I'm new to Blender and have been finding the geometry nodes make it easy to make almost anything! The only hard part is knowing what node you need to create what you want, or that there even IS a node for that purpose. This tutorial had been nothing short of enlightening. Thank you🙏
I used this in combination with other dictionary style tutorials on nodes. What a massive help! Because the use of nodes is so flexible, it's interesting to see how different instructors put each node to introductory use. As a high level explanation guiding more detailed content exploration else where, this is invaluable. Thank you for making these videos. I'll stay tuned for more in the series.
Great tutorial. This explains a lot. Knowing the extent of a node makes it easy to set up a basic model like you did & just play around with values to fully understand the capabilities of the node & how it affects geometry. Really appreciate you putting it together. Love this tutorial 👍🏼🦘
Good to see the porting over continues. This allows you to update for version 3.4 but I know its a lot of work you’ve already covered. Thank you. It was as enjoyable and informative as the first time.
FYI, for Blender 4.02, some of what is shown here is significantly different. The results appear same but the way you get there is a bit different than what is shown in this excellent video.
Transform vs. Set position: Transform can be thought of as 'g' for the entire object, whereas Set position can be thought of as 'g' for a vertex. (effectively, displacement)
One note, which is true up to 3.6.4 LTS. Object Info does not work correctly with Realize Instances in order to Make them Real and create meshes for each instance as separate objects. It does work if you use CollectionInfo.
Great tutorial, thanks a lot. The English skills are a bit forbetteringworthy :), for instance I had a good laugh at "most closest" (closest already is the superlative), but the content was explained pretty descriptive, good job.
Instead of "Search", you should click on the category each node is in. Is the "Subdivide" node a geometry node? If not, what category is it under? Is the "Combine XYZ" node a geometry node? If not, what category is it under?
Subdivide is in the mesh menu. And for the Combine xyz you can search it. What is wrong with searching. You can't remember where every single node is :)
17:50 This behaviour can be VERY unintuitive, especially when you want to use the Sample Index node without the Sample Nearest, because "Sample Nearest" is outputing a field that is dealing with a geometry to which it is not directly connected to. Usually, field nodes operate on the geometry that is the input of the node they're connected to, but in this case that is the Cube, and so Sample Nearest must be "travelling" even furthen in the node tree until it reaches Suzanne (in the Group Output node, I suppose). In this case the result is easy to see, because this is the "standard" common setup to transfer attributes, but when not used with Sample Nearest, I find it really hard to properly understand what EXACTLY is Sample Index doing with its index field input. It has one Index connection, but it seems to be dealing with the indices of 2 geometries at the same time! Since recently, this example is now done with the Index of Nearest node. This is because this setup has a bit of redundancy: the Cube geometry has to be inputted twice. So we would need to find a different use case to exemplify the Sample Index node (with a field index input). This setup is also the only one present in the Blender User Manual (which is frustratingly vague), another reason why a different example would be much more useful. For instance, the Manual says "it is possible to transfer data from the faces of one geometry to the points of another. [ Good luck figuring out on your own how that's supposed to work! ]"
Use a store named attribute node, set the name to UVMap, data type to 2D vector, and domain to face corner. It gets the U and V values from the X and Y values of the "value" input vector.
Awesome video! Can someone explain what the „value“ input socket in the „Sample index“ node is for? Blender documentation says “A field to evaluate on the source Geometry. The values are then retrieved from specific indices for the output.“ but I still don‘t really understand what it´s for. 😅
Thank you! With that, you define what you want to sample. You use the sample index node for sampling the geometry of something. Then you need to use the position for the value input (You have to set it as a vector of course). Then the sample index node knows what it has to sample on that index of the given geometry. I hope that was a little understandable
My ignorant brain says that your examples introducing the nodes leaves out very powerful things some of the nodes can do. I never considered a general catalog leaves no time for some cool things that can be done that a novice like myself would miss otherwise. I wonder given alpha versions of Blender can contain things that don't make it into the LTS versions, how best should I go about learning things? Should I take the chance learning stuff that like the 2 weeks I wasted learning 2.93 deprecated nodes that no longer exist, with the 3.4 alpha builds of GNs that may not make it into the LTS version (or beta, meaning feature complete)? How would you handle rendering in K-Cycles 3.3, because he didn't make his 3.4 version yet, if you create things in 3.4? Can I "apply" the GNs modifier, and then render in K-Cycles 3.3?
