Thank you for the great tutorial! I am looking for a solution, where I can set a constant length of the loft between two curves where the loft is starting from a source curve and the distance is constant to the direction of the end curve. So not entirely connected, but can be adjusted. Do you have any ideas?
I just got the same set to work with the cylinder node and the cone using closed edge polygons . nice to have a closed surface and editing, even duplicating mesh elements works!
4:00 🏆 Thank you for testing a feature in different versions of Blender and sharing the result. Most "Geometry Nodes" tutorials do not mention that the "Transfer Attribute" feature was removed after Blender v3.4. The "Sample Index" feature worked in v3.6. Regards!
I might have gotten lucky that I filmed just as the change was happening. If you watch tutorials before, they were useing the Transfer attribute, and anything after the sample index.
easy and effective! Thanks a lot. Cylinder can go an analogous way with closed curves. also joining separated base polyline meshes gives reorder ability
thanks for this! I've done a setup where I have paths inside a collection, I then refer the paths from the collection via an object with the GN on. If I take paths out of the collection and in again I can then reorder curve ID to change which curve goes to which making this a very flexible tool for lofting! :)
assuming two bounding edges of the loft are part of separate meshes or bodies and the bodies faces have a certain curvature, is it possible to constrain the curve/spline used for lofting (connecting these 2 meshes) to initially take one the curvature of the adjacent bodies and then blending into each other to give a nice transition. I mean some parametric way-see CAD packages, without pushing and pulling vertices to somehow approximate the transition?
Out of curiosity In blender I see that you explore your concept ideas with geometry nodes How do you continue working with it afterwards? So you export high res mesh to an architecture app to trace over ?
If it is a concept design that will be developed further, I move in between Blender and Rhino. It's hard to define one way of doing it, since it highly depends on the initial geometry. If it is something like this example, then, I would take the U curves and the V curves separately, and then use every Nth U or V curve to generate beams in Grasshopper, for example. Hope that answers your question?
It perfectly explains it. Geometry nodes became a nice addition to grasshopper because of the geometry (polygon) type and all of blenders render tools. I do feel geometry nodes is currently the most powerful tool that opens the door for blender a lot more.
You can either activate the transform gizme by selecting the Move Tool in the right-hand toolbar in the viewport or by having it univerally available, by clicking on the drop-down icon menu in the viewport header, left-hand side bow-and-arrow Gizmos icon, and under Object Gizmos, selecting Move, Rotate, and Scale.
is it possible to make a closed loft with two closed curves? I keep getting a gap at the end , and not sure how to "add one" at the end so it closes it, even if its not closed with the first one it can merge doubles
Yes! Although it requires a bit of extra work and sifting the vertices in a system that is not quite designed to do that. Also, the ends would still be open
@@benveasey7474 Thank you and yes i've seen it, but it just freaks me out that Blender, with all these options today doesn't have spline modeling natively yet.
this is soooooo long. im now migrating from 3ds max and having realy hard time with blender. did you know that in max you have a loft button? just click it. select the curves and you are done. cant belive this is the lazy way in blender. and why not starting with curves???
Looks a bit crude to be honest, but it's good to see such functionality slowly appearing in vanilla Blender. Try Sverchok add-on, it's as good as Grasshopper at such operations, and it interpolates a curve (nurbs, bezier) exactly through the vertices. Thanks for your content!
Sverchok is great indeed, but it's a whole different beast. I don't see Geometry Nodes as a replacement of Grasshopper or Sverchok, but as a compliment, or an extension of modifiers in Blender - a little quicker to do it all in one go than to figure it out precisely.
Thank you for the great tutorial! I am looking for a solution, where I can set a constant length of the loft between two curves where the loft is starting from a source curve and the distance is constant to the direction of the end curve. So not entirely connected, but can be adjusted. Do you have any ideas?
Thanks for your comment! I made a video show how to do this now: ruclips.net/video/qunT7JxpHCI/видео.html
I just got the same set to work with the cylinder node and the cone using closed edge polygons . nice to have a closed surface and editing, even duplicating mesh elements works!
That was amazing, I used it and captured the UV attribute and applied a checker on it. perfectly quad, and perfect UV! thanks for sharing it!
Cheers and sounds great!
Geometry Node - is just: AMAZING.I appreciate your content sir.Thank you for publishing that video tutorial.
You are most welcome
4:00 🏆 Thank you for testing a feature in different versions of Blender and sharing the result. Most "Geometry Nodes" tutorials do not mention that the "Transfer Attribute" feature was removed after Blender v3.4. The "Sample Index" feature worked in v3.6. Regards!
