thank you, Johnny. I have been making assets for my architectural library and now the beds have really nice-looking pillows
@JohnnyMatthews2 жыл бұрын
Awesome
@zboy3032 жыл бұрын
Very cool way of using GN to add detail to those cushions.
@JohnnyMatthews2 жыл бұрын
Thanks
@wVVzCnl1PrU2 жыл бұрын
Thank you for the tutorial. This is very fast and short way to distribute profiles along the curve. If there was similar short way to scale them according to the angle between neighbouring edges then this would solve the problem with uneven extruding along the curve in Blender, I mean when its polyline.
@JohnnyMatthews2 жыл бұрын
There might be. I’m away from my computer at the moment, I’ll have to test later.
@jeffg46862 жыл бұрын
@6:22 - If you take a different direction at this point, you can create us a new "Butterfly maker" add-on
@JohnnyMatthews2 жыл бұрын
😂
@skarlok12 жыл бұрын
As always good knowledge about geo nodes. I need to gather all those geo nodes sets into assets. Thanks
@JohnnyMatthews2 жыл бұрын
Absolutely! That's definitely the beauty of geonodes+assets!
@gottagowork2 жыл бұрын
So many basic pillow tutorials. So many pillow assets to download that would be well suited as a starting point. But how would you approach a (search term) "foldable triangular thai pillow"? Should take it way beyond the basics I guess. Model it from picture? Figure out how the parts are sown together? Cloth simulation or softbody? Geo nodes enhancements?
@JohnnyMatthews2 жыл бұрын
Hmm I would have to look that up
@billmurray76762 жыл бұрын
6:28 for some reason, only materials using "generated" texture coordinates work. As soon as I change it to UV, it doesn't work anymore. If I disable the geometry node modifier, the material I set up beforehand shows up again. Can you explain to me what I did wrong and how I could fix it please? I don't expect UV mapping to work on the piping since it is generated by Geometry Node (maybe there is a way?) but I expect it should be possible to use UVs on the base pillow at least.
@JohnnyMatthews2 жыл бұрын
Yeah there is some weirdness still with keeping UV's preserved across a geometry node tree. It's probably best to recreate the UV layout to a generic attribute then use that to drive a material. Hopefully this gets cleared up in the next few versions.
@billmurray76762 жыл бұрын
@@JohnnyMatthews I used a vector math node in Geometry Node to carry the UVMap through it, input to output, then I replaced the texture coordinate node with an attribute node in the shaders and used the UVMap. Edit : if I replace the subdiv at the end of the modifier stack and use the geometry node subdivision instead, then it works except some strange distortion in some places. Wierd. Still can't use UV on the piping but there's probably a solution for that.
@anicapalini2 жыл бұрын
For the starting object, like the cube or the circle, if you unwrap these then you can call the UVMap (Default name of uv's) by using an attribute node in the Shader nodes and fill the Attribute name with "UVMap" then you get back your UV. For the Stitch or the string around the Cushion it is another story 🙂
@johnsmith569202 жыл бұрын
I was working on something in that line a few months ago put couldn't pull it. I'd like to be able to select the next vertex (or vertices) in geometry nodes and then apply a mathematical equation to the selection. It works when the index are in accordance with UV but on "real" models that have been retopologized and so on, it won"t. Any tip?
@charliejolly60222 жыл бұрын
Fluffy cushions next! These look great but not comfy! ;)