Questions over questions. And some of them I would also love to have an answer for. I personally don't have K-Cycles so I can't answer that. But what I can say is that yes, some of the nodes have more funktionalitys but I have to keep the video relatively short and I have to find the balance of what the node on its core does and what can be additionaly done ... because there are a lot nodes in Geometry Nodes 😄
@@HEY.Pictures Well, after the "catalog" series, it would be interesting to do deeper dives with the nodes that don't look like much until someone with deep knowledge uses them... More like a node highlight video, dong something cool, instead of a project centric video doing something cool, because why which node(s) are chosen aren't always obvious. I hope that makes sense. I'm not skilled enough to know which ones they are necessarily, because I have yet to figure out a way to figure out how to know what idk idk, but I know Idk a lot. The only strategy I use is that I know Idk everything, or even in most cases a majority of the important things I want to know about anything. (80/20 principle, except pros exist in the 81-100% knowledge level...) I accidentally watched a Erindale video, thinking he wouldn't take my little brain down, but he did... took me a day to recover from that one "High Level Nodes - Geometry Nodes and Chill" I learned a couple days ago that 3.0+ has a visibility tick box now that can make my softbox light not render, but allow it to light the scene at the same time. In 2.90, that wasn't there (!) Stay safe and enjoy.
Awesome stuff! But saying "You'll never use the 'Set ID' node" and just disregard it is not so nice. Here's the particle nodes by Cartesian Caramel for example, where this node is key to have consistent IDs for particles as they are being born and die: ruclips.net/video/ccji8n6-MA8/видео.html
please don't stop this series, it's simply the best
In a couple of months the second video should come
I'm new to Blender and have been finding the geometry nodes make it easy to make almost anything! The only hard part is knowing what node you need to create what you want, or that there even IS a node for that purpose. This tutorial had been nothing short of enlightening. Thank you🙏
I know very helpful, also I love how he calls them noodles. 😄
Right? 😄
I used this in combination with other dictionary style tutorials on nodes. What a massive help! Because the use of nodes is so flexible, it's interesting to see how different instructors put each node to introductory use. As a high level explanation guiding more detailed content exploration else where, this is invaluable.
Thank you for making these videos. I'll stay tuned for more in the series.
I've been looking for a video explaining all the geometry nodes for ages. Thank you so much and I hope you continue with this series
Thank you! Of course!
Finally a series on every geometry node, something we’ve all been waiting for. Subscribed. Can’t wait for the rest!
Thank you! E2 should be coming in some weeks
Das perfekte Video über Geometry Nodes! Danke Mann.
Danke! Part zwei kommt morgen
This guy should deserve more attention 🎉
Thank you🤗
Keep it going! Nice and useful for everyone involved, as always
Thank you!
Great tutorial. This explains a lot. Knowing the extent of a node makes it easy to set up a basic model like you did & just play around with values to fully understand the capabilities of the node & how it affects geometry. Really appreciate you putting it together.
Love this tutorial 👍🏼🦘
Thank you verry much!
@@HEY.Pictures Your welcome. 👍🏼🦘
Good to see the porting over continues. This allows you to update for version 3.4 but I know its a lot of work you’ve already covered. Thank you. It was as enjoyable and informative as the first time.
Thank you! That mean a lot to me😄
It was so simple to loft something with all controls you could imagine with 3D Studio R1 back in the 80's ... Thanks for sharing.
02:51 - how I wake up in the morning
Thank you Hey Pictures! Looking forwards for the next ones
Thank you!
FYI, for Blender 4.02, some of what is shown here is significantly different. The results appear same but the way you get there is a bit different than what is shown in this excellent video.
this is the best tutorial I have seen im a while
Wow! thank you! That are high words
This is such a great effort, thank you for this GN bible series.
Thank you very much! More should be on the way...
To the point discription with an example...excellent job..
Highly recomended tutorial..
Hands down the best Geo Node tutorial !
Thank you so much, this is what I needed. Geometry nodes is complicated and this is an awesome help!
Thank you! Part two will come this Friday :)
I'm halfway through the vid and this is the best video I've seen so far with geometry nodes! Thanks dude! 🙌🏽
Great explanation, thanks! The chapters are really convenient when you look at a spécific node!
WOW! Thank you very much! More please, are really awesome your tips.
This is absolutely invaluable.
This is very helpful Thank you for posting. I like the way the nodes are explained in order.
Great tutorial, looking forward for other tutorials
Thank you very much ! Well explained ;)
Very good explanation
Thank you!
Thanks man this is the best Ive seen so far
finally , exactly what i needed , THX !!!
