mans really put van gogh's style in the 3rd dimension, this is honestly a bit hard to believe. phenomenal work.
@summatim9 ай бұрын
Summary was generated by Summatim, let us know if there are any inaccuracies! 🤖 0:01: Tutorial on Building Curv Tangent Transfer 0:42: Creating Brush Strokes 2:38: Using Curv Tangent Transfer 7:53: Random Color Generation 11:26: Final Output and Node Group
@lowelljohnson7447 ай бұрын
I've always dreamed of ways expressionist art could be implemented digitally and now it seems you provided a solution! excellent stuff, this is a really original take on 3d modelling
@studioanf8 ай бұрын
this looks fantastic, sir.
@zeeyannosse8 ай бұрын
❤❤❤ whooooHOOOoo this is really cool !!! I will try as soon as I can also on some landscape scans ! Thank you very much !
@NameIsDoc8 ай бұрын
When I was in college I did something sorta similar with hair particles using the texture of the model to create copies of monet paintings. neat to see a similar idea in blender i'll have to try it out.
@kenzietownsend66446 ай бұрын
It's almost like covering the model with a bunch of hair cards. That's clever.
@tajender_singh5 ай бұрын
Thanks for sharing❤
@choismotion3 ай бұрын
wow~ so great!!
@juanortega74937 ай бұрын
This does not work on deforming objects because it recalculates based on the bezier curve tangent relative to the position of the mesh. Is there any way to "bake" the distribution so it keeps the same on deforming objects? Thank you!
@AndyLiong-en7fs8 ай бұрын
Hello there, just notices some things and would love if I can ask. On the geo node you store the uv based base color texture map to each instance wirh store attribute color on points. But it seems that on the shader you use don't use that attr and basically use the base head uv + texture to somehwat assign the color to instance? Please correct me about this color assignment to instance. Are they connected from GN to Shader?
@3d-eden9788 ай бұрын
Yes you are right, In a later version I only use the image texture in the geonodes and send it with a store attribute to the shader. This makes the setup a lot simpler and collapseble to one geonode. you can get that one on blendermarket at a tool. But this works a well.
@Iron-David5 ай бұрын
Hi, I downloaded the example file and I can't seem to be able to Realize Instance. It kind of collapses the created brush stroke meshes. I'm quite new to geometry nodes so would you please help me figure out how to fix it? If that's okay with you
@allangeorget10678 ай бұрын
That's amazing !!!! I download it now, it is working in cycle ?
@3d-eden9788 ай бұрын
Yes it works in Cycles.
@bellVFX4 ай бұрын
Can I export it to Unreal?
@3d-eden9784 ай бұрын
Yes, but an other version on blendermarket can be exported. it comes with this version. it uses face data intead of instance data and when the geometry is realised it will create the UV maps automatically for you.
@bellVFX4 ай бұрын
@@3d-eden978 otimo, onde posso achar para comprar?