no longer valid, because blender devs can't settle the F down and stick to a schema.
@Erindale3 күн бұрын
Still totally valid and the node is just split into 3 separate sample nodes to make it easier to maintain 👍
@andysun735 күн бұрын
The thing that puts me off is all the math, or is it something you just have to remember.
@Erindale5 күн бұрын
I learned by just guessing until I started to see patterns. Don’t get dissuaded by not knowing all the maths now - it will start clicking. I learned it all practically with Blender
@crossybreed6 күн бұрын
Let's use all nodes and see what will happen It's wonderland
@tobiashagstrom41687 күн бұрын
I also tend to make my models with +y being the front. Why does Blender seems like it's set up to have -y be the front direction by default? Camera looks at the -y side of the model by default. Suzanne monkeys spawn in facing -y by default, Rigify rigs spawn facing -y, etc. Why is this?
@Erindale7 күн бұрын
All games and tv work I’ve done have used Y- as forwards for models. I guess as long as your work is consistent that’s all that really matters. I assume the reason is that you want to model the front while looking forward so you need the model to be facing towards you for that to be convenient
@Moustafakhaled-c6q9 күн бұрын
39:50 if you try to create a "bench path" that has a point up the Y-axis and you want the curves to follow you get weird rotation not exactly following the path, in which case you leave the align as is in this time code (first rotate around the Z-axis based off the tangent) then make sure to make the "Pivot" of the rotation on "Y" to be the Z-axis. ("Auto" aligns the pivot based on minimum rotation so you get disconnected rotations) .
@tobiashagstrom416810 күн бұрын
What's the best way to set up keyboard inputs to drivers in general? If I want more inputs than what can be put in the 2d Screen Control joystick. I know a tiny bit about coding, but not Python in particular, and when I google this, I get answers involving various modules that I'm not even sure how to install, or people talking about "Blender Game engine", which is apparently something that has been removed. Edit: ok, this isn't *as* important any more, I found an old Xbox controller.
@elatomohealinggeometry11 күн бұрын
thank you
@nz-vg2jd11 күн бұрын
👍 …. es ist mir schon ein wenig unheimlich wie aufgeräumt du in deinem Kopf bist, dementsprechend informativ und gut erklärt sind alle deine Tutorials die ich bisher gesehen habe. Danke ! Allerdings auch anstrengend für einen “newbee“. 🐱
@Erindale11 күн бұрын
It’s definitely hard work to learn this stuff but very worth it!
@YOVOZOL11 күн бұрын
such a good tutorial thank you
@tobiashagstrom416813 күн бұрын
When it comes to Simulation Zones, I usually use the Delta Time along with some multiplier to get the factor for stuff like mixing a value towards 0. In Shaders, when I need a time value, instead of using just the frame, I make a driver which is "Frame / fps", where "fps" is a Single Property driver Input Variable to the current scene with the path set to "render.fps". Both of these gives me ways of processing time that work dynamically with whatever frame rate I'm using.
@Erindale12 күн бұрын
You can also use the scene time node’s “seconds” output which is frame rate agnostic. Delta time is useful as it’s just the time step since the last frame so good for scaling forces by
@360Fov13 күн бұрын
Never heard of "rokoko" before in my life.... this looks awesome.
@Erindale13 күн бұрын
They have even more products now! Definitely worth checking out if you’re at all interested in animation
@arktessellator_1014 күн бұрын
Where u busy man @Erindale? Ain't this the Time to click that upload button!
@Erindale13 күн бұрын
Yeah it’s been so long! I need to carve out some time for a new video
@masterxeon100117 күн бұрын
obligatory comment about sample index node being the node for transfer attributes now. Excellent and timeless video. Lovely.
@masterxeon100118 күн бұрын
such insanity.
@ruslandad36522 күн бұрын
hey bro go Tutorial Instance to face!!!
@ruslandad36522 күн бұрын
Amazing Tutorial!!! Thanks!!!
@_studio_punkt_22 күн бұрын
exactly what I needed !!! I will keep this setup in my default file for sure. thanks a lot ♥
@richard_robert23 күн бұрын
Oh it's Big Brain time.
@CaseyJScalf23 күн бұрын
Literally might purchase this based off your voice alone. Amazing work by the way!
