Geometry Nodes Curve Tangent Transfer Build Tutorial

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  • Опубликовано: 2 янв 2025

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  • @theonlysinisharm
    @theonlysinisharm 9 месяцев назад +10

    mans really put van gogh's style in the 3rd dimension, this is honestly a bit hard to believe.
    phenomenal work.

  • @lowelljohnson744
    @lowelljohnson744 7 месяцев назад +3

    I've always dreamed of ways expressionist art could be implemented digitally and now it seems you provided a solution! excellent stuff, this is a really original take on 3d modelling

  • @summatim
    @summatim 9 месяцев назад +3

    Summary was generated by Summatim, let us know if there are any inaccuracies! 🤖
    0:01: Tutorial on Building Curv Tangent Transfer
    0:42: Creating Brush Strokes
    2:38: Using Curv Tangent Transfer
    7:53: Random Color Generation
    11:26: Final Output and Node Group

  • @studioanf
    @studioanf 8 месяцев назад +1

    this looks fantastic, sir.

  • @zeeyannosse
    @zeeyannosse 9 месяцев назад

    ❤❤❤ whooooHOOOoo this is really cool !!! I will try as soon as I can also on some landscape scans ! Thank you very much !

  • @NameIsDoc
    @NameIsDoc 8 месяцев назад

    When I was in college I did something sorta similar with hair particles using the texture of the model to create copies of monet paintings. neat to see a similar idea in blender i'll have to try it out.

  • @kenzietownsend6644
    @kenzietownsend6644 7 месяцев назад

    It's almost like covering the model with a bunch of hair cards. That's clever.

  • @choismotion
    @choismotion 3 месяца назад

    wow~ so great!!

  • @tajender_singh
    @tajender_singh 5 месяцев назад

    Thanks for sharing❤

  • @allangeorget1067
    @allangeorget1067 8 месяцев назад +1

    That's amazing !!!! I download it now, it is working in cycle ?

    • @3d-eden978
      @3d-eden978  8 месяцев назад

      Yes it works in Cycles.

  • @AndyLiong-en7fs
    @AndyLiong-en7fs 8 месяцев назад +1

    Hello there, just notices some things and would love if I can ask. On the geo node you store the uv based base color texture map to each instance wirh store attribute color on points. But it seems that on the shader you use don't use that attr and basically use the base head uv + texture to somehwat assign the color to instance? Please correct me about this color assignment to instance. Are they connected from GN to Shader?

    • @3d-eden978
      @3d-eden978  8 месяцев назад

      Yes you are right, In a later version I only use the image texture in the geonodes and send it with a store attribute to the shader. This makes the setup a lot simpler and collapseble to one geonode. you can get that one on blendermarket at a tool. But this works a well.

  • @Iron-David
    @Iron-David 5 месяцев назад

    Hi, I downloaded the example file and I can't seem to be able to Realize Instance. It kind of collapses the created brush stroke meshes. I'm quite new to geometry nodes so would you please help me figure out how to fix it? If that's okay with you

  • @juanortega7493
    @juanortega7493 7 месяцев назад

    This does not work on deforming objects because it recalculates based on the bezier curve tangent relative to the position of the mesh. Is there any way to "bake" the distribution so it keeps the same on deforming objects? Thank you!

  • @bellVFX
    @bellVFX 4 месяца назад +1

    Can I export it to Unreal?

    • @3d-eden978
      @3d-eden978  4 месяца назад

      Yes, but an other version on blendermarket can be exported. it comes with this version. it uses face data intead of instance data and when the geometry is realised it will create the UV maps automatically for you.

    • @bellVFX
      @bellVFX 4 месяца назад

      @@3d-eden978 otimo, onde posso achar para comprar?