Blender 3.1 - Procedural Tentacles with Geometry Nodes
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- Опубликовано: 15 сен 2024
- In this video, I want to share how I've created stylized tentacles with Geometry Nodes in Blender 3.1.
Links for download:
ko-fi: ko-fi.com/s/5a...
itch: retroshaper.it...
literally the most "for academic purposes" video ever
😁
A bit of a whoosh, but what do you mean?
@@thoracistentacle hentai my good sir.
Mastery of nodes. Mind boggling
Thanks for the feedback!
Never seen nodes explained so easily before, now I understand them
Thank you very much for the feedback! 😃
thanks, these will be really helpful in the wrong hands, my hands.
😆
This is incredible man, can't wait to try this, such a thorough explanation, can't wait to see more from you
Thank you very much for the feedback! I hope to release new video pretty soon! 😊
I was looking for an easy to follow tutorial forever. This is exactly what I need. Thank you
Thank you so much for the feedback! I'm glad you enjoyed the tutorial!
Let's be real.
We all know what this is gonna be used for.
Lol 😁
Don't give me ideas...
Very straight forward and cogent. I usually find Geometry Nodes to be hard to approach, but this made it very clear.
Thank you very much for the feedback! I’m glad it helps 😊
I've been using Blender for nearly two decades. I've never got into geo nodes and this is a great introduction. Thanks!
Thank you so much for the feedback!
This video inspired me to develop a method for something similar but with chains. Its really cool!
Thanks for the feedback! I would love to see what you came up with ;)
This video is fantastic, as a beginner, I had no clue you could do so much with just geometry nodes!
Thanks for the feedback! I'm so glad you enjoyed it 😃
I dig this format, fast but dense.
😀Thank you so much!
That's some kind of magic 4 me. The huge thing is that it's all can be edited if needed at any time. Amazing. Just amazing. Gr8 work!
+ subscription, of course 👍
Thank you very much for the feedback!
Wow that is really cool! 👍
😃Thank you very much!
One cool thing I found was to change the curve tilt with the spline factor, so it twists a bit. Thanks a lot for the tutorial, Geometry Nodes are still quite intimidating for me, and this helped a lot!
Sounds cool! Thank you so much for the feedback!
That was so cool! got stuck watching instead of going to bed XD
😁 Thank you so much for the feedback!
One of the best tutorials explaining Geometry Nodes I've seen. Please keep uploading them 🤩
Thank you very much for the feedback! Working on a new vid))
🤩🤩🤩
Great tutorial. Clear, consice and straight to the point.
Thank you very much for the feedback! ☺
Instead of the double flip faces, you can make the offset scale negative
Yep!) That is an easier option)
Gosh, using geometry nodes feels like drawing with mathematical graphs instead of moving your hand with a pen. Thank you for your wonderful tutorial!
Absolutely! That is the best description of what geometry nodes are 😃 Thank you so much for the feedback! I'm glad you enjoyed the tut ☺
Genius! Easy understandable tutorial. I like the music and the pace. Thank you!
Thank you very much for the feedback and for watching! ;)
Learned many things about nodes. Thank you for this very good tuto.
Thank you for your feedback! I’m happy to be helpful 😊
7:46 i just want to point out, that you actually don´t need that switch procedure. You can extrude in negative values. it's just that slider cant be defaulty moved to negative by mouse, but you can tipe it manually. That way you overwrite minimal slider value to the one you tiped and can move it by mouse then. Still great tutorial thought.
Hi Michal! Thank you very much for your feedback!
Yes, you’re absolutely correct ) I just thought that it was a great opportunity to show flip faces, face orientation and switch functionality) I hope I didn’t confuse anyone with this 😊
Just wonderful use of geo nodes. Very clear explanation, super easy to follow. One of the best tutorials with geo nodes I've seen on RUclips. Congrats and keep up, you've got yourself a fan and a subscriber
Thank you so much for such an inspiring feedback! I've seen some of your videos too. Great content! Procedural sofas series, my favorite!
Extremely well made, detailed and easy to follow tutorial. Thank you my good sir.
