Blender Procedural Terracotta Tiles (for roofs!) - Geometry Nodes
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- Опубликовано: 21 июл 2024
- We make roof tiles!
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[my website] www.cgmatter.com
#blender #geometrynodes #roof - Кино
it's beautiful, thank you. I would be glad if you make a four-way hipped roof geometry node
Note: You can achieve the random color value without realizing your instances. In the shader editor, instead of a Geometry input node, use an Object Info node, which also contains a Random output option, please note that in that case, this only works if you haven't realized your instances
thanks!
Cool.
The Geometry info node with realizing instances actually didn't work for me at all, but this did.
(I'm using 3.6)
Great tip. Alternatively, you can export an custom named attribute from geo nodes and use that in the shader editor
Curious to hear about your walking. We'd love to hear every bit of it, positive, negative, just real. Love ya man
I'd love to get an update too. But I completely understand if that's not something he wants to share. I hope he's doing well!
Check his facebook for any updates but I guess it's just a one time thing or that's the way he'd like to spend vacation but probably not walking all his life!! 🤣🤣
just spent about 30 minutes trying to find out what I did wrong to get the same result as you did at 5:31 and realized I plugged the combine xyz into the offset, not position. mildly annoying, but am hear to learn and have been learning so I consider it a positive lol. love the video.
This is a great tutorial! Thank you so much.
This is like real programming!
Awesome like always :) Thanks!
Great tutorial! Many thanks!
Amazing, thanks
Thank you very much!! It is a great tutorial!!
....uuuuuh! Almost.
I mean, thank you .
I happen to want to make some models/architecture from an ancient Roman era so this is the type of tile I need...
....except for a flaw in the geometry.
REAL roof tiles need to "shingle" properly (not 'sheath') . As the tile profile goes positively along the X-axis it has its hump shape to account for the one tucked under it (along the Y-axis)
The dimensions of the X=axis "hump" need to shrink sufficiently so that they tuck under the next tile above (by the amount that the thickness of the tile dictates) since the TOP of the tile X-axis hump arc will be a larger dimension than the underside arc of that tile due to its thickness.
Roof Tiles are really made to tuck
A)under the one higher up on the Y-axis
and
B) up under the edge of the tile neighbor along the X-axis so in a sense like an S curve (or a hump then a flat but with an upturned edge anticipating the beginning edge of the next tile so there is alway overlap to prevent water running between)
You've 'cheated' by adding the 'tilt" to hide the geometry flaw. With your design the underside arc necessarily rides up over the larger diameter arc of the top of the tile lower on the Y-axis so you'd get the tile touching at the left and right points of overlap and a gap at the middle .
I am writing some of this in hopes it will help me conceive of a way to adjust the geometry nodes to fix this by adding some parameter in the tree that would solve this but my brain is not able to juggle the abstractions of geometry nodes that easily.
Maybe if you see this (
Being Italian, I immediatly opened the video just to hear how you pronounce TERRACOTTA, and yes it was hilarious xD
Then I discovered also that is a very interesting tutorial!
This is really cool however I wish this tutorial had been out a month ago when I would have needed it, Thank you Mr. Matter!
Nice as usual. However, when sheathing, the top of each individual tile should lie flat on the same plane. How to fix?
the roof does not always have an ideal geometric shape, can it be used and how Mesh Boolean for triangular, trapezoidal surfaces, etc.
did all the same and my RGB curve has some fucked rotation, it s definetly not like urs at 2:42. It s not 45 deg, its like 15 max
This is great
I echo others in saying this is awesome!
thanks a bunch , really great , anyway if i want to bend te roof , how to do it ?
Hi there, how can the geometry of each node made be visible explicitly? I see always just the final result. May be it's a small issue. But I didn't find a simple explanation.
You study collage math to become an engineer, I study collage math to know what the hell cgmatter is talking about. We are not the same
...and it is college (school) , not collage ( bits "glued" together 'colle' = French for glue)
@@craigbaker6382 redditor detected
Hey, excellent video! Can you please explain how to make with this diferent types of roofs! Having dificulties. Thank you! Subscribed.
