You helped me tremendously. I wanted to control the radius of a curve by another curve this way and your method worked wonderfully. Thank you very much!
Thank you Chris for the great tutorial! Even though I understand the basic concepts, it's often hard to wrap my head around the capture & transfer attribute nodes. I'll keep this video as a reference whenever I need those nodes.
Thanks again for your tutorials. Perfect. I used them twice. Once exactly like you did and it works perfectly. Second time I made a vertex group containing the left side of the vertices of the cube. I used the separate geometry node with the group as a selection. Here there is at least one bug: The group doesn’t appear in the modifier where it should. If I disconnect-reconnect then it appears and in my opinion it’s a bug. After that I am not able to obtain what I want but I am completely unable to know if it is a bug or my lack of knowledge. Try as I may, the thing is either identical to the one without the selection on or it disappears completely. So if someone could make a tutorial on this with precisely the steps to follow to get the result (namely only the left side of the cube distorted) I’d be very happy. If someone read this and is interested I’ll show my geometry node.
Done it all. Now the thing would be to apply this bezier curve at vertices level (on a random selection of vertices). Is that possible? There would be no point in me working my head off if it isn't possible in 3.0, would it? 😊
Thanks for another great teaching. As I could see in your channel, you are an expert in geometry nodes. I would like to ask you if it is possible to create a voronoi mesh using geometry nodes?
I want to scatter objects in space but I want no two objects to overlap, what nodes setup can I use. I have been successful in scattering it but lots of object overlap. I am using mesh line, set position and instance on point. and I plugged in random value in the position and offset of "set position" node now what to do next?
Scatter in volume: I think you will need a particle system for that 🧐 Scatter on mesh: Use "Distribute points on Faces" node in GeoNodes set to "Poisson Disk"
Would you pls GN-design an addon of editing a mesh by mainaxis Bezier and general shape deformation Bezier, better by 4 shape deformation Beziers or explain how to turn mesh lines into Curves bezier/nurbs and back. Pls generalize everything here for convenience!! This your idea is very great but how to mend only the side of the mesh which is the closest to the curve by proximity?!! Sverchok knows all but GN is smth new and must know the answers too!!
I don't understand the purpose of the capture attribute node. It doesn't transform domain space or anything. Couldn't you just noodle the x value into the transfer node?
I got it: you can go from point A to point B, as usual, but it's boring. Let's take three-meter stilts, divide them into 32 parts, then connect them with hinges, climb on top, and try to walk the same way. 😁
You helped me tremendously. I wanted to control the radius of a curve by another curve this way and your method worked wonderfully. Thank you very much!
Thanks Chris!You are the best teacher for geometry nodes...
Thank you Chris for the great tutorial! Even though I understand the basic concepts, it's often hard to wrap my head around the capture & transfer attribute nodes.
I'll keep this video as a reference whenever I need those nodes.
Wow! Thanks a bundle. With this thing we can have perfect junction on the human body, at last.
Chris. Nice job again. Well explained instructions. Thank you for sharing your knowledge.
Thanks!
When you added the red color ..... it made the images easier to read .
Better contrast than all the light shades in the 3D View.
Спасибо! Я действительно получил удовольствие от просмотра ваших видео. Вы очень талантливы.
Thanks again for your tutorials. Perfect.
I used them twice. Once exactly like you did and it works perfectly.
Second time I made a vertex group containing the left side of the vertices of the cube. I used the separate geometry node with the group as a selection.
Here there is at least one bug: The group doesn’t appear in the modifier where it should. If I disconnect-reconnect then it appears and in my opinion it’s a bug.
After that I am not able to obtain what I want but I am completely unable to know if it is a bug or my lack of knowledge. Try as I may, the thing is either identical to the one without the selection on or it disappears completely.
So if someone could make a tutorial on this with precisely the steps to follow to get the result (namely only the left side of the cube distorted) I’d be very happy. If someone read this and is interested I’ll show my geometry node.
Thanks, great tutorial
Done it all. Now the thing would be to apply this bezier curve at vertices level (on a random selection of vertices). Is that possible? There would be no point in me working my head off if it isn't possible in 3.0, would it? 😊
Thanks for another great teaching. As I could see in your channel, you are an expert in geometry nodes. I would like to ask you if it is possible to create a voronoi mesh using geometry nodes?
Not in GN but you can maybe get something like it with just modifiers... check RUclips ;)
Good job man
Sir great, I need Infrastructure Road, Pavement Marking, Kerb Stone and Footpath & Green belt easy method tutorial please
Do you know when they implement randomize geonodes by position?
What do you mean? You can randomize pretty much anything with geonodes...
@@chrisprenn If I make procedural tree using genodes how make forest with every tree different shape?
I want to scatter objects in space but I want no two objects to overlap, what nodes setup can I use. I have been successful in scattering it but lots of object overlap. I am using mesh line, set position and instance on point. and I plugged in random value in the position and offset of "set position" node now what to do next?
Scatter in volume: I think you will need a particle system for that 🧐
Scatter on mesh: Use "Distribute points on Faces" node in GeoNodes set to "Poisson Disk"
Would you pls GN-design an addon of editing a mesh by mainaxis Bezier and general shape deformation Bezier, better by 4 shape deformation Beziers or explain how to turn mesh lines into Curves bezier/nurbs and back. Pls generalize everything here for convenience!! This your idea is very great but how to mend only the side of the mesh which is the closest to the curve by proximity?!! Sverchok knows all but GN is smth new and must know the answers too!!
How did you add nodes by dragging the output?
in Blender 3.1 (beta) you can simply drag out a noodle from a socket and it gives you options of nodes to add!
@@chrisprenn OK thanks!
i didn't understand the index division method, indexes always have integer number, index like 1/4=0.25... how this works??😢
Yes, integer divisions return integers truncating the decimals
0.25 = 0
0.99 = 0
1.x = 1
And so on
@@chrisprenn that means a single index is assigned to multiple points?
11:23 How to auto smooth with geometry nodes?
No solution... Yet...
@@chrisprenn how about to use Edge angle in 3.1?
On my iPad it is not possible to get above 480p for this video.
it's a 1080p video...
Awesome job Congratulations . I will try to translate all this in french for my frends
I don't understand the purpose of the capture attribute node. It doesn't transform domain space or anything. Couldn't you just noodle the x value into the transfer node?
You have 2 different meshes here. If you noodle "x" into the target it is the x of the target...
I got it: you can go from point A to point B, as usual, but it's boring. Let's take three-meter stilts, divide them into 32 parts, then connect them with hinges, climb on top, and try to walk the same way. 😁
Seperate xyz and combine xyz is back
1st 🇨🇵