Geometry Node Assets: Update - Build Nodes

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  • Опубликовано: 17 дек 2024

Комментарии • 50

  • @LawrenceAaronLuther
    @LawrenceAaronLuther Год назад +7

    I think you're spot on creating node assets to be used in a modular way for foreground elements. It makes me reflect that perhaps I'm building too much functionality into single, parameter-heavy node groups that might be easier to work with as modules. Of course, if node presets ever become a reality then it won't be as laborious to adjust. Thank you for the breakdown.

  • @hexebyte_music
    @hexebyte_music Год назад +2

    Incredible work here! Thank you so much for sharing your workflow, I've learned a lot from watching your channel and purchasing your node pack! 😀

  • @VerminWorm
    @VerminWorm 9 месяцев назад +1

    This is what I imagined 3D development looked like before I plunged into this field.

  • @hazdrubal5962
    @hazdrubal5962 Год назад +1

    This is incredible stuff! Amazing! Great work!

  • @RavenTaleLive
    @RavenTaleLive Год назад +1

    This stuff is awesome, definitely more people should be using these.

  • @D3LB0Y
    @D3LB0Y Год назад

    cool assets i will check them out

  • @MonsieurBlac
    @MonsieurBlac Год назад

    man youre heaven sent

  • @LoudSodaCaleb
    @LoudSodaCaleb Год назад

    This is amazing. Can’t wait to give it a try.

  • @davidbennettarts2205
    @davidbennettarts2205 Год назад

    These are amazing! Thank you so much, I'll be using these for all my projects in the future

  • @theodubois7967
    @theodubois7967 Год назад +1

    Hello, this is very interesting. I love how much control you have with it and I'll definitely buy your products. I noticed the texture is acting weird at 10:08, there is some tiling issue especially with the circles. Also would you consider adding an asset for the floor and ceiling? And the roof? Thank you

    • @looseEdges
      @looseEdges  Год назад

      Thanks! Yes, on each segment in the wall the texture begins at 0,0, which causes a tiling effect on narrow segments. I wanted to fix that and spent quite a bit of time on it, but I wasn't able to come up with a good solution. The best workaround I came up with was to apply the wall modifier, select the faces around the curve (make sure they are merged), and then unwrap them with the Follow Active Quads option. Obviously that solution kinda sucks because you lose all the advantages of the node group.
      I haven't added an asset for the floor/ceiling because I didn't have any ideas for it that felt like an improvement over editing a plane. Do you have some ideas for what they could do?

    • @theodubois7967
      @theodubois7967 Год назад

      I'm not very familiar with geometry nodes (yet), I simply use an array+curve modifier setup for this kind of thing and it works great.
      I was thinking about something pretty simple, just to avoid repeating the same operations for every building and maybe something similar to the windows but for cutting holes for sthe taircases, idk.
      Roof asset would be more useful that's for sure but I understand it's something difficult to come up with

  • @simonw.1223
    @simonw.1223 Год назад

    well you deserve my sub as I would really love to learn it myself.

  • @Dhieen
    @Dhieen Год назад

    I didnt saw the whole video but do you have a trim mesh with some ornaments that can be instanced on a curve without too much deformation? like with perfect 90 degree angle?

    • @looseEdges
      @looseEdges  Год назад

      I don't think so, I'm not sure exactly what you mean by 'not too much deformation.' I have a modifier called Deform Match Curve, that does deform the mesh. How much depends on the curve, it could be adjusted to place instances along the curve rather than deforming the mesh. In fact, think I have a file with that variation somewhere.
      Here's where I demo the Deform Match Curve modifier: ruclips.net/video/nczCpOb7zxU/видео.htmlsi=00quwHIDM6dg8zJ_&t=91

    • @looseEdges
      @looseEdges  Год назад

      I found the variation file: danielhickox.com/uploads/djh_test_curve_array.blend

  • @gart2922
    @gart2922 Год назад

    Hello there thank you for sharing your journey with geo node. May I ask if you might be able to give some suggestion on a geo node system to make smeat trail?

    • @looseEdges
      @looseEdges  Год назад

      Do you mean a smear trail? Like a wake for a boat, or a pen writing, that type of effect?