Thank you so much for the feedback! 😃
One billion thanks for you, the best video even seen since I am starting playing with blender (I am an absolute beginner)
Thank you very much for the feedback! ☺☺
Thank you so much for this amazing pedagogical tutorial. I learned a lot. This is impressive what geometryNode can brings and how it saves times. I have a suggestion : i wanted to make staggered suckers, to make the tentacles more realistic. So i added a "triangulate node" to the suckers meshe (before the "dual mesh" which is before the first extrude Mesh node) . And... it works :D !
THANK YOU SO MUCH !
Thank you so much for the feedback! Great suggestion!) Need to try it out 😃
thanks for this just what I need. I see you helping people down below very nice person
Thank you so much for the feedback! ☺I'm trying to do my best 🙂
Thanks a lot. It takes a bit of practice to really understand it. Fantastic exercise!!
Thank you so much for the feedback! Just need to keep practicing and experimenting 😃
You really know your stuff inside out, well done sir.
Thank you so much for the feedback! 😃I'm pretty sure there are still lots of things to learn 😁
Simply awesome. Today i've learned a lot. Thanks
Thank you so much for the feedback! 😀
Ton tutoriel est une tuerie (magnifique ,super,....)
Merci
Thank you very much for the feedback! 😃
It's official, I don't know shit about geometry nodes but this video gets me more confident. How do people even know what to search for when they know they need a particular node? I love this video you made, it's super! Really; it's also the one I picked as my first to watch all the way through. But did you bring knowledge from another software into this? GeoNodes are incredibly powerful but very intimidating. Much appreciation for your clear and direct lesson!
@HelloHiHola Thank you very much for the feedback! I'm very happy to hear that! ;)
Regarding the nodes - it is just the matter of time and experiments. Some things you can find in blender documentation , some of them in others tutorials and trying to get the most of them ;) Blender is the only software that I use for 3D modeling ) However, I'm familiar with a few game engines and have a very basic programming skills which helps in problem solving. And that's about it)
I'm working on a new tutorial right now, with map ranges and fields in Geometry Nodes - well that was really cool to investigate and experiment with. Hope to upload it within the next few days.
SUPERB! Thank you for a detailed narrative and Tutorial 🤘🤘🤘
And that you so much for watching and for the feedback! 😃😃😃
MY GOD I AM IN LOVE WITH GEO NODES NOW
🤩🤩🤩 they are truly powerful
i know you have a Download link but i found it Satisfying to just Rebuild it and understand it.
Wow i discover soo many new stuff about Geometry nodes. Such OP your making me want to Learn it now ;-; , and + thats a interesting way of making Textures Using a Mix Node + Texture Node
never though about that. Still learning about Texture nodes and ways to get looks that i want. (already know the basics of Textures, but i haven't discover how to mix them Properly yet :P getting there Slowly but surely).
Thank you so much for the feedback! It makes me so happy to see that this format and process helps to improve blender skills! ) This is very inspiring!
amazing to see what's possible with geometry nodes
subbed
Thank you so much! ☺☺
love this!! Thanks for sharing. I need spend time learning Geometry nodes
Thanks for the feedback! I'm glad you enjoyed it
really cool, keep making like this.. this is aweesome
Thank you very much for the feedback!
this was super cool and super easy to understand thank you for making it !! :)) hopes to many more thanks
Thank you very much for such feedback!) Already working on a new one ;)
Great content! It helped me to understand the basics of Geometry Nodes :)
Thanks for the feedback! 😃 I’m so happy it helps to get into the nodes!)
Hey Retro, awesome guide! I'm just beginning to dive into Geo nodes and your videos have been really helpful
Thank you very much for the feedback! I'm glad you've enjoyed the format! I'm pretty close to releasing a new vid on GeoNodes! 😃
@@retroshaper oh sweet, can't wait!
Still works perfectly thanks for the link!
I just wanna learn even more now- it looks so cool o.O
Great video. I got lost at 6:30.. Did you just create a new set of nodes off to the side so you could copy/paste as needed, or create an entire new set of nodes, or....? Thanks for a quality video. I didn't mind the3 music, as I used closed captions and slowed the speed down a notch.
Thanks for the feedback! I’ve created a node group there with Ctrl+G. A very convenient way of handling repetitive nodes sets)
So cool. You inspirered me to work on procedural cactus' in blender!
