I've set up a huge project using nothing but a geometry nodes inside a random box. this is the final thing i needed to learn in order to complete it, thanks.
@vladimirturcan8762 жыл бұрын
This is literally gold quality tutorial. Awesome.
@JohnnyMatthews2 жыл бұрын
Glad it was helpful!
@PolyMadd Жыл бұрын
This tut wasn't exactly what I expected, but I learned a lot, thank you!
@AhmedNassef2 жыл бұрын
This is the best GN UV unwrapping I've seen so far..
@JohnnyMatthews2 жыл бұрын
Ahh thanks 😊
@kamana64352 жыл бұрын
Your timing is always amazing. Just started looking into UV for Geometry nodes with the new Blender 3.3 and just as I search your video is freshly off the press. Great video and really appreciate you sharing your awesome blender knowledge thanks so much.
@JohnnyMatthews2 жыл бұрын
Glad I could help!
@npj55782 жыл бұрын
Thanks a lot for this. Please keep them coming. Best geo nodes tutorials out there for sure
@JohnnyMatthews2 жыл бұрын
You’re too kind
@zboy3032 жыл бұрын
This is great stuff. I love the Duplicate Elements trick. Looking forward to you unravelling the mysteries of the new Curve and Mesh topology nodes!! Patreoned :)
@JohnnyMatthews2 жыл бұрын
I'm glad you liked that one. The duplicate elements node may be one of my best contributions to geometry nodes. And thank you so much for being a patron!
@bazibada11 ай бұрын
Thanks for this interesting and uesful tutorial ! And that UVMapping viewer is so nice !
@nahoj.2569 Жыл бұрын
I loved the set position trick!
@glennet961311 ай бұрын
Brilliant tutorial, the first UV tutorial I've understood, thanks. P.S. In V 4.02 the Convert Attribute to UV map is no longer there but you don't need it because if you go to UV editing you get the UV Map. In any case he gives a far better method later. I also didn't get the texture on the UV map, I had to add an extra Set Material node.
@anicapalini2 жыл бұрын
Those new nodes are game changer and the way you use them in this video is really helpful and useful, I was searching with shortest Path and Uv Unwrap on mesh object with a lot of faces but you bring me the good tools to use it and for the curves it is now possible to have an enough good unwrapping when using a circle as profile.... this is great. Thank you very much, very good tuto on the topic, in fact the only one I know that covers this topic with so many possibilities 👋💯
@JohnnyMatthews2 жыл бұрын
Glad I could help!
@dannyteo96182 жыл бұрын
Not exaggerating, even I address you as Geometry Node Specialist. Please keep going, loves it.
@JohnnyMatthews2 жыл бұрын
You are too kind. Thanks for watching!
@totochandelier2 жыл бұрын
First time I understand this topic, so clear , thank you !
@JohnnyMatthews2 жыл бұрын
No problem 😊
@rsher_digital-art Жыл бұрын
This kind of knowlege I'll purchase. Thank you.
@DJP_3d2 жыл бұрын
dude you rock, finally someone actually expand how this actually works
@JohnnyMatthews2 жыл бұрын
So glad I can help!
@radhakrishnan68952 жыл бұрын
Very nice explanation 👍
@JohnnyMatthews2 жыл бұрын
Thank you 😃 I hope it's helpful
@syntax_error68822 жыл бұрын
your channel is very good.. thanks for sharing this stuff
@JohnnyMatthews2 жыл бұрын
You’re very welcome!
@kes099 Жыл бұрын
Amazing work! You probably thought of this already, but as a further visualization aid you could add (after the first Curve to Mesh) a Mesh to Curve, feed it the same Selection of edges that are used to mark the seams, then a Curve to Mesh with a small radius/low resolution Curve Circle as the Profile Curve, then join this mesh onto the original (with a switch to turn it on or off)... then the selected seam edges would be visible on the original mesh.
@flavio84302 жыл бұрын
Fantastic tutorial -- thanks for sharing!
@JohnnyMatthews2 жыл бұрын
You’re welcome
@gouravkd8545 Жыл бұрын
Increadible explaination!!
@francisjasmin78432 жыл бұрын
Awesome tutorial. Thx !
@JohnnyMatthews2 жыл бұрын
You’re welcome!
@francisjasmin78432 жыл бұрын
One way I just found to get perfect UVs on a curve-to-mesh would be to transfer the UVs of a straight curve with the same length (attribute statistic) and same profile on your main curve spline so that you get ''staight'' UVs coordinate being deform by the curve surface.
@MGrintjes2 жыл бұрын
Could you please tell me a little bit more about this? I don't understand how the attribute statistic is supposed to work and I can't find any examples on it.