    • @gart2922
      @gart2922 Год назад

      @@looseEdges yes, like anime or stylize smearing to show speed or quick movement. Like a sword slash or big gesture. But It works for wake of boat or pen writing as well.

    • @gart2922
      @gart2922 Год назад

      Is it possible to share to you to the project example somewhere then youtube comments? my link will be removed.

    • @looseEdges
      @looseEdges  Год назад

      @@gart2922 You can email me, check the about page on the channel.

    • @gart2922
      @gart2922 Год назад

      @@looseEdges okey, then I will share it later. thanks for helping

  • @8bbp
    @8bbp 10 месяцев назад

    I dont quite understand how you use "Build Walls". Can you please describe the process, starting from an empty blend file?

    • @looseEdges
      @looseEdges  10 месяцев назад +1

      I can try to do that. You might also check out the workflow video: ruclips.net/video/Bj6ZLozP4yo/видео.htmlsi=NltDq8ervq6WXmaZ&t=1076 I create a wall for Build Walls about 18 minutes in.
      For the most basic setup, I would add a plane, enter edit mode and rotate it 90 degrees on the X axis. Then add a loop or two, making a basic wall template.
      Secondly, I'd add a cube, enter edit mode and delete the top and bottom faces. These will be your walls. On the cube object, add the Build Walls modifier and select the plane object in the Wall template field.
      Then you can edit the cube, resizing and adding walls as you like. To change the details of the wall, you can edit the plane object, add a backface, materials, etc.

    • @8bbp
      @8bbp 10 месяцев назад

      @@looseEdges It seems that I totally overlooked that part in the video you linked. With it plus your explanation I should be all set. Thanks for you time :)

  • @fed_blend
    @fed_blend 8 месяцев назад

    Hey man, I just bought the node pack but when I try to open the wall nodes it just wont open, any suggestions?

    • @looseEdges
      @looseEdges  8 месяцев назад +1

      First thing I would check is the version of Blender you are using against the version of the file. Crashes on load can happen when opening files that were saved with newer versions of Blender. If that doesn't help, let me know and I will look into it further.

    • @fed_blend
      @fed_blend 8 месяцев назад

      @@looseEdges Thanks, do you know what version of blender the files are saved in? Or how would I go about checking it?

    • @looseEdges
      @looseEdges  8 месяцев назад

      @@fed_blend It's either 3.6.2 or 4.0.0 On the downloads page there are two options for the .zip files that contain the whole library and you can select either. If there was an option to download individual .blend files those are just the latest version which is for Blender 4.0 at the moment.

  • @mrksdsgn
    @mrksdsgn Год назад

    What happens if you would place a window at a sharp corner where a wall is at let's say 30°?
    Would it cut into both walls?

    • @looseEdges
      @looseEdges  Год назад

      It should, yes. The hole cutting is done with a difference boolean node, so placing one on a corner might or might not look good, depending on the window model, but it should cut.

  • @rkboost
    @rkboost Год назад

    i loved your geometry node assets, i know how hard it is.
    i want to know
    is it possible to change layout into building with your setup?
    i mean only x and y plane

    • @looseEdges
      @looseEdges  Год назад

      Not directly, but if you draw your layout using edges, you can make a node that extrude those edges up on the Z axis and then plug the result into the 'Build Walls' node.

  • @hazdrubal5962
    @hazdrubal5962 Год назад

    How about geo nodes for roof? I think you already have enough material to create specific nodes for the use of roof creation.

    • @looseEdges
      @looseEdges  Год назад +1

      I've made several attempts, but haven't been too pleased with the results. The trouble is that unless you are making a roof for a simple rectangle there are many variations, and I haven't thought of a solution that can handle enough of those that I'm happy with it yet.

    • @hazdrubal5962
      @hazdrubal5962 Год назад

      @@looseEdges Fair enough! I'm guessing cone shaped roof would be difficult as well since all tiles should maintain same size as they approach the tip of the roof.

    • @looseEdges
      @looseEdges  Год назад +1

      Yeah, could be. I don't think it would be too hard, although the UV seams might be ugly. But I really want it to be a tool that can simplify making roofs for 'T' or 'L' shapes. @@hazdrubal5962

    • @hazdrubal5962
      @hazdrubal5962 Год назад

      @@looseEdges Someone else did it this way: ruclips.net/video/DfRjLpMQPnU/видео.html

  • @simonw.1223
    @simonw.1223 Год назад

    can you make a tutorial and how to do this like I would love to knowledge to do these.

