, thanks for the input and the link to the other video. Taking about modeling geo nodes creating their own selections, I'm referring to the Extrude Node, which I use a lot and checked first, when asking for it. Further, it would be nice if the custom selections names would provide out ports as well, so I can see first hand which selection is used where.
is is possible for this to work with any arbitrary mesh (not just a sphere)? I guess you would need that triangular topology of the icosahedron but i am not sure how to remesh something into that uniform topology
Yes, a version of this should work with arbitrary meshes. You can use the Triangulate or Poke Polygons nodes to triangulate your mesh. Or, you can use the Remesh object in the Objects manager with Algorithm: Instant Mesh, Polygon Type: Triangles, and Mesh Density ~200% to get a good triangular base mesh. You can then take the result of this and use a Nodes Modifier capsule w/ a similar setup to create the Dual Mesh and pitted holes.
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Hey Donovan Thank you for your video tutorials. I couldn't find any video tutorials about Procedural Modeling anywhere. With your help, I now understand how Node Scenes work. I'm waiting for a lot more content specifically about procedural modeling. Good luck!
Thanks for the reply - happy to hear these videos are helping. Cinema 4D has a lot of great tools for procedural modeling: Cloners/Effectors, Symmetry, Boolean Generators, etc. Scene nodes can be really helpful for adding a bit of procedural mesh modeling. The key is very often to try to build what you're trying to create "manually" a couple of times, so that you better understand what you're trying to make and know what parameters/controls you'll want in the future.
What sorts of procedural modeling setups are you hoping to create?
@@scenenodestips I'm trying to learn this to create procedural cities or streets. Procedural buildings, furniture of different shapes.
The difference from regular modifiers and cloners with a node method is flexible settings and functions.
Great tutorial. I'm curious how the Selection workflow will evolve in the future. If I understand this correct, right now the Select node can't create a selection with a name assigned to be used layer down the stream, after couple nodes altering the active selection. Further, it would be perhaps helpful, that geo modifying nodes create new selections on their own of the changed or added geo.
Hi Andreas - I've recorded a tutorial (linked below) that goes into great depth, but a lot of this is possible.
1. You can use the "Store Selection" node to take the active selection and store it more permanently on the geometry. Additionally, a lot of the selection nodes/assets now include a "Store As" text input that allows you to save the result of the selection in addition to modifying the active selection.
2. Some of the geo modifiers also write selections, and yes, would be great for future modeling nodes to include options for writing selections/weights that might be useful later down the modeling stream.
Working with Selections in Cinema 4D Scene Nodes
ruclips.net/video/NGAEt1-BuWA/видео.html
@@scenenodestips Hi Donovan, thanks for the input and the link to the other video.
Taking about modeling geo nodes creating their own selections, I'm referring to the Extrude Node, which I use a lot and checked first, when asking for it. Further, it would be nice if the custom selections names would provide out ports as well, so I can see first hand which selection is used where.
is is possible for this to work with any arbitrary mesh (not just a sphere)? I guess you would need that triangular topology of the icosahedron but i am not sure how to remesh something into that uniform topology
Yes, a version of this should work with arbitrary meshes. You can use the Triangulate or Poke Polygons nodes to triangulate your mesh.
Or, you can use the Remesh object in the Objects manager with Algorithm: Instant Mesh, Polygon Type: Triangles, and Mesh Density ~200% to get a good triangular base mesh.
You can then take the result of this and use a Nodes Modifier capsule w/ a similar setup to create the Dual Mesh and pitted holes.
@@scenenodestips perfect. Will try. Love the c4d nodes tutorials. Keep it up! 👏