You're welcome :)
A great explanation. Concise and clear. Thank you. Dg
please show practical uses examples too and how do i change values for each nodes, for example at 10:45 how i reduce cone numbers and other properties
Great tutorial, thank you!
Keep going, that's very useful !😁
Thank you!
Thank you so much for this tutorial this so helpful for me
Like it.. looking forward for more. Enjoy blender o/
Transform vs. Set position: Transform can be thought of as 'g' for the entire object, whereas Set position can be thought of as 'g' for a vertex. (effectively, displacement)
Subscribed. Great video. Thank you.
One note, which is true up to 3.6.4 LTS. Object Info does not work correctly with Realize Instances in order to Make them Real and create meshes for each instance as separate objects. It does work if you use CollectionInfo.
Very useful video bro thanks
Quality bro you earned the sub
The best the best , I'm new with blender node , thank you ❤❤❤❤❤
THANK YOU!
Thank you! Very useful video.
Great tutorial, thanks a lot.
The English skills are a bit forbetteringworthy :), for instance I had a good laugh at "most closest" (closest already is the superlative), but the content was explained pretty descriptive, good job.
Thank you! I love complete guides!
Thanks man. This video is helping me a lot to understand geo nodes. Wish you well and hope you can continue this series
👍👍
you win my subscrib ♥ keep going and you explain well
Thank you!
God Bless you sir!!😢 thank you soo much for this tutorial honestly!!❤👍🏼
Thank you! Im glad you like it 🤗
This video is most perfect tutorial of geometry node. It's very tidy
Thank you. Working on pt.2 right now
Love your videos man
Amazing, thank you for your fantastic tutorial! 💯
This is good stuff thanks for uploading
this channel is underrated...... 5000 subscriber?
This is very helpful for me!!!!!!!Thank you so much and I couldn’t wait to see the next part🥰🥰🥰🥰
Thank you! Pt.2 should be coming next week
Helpful thanks
Very usefull, you are the best, thanks a lot!!!!!!!!!
Great tutorial,, please explain all nodes and create a playlist, it’s a hot trend you will be popular soon,best wishes man.💐❤️
That's the plan👍
Thank you!
Superb tutorial ❤
Fantastic video!
Just discovered your channel with that video, great stuff, good explanations👌👌 keep up the good work 🤓
Thank you! Great to see you here 🤗
Hello! Thank you so much for sharing, useful... Greetings.
Thank you so much!
Instead of "Search", you should click on the category each node is in.
Is the "Subdivide" node a geometry node? If not, what category is it under?
Is the "Combine XYZ" node a geometry node? If not, what category is it under?
Subdivide is in the mesh menu. And for the Combine xyz you can search it. What is wrong with searching. You can't remember where every single node is :)
17:50 This behaviour can be VERY unintuitive, especially when you want to use the Sample Index node without the Sample Nearest, because "Sample Nearest" is outputing a field that is dealing with a geometry to which it is not directly connected to.
Usually, field nodes operate on the geometry that is the input of the node they're connected to, but in this case that is the Cube, and so Sample Nearest must be "travelling" even furthen in the node tree until it reaches Suzanne (in the Group Output node, I suppose). In this case the result is easy to see, because this is the "standard" common setup to transfer attributes, but when not used with Sample Nearest, I find it really hard to properly understand what EXACTLY is Sample Index doing with its index field input. It has one Index connection, but it seems to be dealing with the indices of 2 geometries at the same time!
Since recently, this example is now done with the Index of Nearest node. This is because this setup has a bit of redundancy: the Cube geometry has to be inputted twice. So we would need to find a different use case to exemplify the Sample Index node (with a field index input). This setup is also the only one present in the Blender User Manual (which is frustratingly vague), another reason why a different example would be much more useful. For instance, the Manual says "it is possible to transfer data from the faces of one geometry to the points of another. [ Good luck figuring out on your own how that's supposed to work! ]"
Ur the best 👌
How do I change space between duplicated elements, time stamp around 7:25
Fear of geometry node fades.
That's great! Therapy :))
Great video!
11:54 Kleiner Hinweis: Einzahl von Vertices ist Vertex ;-)
Danke ;)
thx bro for the tuto
GREAT!!! When does part 2 comes out ?
Thank you! Somewhere after christmas
In "Geometry proximity" if i want to change the scale of the icosphere and apply, it doesnt affect the area that i want
I am a beginner will this be helpful in new blender 4.0?