Sounds amazing! I would love to see what you came up with!
what would be a good tutorial to watch on how to add these procedural tentacles to a another project like to make a octopus or something?
Hey! Thanks for the comment! Not sure about exact tutorial, but you can look into Geometry proximity node and how to use it. In addition, you can also check Demo file on Blender website (www.blender.org/download/demo-files/). Th Halloween Spider project in particular. I think this is something you're looking for.
Great tutorial. Maybe little bit fast for newcomers, but ideal for me. Thank you so much.
Thank you very much for the feedback! 😊
Very Very Nice Tutorial,Thanks to share!
Thanks for the feedback and for watching!
Thank you so much, do you know why blender 4.1 does not contain same functions and options of this video?
Why not just use a negative offset to inset instead of face flipping?
Good point) Just wanted to show flip faces node and face orientation overlay. 😊
Seriously impressive tutorial
Thank you so much for the feedback!
Spank me! That was so good. Thank you for the many insights and for posting the source file.
Thanks for watching and for the feedback! 😀
I got a question: what if I want to "clear the tip" from suckers like a real tentacle?... do I have a node to "finish" my suckers area to cero and keep the same texture?... do I have the option to keep sukers on a round shape as the middle suckers?
Hi @Gerko ! As for the tip of the tentacle - definitely. You can make selection of faces/points on X and Y coordinates. To do that, you just need to plug-in captured attribute of the curve line into the Combine XYZ node -> Y coordinate (the one that is used for material and extrude selection (3:39 in the video)). Of course, to make proper selection, you'll have to use compare or math node to specify rows for selection.
The deformation of suckers shape is caused by face stretching on bending (as for me it looks pretty natural ;) ), but I assume it can be changed with "accumulate fields" and offset position of each point along the curve to have relative to spline factor quad sizes. But that is only my assumption) Need to experiment )
I hope it all make sense ;)
Hi, thanks for a good tutorial, but can you tell me what to do if I have a mixed up surface with and without suction cups. With suction cups, the surface is larger and for some reason I can't change it. I will be grateful for the answer
Hi! Thanks for the feedback and for the question!
It is hard to tell. However, from the top of my head, it may be because of the extrude node maybe. Try using scale elements for that bigger par. Also, make sure to use proper face selections for scaling. Let me know if that is something that helped))
Brilliant tutorial.
8:23 But why use the "flip faces" & "switch" nodes when you can just use a negative Scale offset?
Thanks for the feedback and great question! For some reason, negative values are supported only with keyboard input, at least in 3.1.2. So, I considered it an opportunity to introduce flip faces node and face orientation which is a common issue when texturing. But yes, negative scale would be easier 😊
Awesome tutorial!! Thank you for sharing!
Thank you so much for the feedback! I’m glad you found it helpful 😊😊😊
Teaching people how to make tentacles in blender... dear lord.
:D
Simply brilliant :) Thank you!
Thank you so much!! 🤩😃
Hi there!
I'm doing your tutorial right now but I'v got the problem the "Greater Than" node isn't available. If I search for it I can't find it anywhere. Is there something I have to activate in the properties first or what could be the reason for that?
Hi! Try searching for "Compare" node and select Greater Than in the dropdown. Alternatively, you may use "Math" node, "Greater Than" operation is also available there.
@@retroshaper ah got it! Thanks for your quick respond!
Search for "compare", and you'll find a node that defaults to "greater than" but also has "less than", "less than or equal to" and other comparison options.
Mr. Dr. Prof. Patrick appreciate it man
😁
I see you are a man of culture as well
😃
WTF? Andrew price voice AI making tutorials? Thats so cool!
😂 well that’s a compliment) thanks!
very informative and clear, thank you!
Thanks for watching! ;)
I got very confused at 6.37 where suddenly all but 4 nodes disappeared. How did you do that? I tried just adding in copies of the Extrude and Scale elements and new inputs and outputs, but after grouping these and then pressing the key you hit at 6.57, I didn't get the result you did.
Hi. I've created a group from the selected nodes with Ctrl+G. Really handy when it comes to re-using the same sets of nodes. If you have sockets connected, they'll remain connected after creating a group. Also. once you've created a group, you may rename it and find it later in the search menu (Shift+A).
