5 years ago, the only software that was proficient enough to handle set ups like this was Houdini. Now blender is CHANGING the GAME. It's so good to see creators utilising blender to achieve incredible results for the fraction of the price tag.
@Kiran.KillStreak Жыл бұрын
And costly , and strongly stressful learning curve , even proper CPUs were not present at that time.
@Kris_KV Жыл бұрын
Thanks a lot Justin, your explanations and tips on this geo node add-on are perfectly clear, it answers a lot of my questions on how to use it. Your videos are as always helpful and easy to understand. TY
@hybridphoenix7766 Жыл бұрын
Do you think you'll ever consider a tutorial series going into how to make a procedural wall using Geometry Nodes? A lot of the other tutorials are out of date, and there isn't too much content that's covering this topic that well online from what I've seen on KZbin.
@CreepyMagicalBeing666 Жыл бұрын
How to solve the issue with odd texturing: you forgot to convert the UV Attribute to a standard UV Set after realizing and converting to mesh. Attributes are used to link the auto generated UVs to the applied material. If it's still not working, in the material you should notice that an attribute is used for the uv placement. Connect a standard uv coordinate node instead. Great tutorial indeed.
@danartwit Жыл бұрын
hello, the channel is very good, thank you! i have been tweaking blender to get started in 3d, and your shorts were accurate. Maybe because I come from 2d I have a different mindset, but would you know of any add-on/way to change colors in the viewport, of curves individually? thanks again!!!
@Mekekese Жыл бұрын
Regarding the geo-nodes in asset browser, you can also save the object, that have the geo-node modifier on it. Then it will bring both the object, it's geo-node, and possibly the related objects, like scattered stuff. I think this might be the easiest, cheers
@DaRealGoosebumps Жыл бұрын
how can i close the building on all sides and add a roof?
@robertshaer660311 ай бұрын
can you export the buildings as FBXs and take them into an Unreal scene?
@dynamic5109 Жыл бұрын
6:52 The creator has provided a solution to the texture issue that you describe here: kzbin.info/www/bejne/f5OroGWYmcSCmKM
@noldaker Жыл бұрын
Are there different stye buildings? Working on a 19th century documentary and wondering if illustrations can be used to design buildings?
@flaviocontreras2679 Жыл бұрын
kzbin.info/www/bejne/rJDMnHpjqsRpqJI kzbin.info/www/bejne/qpDGZmuorq9gidk kzbin.info/www/bejne/gJvRqpSmj8SDY8k Watch every one of his.
@noldaker Жыл бұрын
@@flaviocontreras2679 Thank you! Can I do the same with interior rooms?
@CosplayZine Жыл бұрын
We came to party
@leodegrance5609 Жыл бұрын
So, I tried both options to save it as an asset, as a geo-node only as illustrated in the video and as suggested by the comment by @Arnaud_imob. In saving them as geo-nodes, I have to manually reconnect each of the group inputs, as it only saves the group, not the input, at least when I did it. Perhaps I'm doing something wrong. Saving the modified object as suggested in the comment, creates the group and brings over the objects, but some of the objects come in offset or rotated out of position when dragged into the new scene or project. Although, in the asset browser, everything looks fine in the preview thumbnail. Maybe there's something in my existing scene that is causing the problem. Any ideas out there?