I might have gotten lucky that I filmed just as the change was happening. If you watch tutorials before, they were useing the Transfer attribute, and anything after the sample index.
easy and effective! Thanks a lot.
Cylinder can go an analogous way with closed curves. also joining separated base polyline meshes gives reorder ability
Great tip!
thanks for this! I've done a setup where I have paths inside a collection, I then refer the paths from the collection via an object with the GN on. If I take paths out of the collection and in again I can then reorder curve ID to change which curve goes to which making this a very flexible tool for lofting! :)
Dude I was wondering how to do deconstructivism for my game until I stumble wth your videos, all I can say is, THANK YOU FOR MAKING THIS CONTENT
Much appreciated 🙏
woah this is like NURBS loft where you can unify the U and V !!! thank you for showing
Cheers!
assuming two bounding edges of the loft are part of separate meshes or bodies and the bodies faces have a certain curvature, is it possible to constrain the curve/spline used for lofting (connecting these 2 meshes) to initially take one the curvature of the adjacent bodies and then blending into each other to give a nice transition. I mean some parametric way-see CAD packages, without pushing and pulling vertices to somehow approximate the transition?
Really good explanation thank you
Cheers!
Here we could also use loop tools instead to create the lofting surface
Yes, indeed, loop tools is a great addon.
Very useful, thank you!
Cheers!
hi in blender 4.3 there is no transfer attribute i dont know how to replace it
I suggest watching the whole video, as I mention the new way to do is as well :)
Out of curiosity
In blender I see that you explore your concept ideas with geometry nodes
How do you continue working with it afterwards?
So you export high res mesh to an architecture app to trace over ?
If it is a concept design that will be developed further, I move in between Blender and Rhino. It's hard to define one way of doing it, since it highly depends on the initial geometry. If it is something like this example, then, I would take the U curves and the V curves separately, and then use every Nth U or V curve to generate beams in Grasshopper, for example. Hope that answers your question?
It perfectly explains it.
Geometry nodes became a nice addition to grasshopper because of the geometry (polygon) type and all of blenders render tools.
I do feel geometry nodes is currently the most powerful tool that opens the door for blender a lot more.
This is really great, thank you for the tutorial. Is it possible to apply the crease setting only on a vertex group? How could I do that?
Yes! you apply a vertex groups in edit mode, and you bring it in with the named attribute node
Will you update,how to create loft,but: in Blender 4.0.They have removed a node: transfer attribute.
It's already in the video 3:50
Could anyone please tell me how to have the moving bar (XYZ control) right above the object when selecting?
You can either activate the transform gizme by selecting the Move Tool in the right-hand toolbar in the viewport or by having it univerally available, by clicking on the drop-down icon menu in the viewport header, left-hand side bow-and-arrow Gizmos icon, and under Object Gizmos, selecting Move, Rotate, and Scale.
I can't seem to find the transfer attributes node, currently using blender, 4.1 any solution?
Yes, I mention in the video. Sample nearest surface, and sample index.
What should i do ? - transfer attribute isn't available in Blender 4.0.I was unable to create loft :/
Note at 3:01
is it possible to make a closed loft with two closed curves? I keep getting a gap at the end , and not sure how to "add one" at the end so it closes it, even if its not closed with the first one it can merge doubles
Might want to try with Sverchok for better loft options.
is it possible to close the mesh by joining the first point with the last point?
Yes! Although it requires a bit of extra work and sifting the vertices in a system that is not quite designed to do that. Also, the ends would still be open
@@UHStudio I found a solution with extrude mesh but it's really complicated operations
Hi, So there is no hope for an easy direct way to spline modeling in Blender yet!!
Not yet. Sverchok is better at the moment for that
@@UHStudio Thanks, But not that easy even in Sverchok, unless for simple lofts
Have you tried the Curve To Mesh Addon? The CG Essentials channel has a good introduction video.
@@benveasey7474 Thank you and yes i've seen it, but it just freaks me out that Blender, with all these options today doesn't have spline modeling natively yet.
nice
Thank you!
this is soooooo long. im now migrating from 3ds max and having realy hard time with blender. did you know that in max you have a loft button? just click it. select the curves and you are done. cant belive this is the lazy way in blender.
and why not starting with curves???
Looks a bit crude to be honest, but it's good to see such functionality slowly appearing in vanilla Blender. Try Sverchok add-on, it's as good as Grasshopper at such operations, and it interpolates a curve (nurbs, bezier) exactly through the vertices. Thanks for your content!
Sverchok is great indeed, but it's a whole different beast. I don't see Geometry Nodes as a replacement of Grasshopper or Sverchok, but as a compliment, or an extension of modifiers in Blender - a little quicker to do it all in one go than to figure it out precisely.
@@UHStudio Absolutely!