@Simonoonn2 жыл бұрын
Very good, hope there are more tutorials
@JohnnyMatthews2 жыл бұрын
Doing my best!
@satyakimandal65722 жыл бұрын
Always wait for your Geometry nodes tuts. You are really a great teacher. Not every tut is easy to understand the way i understand yours. Hope you never stop producing these :) I have a request : Is there any ways to preserve the UVs of the instances after realizing them? I had to do workaround to make them work. But it is always hackish, and not quite standard workflow. Would love if you cover this in any next tutorial.
@JohnnyMatthews2 жыл бұрын
Thanks for your kind words. Not sure on the instances at the moment.
@krissosful2 жыл бұрын
Very helpful tutorial! Thanks a lot:)
@dolmenbretagne90602 жыл бұрын
Absolutely stunning! Your tutorial is awesome! Thanks a lot !
@JohnnyMatthews2 жыл бұрын
Awe thanks 😊
@GifCoDigital2 жыл бұрын
Great use of shortest path!! This technique will be really powerful if we get better selection outputs on Curve to Mesh!
@JohnnyMatthews2 жыл бұрын
I have a patch in for selection outputs on Curve to Mesh. Hopefully it is accepted: developer.blender.org/D15479
@GifCoDigital2 жыл бұрын
@@JohnnyMatthews can't wait!
@danielwhite911 Жыл бұрын
Such a great tutorial, explains the process in such an easy to understand way. I have been playing around with using a resample curve to determine the resolution(loop count) and combining this with the curve circle resolution value to have a direct input for the shortest edge path end vertex number, meaning you can adjust the resolution and it automatically updates the UVs. I was wondering if there is a way to use the selected seam edge and straighten the these paticular UV edges or straighten the cylinder unwrap as a whole so it is square, so textures can match along the seam?
@nicolasherrbach37572 жыл бұрын
Very interesting tutorial! One thought: when generating geometry, like in your example with the curve to mesh node, it is possible to store a boolean named attribute on the curve circle (like "is vertex index nº0" of the circle) and later use this attribute to mark a seam in the UV unwrap node. It's really impressive how geometry nodes becomes more powerful with each new version of Blender. I find that there is so much potential with passing attributes between geometry nodes and shading nodes (with named attributes, or output value of geometry nodes). Thanks for contributing to the development!
@JohnnyMatthews2 жыл бұрын
In Blender 3.4 there are some new mesh and curve topology nodes coming that I think would help do this.
@Olstman2 жыл бұрын
Brilliant tutorial!!
@JohnnyMatthews2 жыл бұрын
Thanks for your kind words.
@badejoolatuiyi1365 Жыл бұрын
thank you
@klever-kenneth2 жыл бұрын
Kickass content as always :)
@JohnnyMatthews2 жыл бұрын
Glad you enjoyed it!
@Aithiros2 жыл бұрын
Great tutorial. Actually, I have a question. Is there any option to suit the texture to different lengths of the curve? I want to do a fully geometry low poly rope, so it works fine until I change the lengths of the curve.
@JohnnyMatthews2 жыл бұрын
I’ve got another tube unwrapping video in the works that may answer that.
@Aithiros2 жыл бұрын
@@JohnnyMatthews Or maybe you could prepare a tutorial about making a low poly rope by geometry nodes. Actually, I cannot find anything useful on youtube. I found only solutions for how to do highpoly, which is not exactly what I want to achieve.
@_casg5 ай бұрын
Hey boss, what can I do in the selection portion in the uv unwrap node? Like let’s say I’m trying to uv unwrap at tree and it has leaf instances. But the uv unwrap set up unwraps everything on the tree. How can I tell the selection to avoid the leaf instances ? Basically uv unwrap the entire tree but the leaf points
@michaelvaughan29862 жыл бұрын
Is there a way to straighten the uvs? So the cylinder or cone shape is a flat square?
@pikachufan25 Жыл бұрын
Was just Skipping Trough the Video (pass like 10 Different ones xD most of them use the Transfer Attributes < Capture Attribute < Spline Parameter - Combo) and this is the first one i spot that Explains how to use the UV Unwrap Node... Interesting Using the Face Area Node... Cause the end-caps are Always Biggest Part of the Mesh... interesting....
@Node_Art2 жыл бұрын
At the moment, the uv unwrap node does not convince me how it is working with the automatic packaging. I use it in very specific cases and by islands iteratively. I am looking for a way to object to seams without having to separate the mesh and not corrupt the uv map built from the base of vectors and attributes, that is, without using the uv unwrap
@Floreum2 жыл бұрын
I'm trying to think up how this could be used using the hair nodes, do you know of any way to get the info on each curves edges in a single geonode to unwrap? This could be really useful to getting the new hair nodes to work with stylized polygon hairs.