    • @looseEdges
      @looseEdges  Год назад

      I don't plan to make many tutorials about specific nodes, as I don't believe that is productive in the long run. However, my last three videos have an educational focus on geometry nodes, hopefully getting at some fundamental building blocks that will allow you to make nodes like these. I hope to make a fourth in that series today.
      ruclips.net/video/SkSXroZsysY/видео.html
      If you meant how to use the nodes:
      ruclips.net/video/Bj6ZLozP4yo/видео.html

    • @simonw.1223
      @simonw.1223 Год назад

      @@looseEdges I dont need the basic nodes as I aready know these but like more specific like bounding box or how to select the edge or normals at a certain points.

  • @landosouzza
    @landosouzza Год назад +2

    Blendermarket, please

  • @nullvoid3545
    @nullvoid3545 Год назад

    I just realized something terrifying.
    Geometry node are considered assets meaning they don't have to be GPL like addons.
    This is going to have A similar effect as paid addons making certain workflows unlearnable for free users.(hard surface for example.)
    Unless someone redoes the work so that the free users can catch up.(this never happened with hard surface.)
    Were all screwed!

    • @maarten176
      @maarten176 Год назад

      I don’t get your point

    • @nullvoid3545
      @nullvoid3545 Год назад

      @@maarten176
      As in I failed to explain?
      Or you don't believe me?

    • @maarten176
      @maarten176 Год назад

      @@nullvoid3545 I didn’t understand

    • @nullvoid3545
      @nullvoid3545 Год назад

      ​@@maarten176 Oh! Ok.
      So Blender is currently one of if not the best tool for 3D data manipulation, and to ensure that it stays that way Blender is licensed under the GNU Public License (GPL).
      This means that if A competitor decided they wanted to build their tool based on the code in Blender they would have to license any changes they make under the GPL, meaning Blender could integrate those features keeping it not only as the best 3d editor, but also making sure any improvements stay free for everyone.
      Because Blender is GPL, any addons others make using its API must also be according to the FAQ on the blender website. This means it is not piracy to share A copy of an addon you bought to someone else as long as you include credit(the licence).
      In contrast, any 3D models or data attached to those models,(basically anything A .blend file saves) is considered "machine output" meaning that it can be licensed however the creator sees fit.(This is why assets in blender can be sold with proprietary licenses.)
      With Geometry nodes, assets can now have many of the same property's as addons, being A tool that helps in modeling rather than an asset to be extracted for use elsewhere.
      This is why I'm freaking out!
      Because if an "asset pack" like this one, becomes standard for how we make tools in blender.
      Then the GPL will not save us from proprietary use cases that will continue to grow because of this discrepancy.
      Also, A bit of A tangent but, how loosely do implementation details matter in copyrights over geometry nodes code?
      Geometry nodes tends to have only A few ways to make any given function, and likely only one most efficient way.
      Under these circumstances, if I made GPL variants of the node assets shown in the video entirely on my own based on watching how they are used. I find it likely the overlap in implementation would be seen by A court as theft.
      And the worst part is that I cant change this, not even A little, instead I do everything I can to tell others that we need to consider the choices of those that come after us knowing our decedents will still be taught to exploit each other anyway.
      😮‍💨

    • @purplevincent4454
      @purplevincent4454 6 месяцев назад

      @@maarten176 hard surface modeling has a lot of addons that make the workflow easier/more convenient, for example mesh machine. He thinks that the same will happen to the geo node workflow. Considering blender is free and open source it doesn't mean that addon developers have to abide by that principle and can make for profit addons. I personally do not see a problem with this. As these things tend to be more niche things that blender cannot cover, blender deals with core functionality and improvements around those things. I don't agree with what he is saying here, if one does not find the addon useful they don't have to buy it, and if someone would like they are free to make the addon for free.

  • @shadowgaminghd1115
    @shadowgaminghd1115 Год назад

    Pls unreal prefab

  • @gart2922
    @gart2922 Год назад

    I have sent an email, hope it is correct the one I have sent.