Thanks :-) It occurs to me that one may judge the quality of a video based on the position within the video of the request to subscribe...
i wld have a question, is there a way to interact and animate lattices points by geometry nodes?
Wish you were a Cinema 4D user 💔👑
Top 👍🏼👌
Do you know how to manipulate uvs with Geometry nodes? Id like to be able to use trimsheets for edge detail and games optimization
Use a store named attribute node, set the name to UVMap, data type to 2D vector, and domain to face corner. It gets the U and V values from the X and Y values of the "value" input vector.
@ thanks, I will play around with those
why we were using set posotion node
Appreciated! No to p2
pls update this course for 3.5
HAha I already updated from 3.1 to 3.4 :)
I will finish it at first ;)
why we were changing everything to vector
hey yall like my shorts, i juat started making videos. how long did it took you to get here?
Awesome video! Can someone explain what the „value“ input socket in the „Sample index“ node is for? Blender documentation says “A field to evaluate on the source Geometry. The values are then retrieved from specific indices for the output.“ but I still don‘t really understand what it´s for. 😅
Thank you!
With that, you define what you want to sample. You use the sample index node for sampling the geometry of something. Then you need to use the position for the value input (You have to set it as a vector of course). Then the sample index node knows what it has to sample on that index of the given geometry.
I hope that was a little understandable
👍
ladies and gentlemen, he didn't delete the default cube!
finally lmaoo
I can't find the Sample Index node.
Are you using the newest 2.5 alpha version?
@@HEY.Pictures Ow I see, im using steam blender 3.3.1 I'll keep that in mind. Btw thanks for tutorial! hope you gain a lot of subs
duplicate twice means you'd see 3 instances, not 2
My ignorant brain says that your examples introducing the nodes leaves out very powerful things some of the nodes can do. I never considered a general catalog leaves no time for some cool things that can be done that a novice like myself would miss otherwise.
I wonder given alpha versions of Blender can contain things that don't make it into the LTS versions, how best should I go about learning things? Should I take the chance learning stuff that like the 2 weeks I wasted learning 2.93 deprecated nodes that no longer exist, with the 3.4 alpha builds of GNs that may not make it into the LTS version (or beta, meaning feature complete)? How would you handle rendering in K-Cycles 3.3, because he didn't make his 3.4 version yet, if you create things in 3.4? Can I "apply" the GNs modifier, and then render in K-Cycles 3.3?
Questions over questions. And some of them I would also love to have an answer for. I personally don't have K-Cycles so I can't answer that. But what I can say is that yes, some of the nodes have more funktionalitys but I have to keep the video relatively short and I have to find the balance of what the node on its core does and what can be additionaly done ... because there are a lot nodes in Geometry Nodes 😄
@@HEY.Pictures Well, after the "catalog" series, it would be interesting to do deeper dives with the nodes that don't look like much until someone with deep knowledge uses them...
More like a node highlight video, dong something cool, instead of a project centric video doing something cool, because why which node(s) are chosen aren't always obvious.
I hope that makes sense.
I'm not skilled enough to know which ones they are necessarily, because I have yet to figure out a way to figure out how to know what idk idk, but I know Idk a lot. The only strategy I use is that I know Idk everything, or even in most cases a majority of the important things I want to know about anything. (80/20 principle, except pros exist in the 81-100% knowledge level...)
I accidentally watched a Erindale video, thinking he wouldn't take my little brain down, but he did... took me a day to recover from that one "High Level Nodes - Geometry Nodes and Chill"
I learned a couple days ago that 3.0+ has a visibility tick box now that can make my softbox light not render, but allow it to light the scene at the same time. In 2.90, that wasn't there (!)
Stay safe and enjoy.
This "sample index and sample nearest" part is a nightmare.
You miss some explaination. You cant put a combine without telling us what it is ;) (anyway, i liked and subed to ur channel)
Been putting this vid off for months, soon, very soon.
I feel like I just advanced one year of work
8:35
Awesome stuff! But saying "You'll never use the 'Set ID' node" and just disregard it is not so nice. Here's the particle nodes by Cartesian Caramel for example, where this node is key to have consistent IDs for particles as they are being born and die: ruclips.net/video/ccji8n6-MA8/видео.html
Haven't watched the whole thing yet but the animation in the corner is extremely distracting.
Ok thanks🖒
I don't have it anymore
Awesome 😎
Thank you! Cheers!
very useful tutorial
Many many thanks
can you make video series on selection
What do you mean with selection? There is no Submanu called like that