@pinyang8782 Жыл бұрын
When i select UV Map under mode of attribute, it doesnt show up UV map, I only got generic and vertex group. Any Advice?
@NinaQuintanilhaFelinto Жыл бұрын
Try: generic - face corner - 2d vector. It worked for me!
@palpytine2 жыл бұрын
I dearly wish we could output to *the* UV map. Surely that must be coming in some future release!
@JohnnyMatthews2 жыл бұрын
It will take a bunch of recoding to allow the built in UVs to be generic attributes, but I think it is certainly in the plans.
@cocamaster02 жыл бұрын
perfect!
@JohnnyMatthews2 жыл бұрын
😊
@3d-illusions2 жыл бұрын
Probably jumping the gun here as I haven't watched all the way though yet, but are there any plans to port the automatic uv unwrapping algorithms that are available in edit mode to geometry nodes?
@JohnnyMatthews2 жыл бұрын
For the current unwrap you need seams.
@blendercomp2 жыл бұрын
Genius! :)
@JohnnyMatthews2 жыл бұрын
Nah, I'm just sharing how it works :)
@everlastingmedia Жыл бұрын
Unfortunately I wasn't able to correct the issues I was running into. For all intents and purposes the models I have appear fine in Blender, but on export something seems very broken. Textures do not appear, only solid colors.
@user-ts6su4pd3t7 ай бұрын
He stuck a uv in his nodes and called it macaroni 🎶
@mrjoneslol2 жыл бұрын
Really thankful for this tut. Appreciate the info! Excited to see the Boender team continue to build on UV in geometry nodes. Do you have any documentation or tuts that might help with texel manipulation In geometry nodes?
@JohnnyMatthews2 жыл бұрын
Glad it’s helpful! Not sure I know what texel is.
@mrjoneslol2 жыл бұрын
@@JohnnyMatthews texel = texture element. Seems to be a scaling function for quality. Still doing my research. I’m having issues getting a quality displacement - so I’m doing my research and tinkering around. Still learning 🙃
@alekzstube8 ай бұрын
For anyone using 4.0, you need to store attribute as a 2d vector
@myztazynizta2 жыл бұрын
In this particular scenario I desperately need the UV map to look like "follow active quads" straight.
@JohnnyMatthews2 жыл бұрын
Oh boy do I agree with you there!
@3d-illusions2 жыл бұрын
Tell you what would also be powerful; a 'selection from viewport' node. User makes a selection of faces, edges, points, enters a name for the selection (on the node), clicks the node's 'get from view' button, and the node then adds a new bool attribute with the given name to each selected element. The node could have a selection output socket for use on upstream nodes selection inputs, or alternatively a named attribute could be connected to the selection input (because the selection is stored as a named bool attribute). Would be really handy here for selecting seams, but also open the door for a nice way to combine the speed of the viewport modelling with the advantages of the geometry nodes extra power. Like when making extrusions, bevels, deletions, everything basically.
@JohnnyMatthews2 жыл бұрын
Once we get "freezing" in node trees, something like that could be possible.
@3d-illusions2 жыл бұрын
@@JohnnyMatthews perhaps it wouldn't need to freeze because the act of reading from the viewport selection is only performed by the user manually pushing a button. It effectively just reads that bool attribute at every element evaluation rather than generating any new data.
@mmcc28522 жыл бұрын
i am sick of the attribute workaround, they should really allow the vector output to be overwriting UV map data directly.
@JohnnyMatthews2 жыл бұрын
There is a big plumbing issue with that. There have been small steps towards that end, but I’m not sure how much more needs to be done.
@gambikules7 ай бұрын
more complex model ? cause unwrap a tube its not hard
@nickr91602 жыл бұрын
Great tutorial. Disappointing to see that the tools are still pretty pathetic though. Came here hoping to see 3.3 would allow writing direct data but it's still only writing to custom attributes which is completely useless outside of Blender. You shouldn't have to bake node groups down destructively to apply attributes for export, you should be able to write directly to UVs and Vertex Colors.
@JohnnyMatthews2 жыл бұрын
It's getting there. I think there were too many divergent ways of storing data on meshes. The dev team is trying to consolidate those and in the end make it so that you can easily use generic attributes to drive whatever you want and then they would export as whatever you wanted them to be. There is a TON of legacy code that has to be changed to do this. But rest assured, it is definitely on the dev's minds.
@myztazynizta2 жыл бұрын
I know you want to keep videos simple and short but the info provided so far in the video is not enough to address any of the real world cases where I want to uv unwrap a tube to put a detailed repeating pattern on it.