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
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
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.
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?
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.
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
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!
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.
mans really put van gogh's style in the 3rd dimension, this is honestly a bit hard to believe.
phenomenal work.
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
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
this looks fantastic, sir.
❤❤❤ whooooHOOOoo this is really cool !!! I will try as soon as I can also on some landscape scans ! Thank you very much !
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.
It's almost like covering the model with a bunch of hair cards. That's clever.
wow~ so great!!
Thanks for sharing❤
That's amazing !!!! I download it now, it is working in cycle ?
Yes it works in Cycles.
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?
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.
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
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!
Can I export it to Unreal?
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.
@@3d-eden978 otimo, onde posso achar para comprar?