This is such a cool tutorial and easy to both follow and customize, but I do have a question, Is it possible to animate these? I've never animated Curves before so IDK if I have to add armature or anything
Hey! Thank you so much for the feedback. Well, there are few ways to animate these. 1. From the geometry nodes - by displacing the points of curves with set position and noise texture. 2. Convert to mesh, apply modifiers and add armature to animate
Damn man i really surprised you can extrude in geometry nodes and faces is really clear damn you so good man thanks 👍👍
And thank you so much for the feedback!! 😊😊
Amazing job. It help me a lot. Thanks for share it.
Thank you so much for the feedback! 😃
Amazing. I really love it!!
Thank you so much for the feedback! 😃
Thanks for making this video!
My pleasure! Thanks for watching!
Great tutorial.
Who else has a 'Day of tentacle' vibe here? ;-)
Thanks! 😃
can someone tell me what happened at 5:26 pls, I have no idea how to do that. Thanks
NMV, I found it XD, its shift + RMB, called reroute node
I am in Blender 4.2 and its dual color skin is not working'
Thank you very much! Very helpfil tutorial!
And thank you so much for the feedback and for watching!
that's awesome!
question though:
Is it possible to create a mesh from the nodes?
so It can be 3d printed?
Thanks for the feedback!
In this particular case (with curves), we can simply convert curve object to mesh (through object menu or Alt+C hotkey) - it will also apply Geometry Nodes modifier.
There's one thing with geometry nodes (not in this case), when you instance objects, you need to realize all of those instances (with a node) for them to be real objects and to appear after applying modifier.
Amazing tutuorial. I learned a lot from this video.
How would you go about extruding a row, instead of a column? I'm trying to use this to make horns like rams and antelope have. What's the best way to go about doing this?
Thank you very much for the feedback!
To extrude faces in a column, you just need to make a selection of the points (index and compare nodes) of a curve line (the one that builds your geometry vertically) and plug that into selection of the extrude node.
However, to achieve that twisted shape you were talking about, you may try a bit different approach: for the Profile Curve -> instead of using a circle, try using Star and Fillet Curve node to cut the corners of that star. After converting curve to mesh - use Set Position node and rotate each row of the mesh by a small degree based on the index of the Curve Line on z axis with Vector Rotate node (simply multiply Index by a degree).
I'm currently working on a video with a lot of twisting, displacement and positioning, hope to upload it soon.;)
That's W'rrrrrrrly nice!
Thanks! ;)
I followed you’re tutorial and the look great, i was wondering if there’s a way to animate the tentacles aswell? I can’t animate curves and when i change it to mesh there’s a million vertices i have to move manually to animate it.
Thank you so much for the feedback!
It really depends on what type of animation you want to make. For curve animation, there are a few ways: 1. If Bezier curve, possible to use Set Handle Position Node and experiment with Noise Texture or Sine in the Offset and Scene Time. 2. If Poly Curve is used, the easiest would be to use Set Position node and use Noise Texture or Sine for the Offset with a value driven by Scene Time. 3. Also possible to use 2nd method but with a conversion to mesh, just need to make displacement (Set Position) based on Spline Parameter Factor or Index (captured in the attribute). 4. Finally, it's possible to realize instances and use armature for the animation.
Those would be my suggestions. Hope that helps 😊
@@retroshaper thank you so much! I’ll look into to those and try it out! (I made tentacles come out of a broken rum bottle and hold a blade to create a pirate themed sword) i want the tentacles to move around the blade slightly up and down. I thinkni can figure it out now thanks again!
@@GucciGoon Sounds awesome!
Nice! now I can finally make hent- i mean octopus
𝘴𝘩𝘩
My immediate thought for this one was to model it as a weird tentacle potted plant.
Ahhhhh... So coool! ;)
Great tutorial, thank you so much!
Thanks for the feedback!)
Excellent video ...............................Thank You !!!
And thank you for the feedback!
Fantastic video. thank you very much
And thank you so much for the feedback!
Amazing video! I make them very similar to yours, but during the process I made some lines and now they are all linked and i want to add some articulations for it, but if i select one, all of them are selected too, and now i cant make the line to create just one to animate. How can I turn all the lines in different objects to work?