@Erindale22 күн бұрын
Haha thank you so much!
@RayGalactic25 күн бұрын
Thank you!
@PinccART25 күн бұрын
oh my god I asked this question a few months ago is this what happened did I make you do this 😭 thank you so much erindale this is incredible
@ruslandad36526 күн бұрын
Amazing Tutorial!!! Thanks!!!
@mohammadwejdani572427 күн бұрын
This video is full of points to learn which I've learnt just some of them so far. and by every time reviewing it I learn new thing, thank you for sharing this stuff.
@Ian-ko1wh27 күн бұрын
Hi, I've done loads of geo nodes tutorials and I've found this to be by far the most useful (and as you said foundational), thank you. On completion of the final Flatten Region Exercise, I'd like to have a selection of just the flattened regions (on the final mesh) so I can instance on just these regions (trees, buildings, that sort of thing). I've had a go and failed, tried Sample Nearest, this selected the entire mesh. I know I would succeed using Raycast (by using 'Is Hit' with rays from the final mesh to the mesh islands (the flattened regions) displaced along the Z). Id like to avoid this way in order to keep the method general as I don't want it to break if I change the mesh size, orientation etc. Was wondering if there was a simpler/more elegant solution that sprung to mind? thanks.
@Erindale27 күн бұрын
Thanks so much! What I would do is capture the selection attribute before flattening the regions. That way you have it essentially fixed in a point in time. You can use this captured attribute after they’re flattened
@GrawvyRobber28 күн бұрын
After countless videos trying to figure this out, I finally found you. What a relief to have a clear and concise video. Thank you for the well done tutorial!!
@Erindale28 күн бұрын
Thanks so much! I hope it does what you need
@WOORAPG29 күн бұрын
Could this addon be an alternative to control the camera with the gamepad? I was using AddRoutes but it's a shame that it doesn't work in 4.2. There's also NodeOSC but it's complicated to record the data in the timeline. AddRoutes was perfect because you could control with OSC and MiDi. Thanks for contributing to the Blender Community, people like you who explore new ways of working with Blender are greatly appreciated. Greetings!
@evandros.afonso349229 күн бұрын
Very nice project! The addon, XinputReader, can work with a PS5 controller? Please, if anyone know it, let me know 🙏
@dertobbe1176Ай бұрын
Thanks for the insanly quick help!
@dertobbe1176Ай бұрын
Hey Erin 👋 got a serious question. I am working in a setup that can turns curves into Profile walls. Nothing special. Just a curve to mesh with the Profile as object input. Now he Problem is, that i want it in a 90 degree angle. Imagine the model curve just as a rectangle. As long as the curve is closed all the points (and the modelled Profile) has the same scale. But when I delete one Segment (like you have a [_] shape left) the 2 endpoints are stetched. This happens because the Profile is rotate by 45 degree in each corner. So the corners are basically scaled down. I tried it with curves in 2d and 3d and even with geo node. Nothing works. Do you know a solution so that my shaped wall has the same scale on each point?
@ErindaleАй бұрын
Oh your issue is actually the opposite. The open end points have the correct scale and the rotated one have the smaller scale. I guess actually it’s more correct to say that the profile is correct in the corners but its rotation means the wall itself is too thin. Anyway the solution is to create a node group that lets you find the angle at each point. Best way is to use two sample curve nodes, one sampling at length-epsilon and the other at length+epsilon. Then you can find the accurate tangent before and after by doing the position of the point (position node) subtract the sampled position, and sampled subtract position for the other one so the direction is consistent. Then you can do the dot product of the normalised tangents and the arccosine of that to get the corner angle. It’s hard to get the scale fixed for 3D curves but for 2D you can use that angle with some trig to find what you need to scale the corners by. For example if it was a 90 degree corner then you would need to scale it by 1/sin(45) to get the 1.41 to scale it by
@dertobbe1176Ай бұрын
@@Erindale you are absolutly right. If i convert it to mesh and scale the corner on x and y it's exactly 1.41. Only issue, I have absolutly no clue how to set this up in geo nodes 😮💨 could you maybe... Short content... Tutorial? Or Download 😅 🙏 this stuff drives me crazy for 5 days straight now 🙈
@ErindaleАй бұрын
@dertobbe1176 I’ll try and throw something together soon! But ask on my discord help channel. This kind of thing comes up every now and then so you might find a nodegroup made for it
@KarimAktoufАй бұрын
Thank you , DataViz + 3D is so cool!