Man, I subscribed for the walking content. This Blender stuff is super confusing!
Thank you very much!! It is a great tutorial!! request you to make hut with Geometry nodes
can't find multiply node
Please help?
This is awesome! What would it take to be to use real geometry to drive the pattern? rather than controlling by transforming it? eg for every quad in a mesh, fill it with thes random tiles?
I guess that you can achieve this by instead of distribute points on a line, you can use the geomerty directly and instance on points.
Great tutorial! Thank you so much! Interestingly, the resulting mesh (after we apply node generator)/ doesn't have normals. Is there a way to set up this attribute?
If you're talking tabout the face oriantation, just put in the end a node called Flip Faces
Most hardest Blender channel. But huge knowledge u give but i just dont understand anything
There must be something I don't quite get, but If you put any other value than 1m as the end location of the Mesh Line, the curve gets either cut off if shorter than 1m or if larger extends beyond 1m in the viewport. Would be nice to enter real world values from the start, like 330mm "width" of the tile.
Maybe when you put the value though the Curve node it gets map ranged frmo 0 to 1... so the RGB curve works for the shape... and the output of the RGB you can multiply it, or scale it by the 330mm value you want.
@@AArmstrongC gonna give it a try, thanks!
reminds me of blender
I am confusion! I thought you were done with blender tutorials on yt and went on some big hike?
Is there any reason for defining the shape using the RGB Curves-node instead of the Float Curve-node?
I’m still learning node stuff but I’ve actually never seen the float curve or vector curve used in any tutorial what would the reasoning be behind using float instead of rgb
@@goatpepperherbaltea7895 In this case, there is only one float value that needs "shaping" so it's kind of overkill to use the RGB-node since it's meant for colors (3 float values). Not sure if it's actually matters performance wise in this case, but it could matter in more complex node-trees.
While going through this tutorial I used float curves and it's exactly the same except that the RGB node extrapolates the curve outside 0-1, whereas the float curve clamps it. Not a big deal in this case.
Show me how to make thatch roof
There part where you scale the tiles by 1.1 is no good. It hides the gapes entirely while it's visible with real roof tiles. Looks like each row of tiles is just a single super-wide tile. So why doesn't it rain through I hear you ask? The trick is that each roof tile is twice as wide as the ones in the video, the tows are overlapping such that at any point of the entire roof there are always two tiles over each other and the rows of the tiles are offset by 50% of the width of a tile so there's never the gap of one row of tiles aligned with the gaaps of the lines below or above.
Kind of right...and kinda wrong. There IS a flaw in the geometry that makes this fail in the real world. Tiles tuck under the one above AND the one beside (but not necessarily 50%). There is an upturned edge that catches the beginning adge to the side of each next tile (x-axis) and each tile tapers to tuck under the one above (y-axis). This way water alway runs down OR to the side ONTOP of a tile that is overlapped by the above tile and so on like a shingle.
Banana banana banana terracotta
Banana terracotta terracotta tile
Aaaah you forgot some bevels on the tiles.
Mr. Matter had to abandon his walk across America because he was Jones'n to hard for Blender Geometry Nodes!
SET POSITION SET POSITION SET POSITION SET oops caps
I was thinking wtf... Aren't you walking?
I don't think walking through a Hurricane is a good idea
@@anomrac21 i think avoiding the News like the plague. Is why I was unaware of a hurricane.
Which isn't a big problem because we never have hurricanes in the Netherlands
@@anomrac21 but you're absolutely right. Don't go hiking in a hurricane
@@fleurbird Yep! It's not a great tourist attraction.
@@fleurbird do you guys got any other seasonal natural disasters like fire season or occasional earthquakes
Still waiting my 200 bucks 😅😅
now i have to walk 30 kilometers to the town just 3x10 for yt and come back to do this and clone it and says its mine.
Dovetailed.
Did you loose you damn legs fella? It’s been two weeks I didn’t subscribe to learn 3d software I don’t even know what’s a computer 🤷♂️
Cool 😎👍