Hey! Glad you’ve enjoyed the video 😊 it is still the same object if created with a single geometry nodes setup. You may try converting the whole thing to mesh by applying the modifier (make sure to use realize instances node if you’re instantiating anything). That’s the easiest approach. However, if you still want to modify parameters of the node tree, you may need to create animation inside the GN, which is quite limiting at the moment.
Amazing Tutorial !!! Thanks man
Thank you very much for the feedback! 😃
Loved it :) Thank you very much!
Thank you very much for the feedback!))
Thank you very much. Well explained to learn more. :-)
Thank you so much for the feedback! 😊
Brilliant workflow mate! I ended up purchasing your project file when you lost me at 6:42 with that screen jump. You deserve the purchase though 😃
Hey! Thank you so much for watching, commenting, and getting the project file! Hope you've figured out the workflow! ☺
Excellent video, thank you so much! I had never used blender before but this was easy to follow. Would you consider making a continuation for this where you show how to add some texture to the model itself (not just render it on top) on to the currently smooth side of the tentacle? My goal is to create a 3D printable tentacle model for my dnd character who can summon tentacles, so simply rendering a texture is not really an option. Perhaps some ridges or a sort of a cracked skin type of thing that seems to be common in octopuses? Please🥺
Thank you so much for the feedback! Interesting idea! I guess, for 3D print-compatible model, we would need to build a high poly model with a high level of detail. I will definitely consider something like this in the future! Thanks!
thanks for the great tutorial!
Thank you for the feedback! And for watching! ;)
I'm trying to get them to be a bit more pointy but when I do that last sucker...gets odd and some times flips sides. am I not understanding the functions? I cant seem to get it to remove suckers in the Z axis
Thanks for the comment. Yes, there is such effect. It happens because of the scaling of the faces on a mesh which reached small size through spline parameter.
To remove the suckers on the z axis, you may deselect the spline/curve points on which the suckers should not appear. When you select points and pass them as attributes later on to the mesh transformed from the curve, you’ll select the whole set of faces formed from those points. Hope that helps 😊
it sounds like it should! thanks! @@retroshaper
Great tutorial! Thanks!
Thank you so much for the feedback!
Question: what is the benefit of this compared to manually making them with an array to a curve for the suckers?
better for performance or something?
Not sure about the performance. But geometry nodes quite a good thing to make procedural stuff in blender)
@@retroshaper yea seems speedier once you get it down
Wow, this is just incredible! - Where did you learn to use geo-nodes?
Thanks for the feedback! Some tutorials from other channels + blender manual and experimenting. I always try to challenge myself in creation of something new.
incredible
Thanks! 😀
How to remove the last set of suckers at the tip? theyre so weird looking. I'm trying to unselect the top part of the "red" skin part but I can't seem to do it... is it on the Z axis of the geometry / curve?
To remove top faces from the selection, you can use compare node (less then operation) to specify selected vertices of the spline (the one that you draw) by index - you may add those node before converting curve to mesh. And then multiply that with the selection here 3:57.
Let me know if that helped. 🙂
@@retroshaper i will try but could you link a screenshot image of this on the description?
@@hartdr8074 Sure, here you go! snipboard.io/O14lwj.jpg
@@retroshaper OMG youre the best. I love you.
@@hartdr8074 🤩
How did you apply the "Suckers" material? I only see 2 materials in the G-Node pannel. My suckers are in white.
Oh I see, I didn't set the default material for the obj
I think all materials should be available for selection in Set Materials node, even if they are not applied in material properties.
Geometry Nodes IQ Level: 10000
Thank you so much for the feedback!
Nodes skill 99lvl :) so dope!!!
Thank you so much for the feedback! 😀
Apologies if this question has been asked before. How would I go about skipping a row in regards to the tentacles? Like if I wanted the tentacle to form every other face and so on. Thank you for your time!
Absolutely possible. You'll have to calculate the selection of faces with math. There's ton of ways to achieve this. The easiest I think (from the top of my head) would be to: Plug the "Index" node into the "Math" -> Sine and use it for the selection. Multiplying index by a number may give you some variations. Hope that helps ;)
I forgot to mention, that you should make that calculation for spline points and multiply it by selection of circle points to combine the selection.
@@retroshaper Thank you so much! This really helped me