@mardybum6383Ай бұрын
Please do more python tuts
@lazarwolftubeАй бұрын
Holy smokes❤❤❤
@shehankavinda8865Ай бұрын
Man i respect you so damn much. Such knowledge
@scpk2246Ай бұрын
you know guys, I highly salute devs and programmers for this so intelligently created addons!!!! kudos!!!!
@TynkaTopiАй бұрын
Thank you ! How to use this when using only one 1spline curve in collection and it has mirror modifier ?
@ErindaleАй бұрын
What is it you want the mirrored curve to be doing? How do you want to the final mesh to look?
@TynkaTopiАй бұрын
@@Erindale For example half of the skateboard, longitudinal direction. With one spline you can also make both ends upwards and with the top view you can make a shape. puu.sh/KgCnO.jpg
@ErindaleАй бұрын
@TynkaTopi to loft a skateboard shape it would be easier to imagine it like taking a skate deck and cutting through it with a saw lots of time. The slices that you’d see are the profiles and the line down the centre of the board would be the path. Then you can loft those profiles along the path to get the shape again
@TynkaTopiАй бұрын
@@Erindale Yes, I'll try that way. With that method, you can do it accurately even if the board is concave in the middle.
@occasionallyhumanАй бұрын
I don't understand the function of modulo here. How is it able to make the corresponding indices from the 40 of the grid to the 20 of the curve spiral. I don't understand what values the modulo is outputing for the setup to behave like that.
@ErindaleАй бұрын
Modulo returns the remainder of a division. For example if we modulo The range 0..5 by 3 we’d get: 0/3=0, 1/3=0 remainder 1, 2/3=0 remainder 2, 3/3=1 with 0 remainder, 4/3=1 with 1 remainder, and 5/3=1 with 2 remainder. So in this case we’d see 0,1,2,0,1,2. Extending that to 40 modulo by 20, we’d expect indices 0..39 to become 0..19,0..19. These values then correspond to the indices of the spiral curve
@occasionallyhumanАй бұрын
@@Erindale ohhhh I got it that was so simple. So like it repeat itselfs after 19 and starts from 0 again right? I got it thank you.
@ErindaleАй бұрын
@occasionallyhuman yeah the easiest way to think of it is that modulo is a function that takes a gradient and breaks it down into smaller gradients. If you modulo by 5 you’ll get gradients 0..4, by 20 you’ll get 0..19
@alabrrmrbmmrАй бұрын
Inspiring to see how fluidly you work with different node tree strategies.
@PGJsomeasmrАй бұрын
I had no idea we could do that in blender! I'm impressed! I learned so much in this video, please don't stop making videos like this!
@ErindaleАй бұрын
Thanks so much! There’s really no limit to Blender
@paulkuykendall5584Ай бұрын
This is an amazing series...thanks for creating it. I am learning so much. It adds so much to my tool kit.
@Scarlov87Ай бұрын
Erin Is my blender node HEROO!!!! thanks for uploading your videos bro :) awesome :)
@jaxxtrendАй бұрын
Cool
@EyeballplantАй бұрын
Excellent tutorial! That was extremely helpful and gave me solutions to some frustrations I'm having learning geometry nodes. Thank you!
@ErindaleАй бұрын
I’m glad it helped!
@Rimini312Ай бұрын
trigonometry equations 😊
@finn-zideАй бұрын
Just wanted to mention something at 11:35. I’m not entirely sure if you know this now or not since this was made a few years ago, but there is actually another word for “2*pi”. It’s called “tau”, which in math is the double value of pi. If you type in “tau” in (we’ll just say for example) the “Multiplier” input value of a Math node set to “Multiply Add”, it will give you the same value as 2*pi
@mostafaelnajar899Ай бұрын
really help me thanks bro
@FazowayАй бұрын
Hi Erindale I bought a bundle earlier and saw the lessons a month ago. Now I wanted to continue but the nodegroup xyz site doesn't open. I didn't know where to write because I don't know the support email. What is the reason? And when will this problem be solved? Thanks for the lessons.