hopefully this tutorial gives you the knowledge to make your own procedural primitives (and more!) howevverrrrr - if you do want to pick it up it's here blendermarket.com/products/better-primitives (DO NOT PAY FULL PRICE there is a 50% discount until Sunday as an early bird thing)
@AtanvarnoALDAКүн бұрын
This looks like something to be integrated into base Blender, wow.
@jmssunКүн бұрын
This needs to be canon 🎉🎉🎉
@_evildoerКүн бұрын
You can put math nodes on the double lines as well, so in the cases where the gizmos are moving off of the geometry as you move them, you can change the math so its stuck to the edge.
@TheAmazingCowpig17 сағат бұрын
I've been waiting for non-destructive primitives for years now...
@viola_case23 сағат бұрын
For people having trouble understanding why you slot the value into the gizmo and not vice versa: The reason it passes the output into the input is because you're passing in a reference, not the value. This is why there's a pointing symbol next to it; it acts as a pointer to the value in memory. The reason here is "because computers."
@argi414113 сағат бұрын
Would love to see Better Primitives get "rounded cube" as an option!
@BrentonWoods77423 сағат бұрын
There's a huge problem: these primitives do not have procedural UVs...
@danialsoozani13 сағат бұрын
man i didn't even know they've added gizmos!! thanks a lot for making goodies from unseen stuff!
@RockMedved18 сағат бұрын
5:06 Can also slap an Absolute node between Group Input and Vertices X input, so it will increase vertex count in negative direction too. Doesnt solve the problem of the operation being inverted when looking from the other side, but oh well.
@graphixworld71907 сағат бұрын
Life Saver
@fergadelics17 сағат бұрын
I am very interested in using gizmos in some of my tools but have been waiting for someone to figure them out and explain them to me at a modified speed
@BlenderDaily11 сағат бұрын
super demo, thanks :)
@backyy0710 сағат бұрын
Sounds cool, id like to see this in action. like it being used in an actual workflow. Does it stay non destructive if I add an inset and an extrude or does the modifier have to be applied, so that I can edit the mesh?
@KyleNally20 сағат бұрын
This should be added into the mainline release tbh
@AndreyTsupiy20 сағат бұрын
I recently made specific models of tables that I almost always use in my viusalisation work and they have objects acting as hooks for the height, width and length, which saves me a lot of time. If you were to make lets say a kitchen cabinet set with geo nodes non-destructive settings for the length, width, height, amount of shelves, types of handles etc. that would be very very valuable in the blender archviz world. Same thing with standardised windows. That would be absoulutely amazing. To give you an idea ;)
@fifdesign892 сағат бұрын
such a awesome tool - is thera a way to kind of make a break point in the mod setup to edit the verts for example - like in 3dsmax?
@AyushBakshi9 сағат бұрын
9:08 When the coke starts to hit 😎
@pile333Күн бұрын
Very good. Nice job!
@JohnnyDavila19 сағат бұрын
You could teach us how to use particles with collision like Rigid Body. Something like a spawner but spawns rigid body objects instead of particles.
@FruitZeus23 сағат бұрын
Did they fix the gizmos yet so they work with auto key?
@GameDragon2k18 сағат бұрын
This is amazing, but the most mind blowing part of this to me is the existence of the dial gizmo. Does any default tool in Blender use this kind of gizmo? This seems really interesting to me.
@jippee116 сағат бұрын
Spin tool in edit mode
@darrennew8211Күн бұрын
I saw a description of how gizmos work, but this is obviously the first step to a long collection of great uses. Very cool! There's probably a reason the outputs are on the left of the node, but I can't imagine why. :-) Unless it's because the thing it's affecting is going to be on the right side of *that* node?
@sebbosebbo97949 сағат бұрын
💪💥🗯🔥💭❤💨🕊 One step closer to vanilla procedural primitve objects ....
@dmigul4 сағат бұрын
Unpopular opinion: I would prefer completely "houdinified" Blender, with all primitives and legacy modifiers converted to geo nodes alternatives. If you need to tweak preset a bit - you just expose graph and add what you need.
@h-unte-r_Күн бұрын
Thank you 😀👍
@HenrisKas20 сағат бұрын
Sir you are genius. Purchased. Thnx.
@jippee122 сағат бұрын
It would be nice if the gizmo had a tooltip showing the value
@a4gr5 сағат бұрын
Do you also have a mesh line tool?
@S4IKICKКүн бұрын
The thumbnail was too cute to ignore so here I am
@normietwiceremovedКүн бұрын
I dont use geometry nodes at all and i feel so behind
@fergadelics17 сағат бұрын
I started using gn for one simple task. Then another specific thing… it worked out well starting off that way for me.
@kingbakul74365 сағат бұрын
Mathematician👌
@Florianski23 сағат бұрын
Can you keyframe/animate the gizmos somehow?
@ob435916 сағат бұрын
👑👑👑
@nerro98417 сағат бұрын
how far is your camera
@kyanight_3d12 сағат бұрын
W
@OgatRamastefКүн бұрын
yeah.. its very counter intuitive
@25usd94Күн бұрын
Gizmo
@VisualistAyush07Күн бұрын
What is Vulkan ?
@jmssunКүн бұрын
Modernized OpenGL
@VisualistAyush07Күн бұрын
@jmssun What will it help in ?
@jmssunКүн бұрын
@ OpenGL was a sets of graphical features that were used to standardize the industry so that any compliant software can have compliant features be accelerated by compliant acceleration hardware.. The standard got old, so they made a new standard called Vulkan that comes with newer features for modern needs and technologies
@realhamza2001Күн бұрын
@@jmssun vulcan still has major input response time issues
@VisualistAyush0717 сағат бұрын
@@jmssun oh ok bro thank you 😊
@dodolee8621Күн бұрын
New feature.🎉🎉🎉🎉
@jan_sipiki19 сағат бұрын
why do you sound like kwebblekop
@eternalgamer49617 сағат бұрын
I can't believe that this isn't a built-in feature of blender yet!