Geometry Nodes instead of Modifiers | A Deep Dive

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Stray Creations

Stray Creations

Күн бұрын

Пікірлер: 21
@StrayCreations
@StrayCreations Жыл бұрын
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@pericoel21
@pericoel21 Жыл бұрын
Cool to see David Bowie explaining geo nodes❤
@justjules5831
@justjules5831 Жыл бұрын
I thought he was Morten Harket ❤
@andysellers8298
@andysellers8298 2 ай бұрын
My first thought was Quicksilver.
@jeanpepin5869
@jeanpepin5869 4 күн бұрын
At this time, he's the best Blender teacher, he don't talk about philosophy, something append after few second and what we see is what we get. When teaching how to open a safe, you give the combination without beating around the bush by guessing like most novices who are more interested in making friends than teaching something. ;)
@SupahLuke
@SupahLuke Жыл бұрын
Great tutorial as always! Underrated fr
@hoogyoutube
@hoogyoutube Жыл бұрын
Beautiful tutorial
@Mr_Steve3D
@Mr_Steve3D Жыл бұрын
Not sure where you have been but just found you and I am glad about it. There are not to many people doing what you are doing
@danialsoozani
@danialsoozani Жыл бұрын
same here!!!! I subscribed and hit the bell for all notifs :D
@valovanonym
@valovanonym Жыл бұрын
Nice work !
@red4666
@red4666 4 ай бұрын
can you create a Displace PLUS modifier? it's just a regular Displace modifier but with the added ability of triplanar mapping an input image (with blending values where the planes meet). right now if you want to do procedural uv mapping via geo nodes you have to send it back to the material and that's not what i want.
@notimportantstudio
@notimportantstudio Жыл бұрын
Dude such a good video, im learning allot
@hectorescobar9450
@hectorescobar9450 2 ай бұрын
Would it be easier to do this with a repeat zone setup?
@PiononoMatic
@PiononoMatic Жыл бұрын
sos un genio, muchisimas gracias!
@InterruptingOctopus
@InterruptingOctopus Жыл бұрын
say we wanted to stack some objects in a specific order instead of randomized; what would need to be altered to allow for that?
@StrayCreations
@StrayCreations Жыл бұрын
We would have to replace the random value node with a system that picks the instances in the order of how they are stored in the collection. Perhaps you could figure it out by using the instance index of the collection and a modulo (math) node set to the domain size (instances) of the collection. I would have to dive back into this system to give you a full solution though :)
@InterruptingOctopus
@InterruptingOctopus Жыл бұрын
I've also been experimenting with feeding geometry generated within the node tree using geometry to instance, the issue with that is they dont exactly have Origins in the traditional sense. so what i've been doing is using the improved bounding box to divide the size output by 2 and feeding it into a transform node's translation in the hopes that it would then align with the object origin that the whole tree shares. so far this hasnt been fruitful on the Z axis as the shapes are lower than they need to be. Edit: i realized that the issue was due to the multiply math node feeding into the sample indexs for the new bounding box was at the wrong value. so my mistake
@InterruptingOctopus
@InterruptingOctopus Жыл бұрын
​@@StrayCreations an update to that, as a matter of fact having an index node and domain size (instance) node feed into a modulo instead of subtract+random value does in fact put the instances in order!
@melderstudios2924
@melderstudios2924 Жыл бұрын
thankyou!
@UnchartedWorlds
@UnchartedWorlds Жыл бұрын
Trying this in 3.5.1 and I fail to level them at 17:35, everything else seemed to have work to that point.
@desainekosjaya5745
@desainekosjaya5745 22 күн бұрын
it's more advanced but gives me more headache 😅 but i want it anyway
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