Тёмный
LooseEdges
LooseEdges
LooseEdges
Подписаться
Hi! I like to make things.
Objects on Strands:  Strands Library Update v2
10:36
2 месяца назад
Boids Simulation - Blender Geometry Nodes
26:49
2 месяца назад
Geometry Node Assets: Trailer (Blender 4.1)
2:19
5 месяцев назад
Road Lines: Making Modular Modifiers - Part 4
49:48
5 месяцев назад
Комментарии
@aidanhobler
@aidanhobler День назад
This looks really useful! The gap that this bridges is currently one of the weakest points in my workflow in terms of 1. keeping things non-destructive and 2. avoiding repeated work when updating assets from Blender. Thank you for making this!
@jeffg4686
@jeffg4686 День назад
I've heard the term "tangent space" a few times in the past, but not much. I decided to do some research and now understand that it has to do with vertices and is relevant for UVs. from chatgpt: Tangent space is defined at each point on a surface, while local space applies to the entire object. Tangent space is aligned to the surface’s texture coordinates and normal, while local space is aligned to the object's origin and axes. Tangent space is specifically useful for detailed surface operations (like normal mapping), while local space is used for positioning and transforming the object as a whole. Tangent space is a specialized local space used for surface detail manipulation. If the object has a UV-mapped texture with normal mapping (or other tangent space-based effects), the tangent space is defined relative to the object's surface. When you rotate the object, the tangent space rotates with it. This means that the normals and other surface details will continue to be correctly aligned with the texture and the surface. With these statements in mind, I'm having a hard time understanding what you meant by "rotating out of tangent space". Any thoughts on what I'm not connecting here?
@looseEdges
@looseEdges День назад
The way I like to think about tangent space (in a less technical way) is that its a shared coordinate system that can be constructed both from the the 2d UV coordinates and from the 3d world coordinates. This allows you to translate a point or a direction from 3d space to UV space by passing through the shared tangent space. However, because it's 2d in nature if you rotate a point around an axis that isn't perpendicular to a face. In 3d the left verts might move closer and the right verts father away from the center of that face, or in front/behind each other... but from a flat front on viewpoint the left and right verts simply move closer together, losing that depth info in the change from 3d to 2d.
@jeffg4686
@jeffg4686 День назад
@@looseEdges - thanks, that definitely helped
@jeffg4686
@jeffg4686 День назад
just as FYI, you could make some money providing complete training on all of them, and in different contexts (different scenes and stuff) for re-inforcement learning. Likely make more money off the training than the asset itself. It's real nice, btw. One of the best plugins out there in a lot of ways. Great idea.
@looseEdges
@looseEdges День назад
Thanks! Yes, I've put a bit of thought into how I might do that. Unfortunately, making training materials can be quite time consuming, to really do it well at least, which I'd want to do.
@jeffg4686
@jeffg4686 День назад
@@looseEdges - yeah, I hear ya. I can imagine they would take a while. One other thought is a product that is a set of group nodes for geonodes to simplify some operations.
@jeffg4686
@jeffg4686 День назад
These nodes are pretty awesome. It is complicated though, but that's just 3d. At first, I thought these were grouped geometry nodes, for using within your own geonodes pipeline. Are they always used as modifiers, or are these also used inline in geonodes setups?
@looseEdges
@looseEdges День назад
You can do both, I often use them in more elaborate node groups myself. I did design most of them to be used as modifiers first, because I think that is more approachable, but there is a lot you can do with them if you are comfortable combining them into your own bigger setups. I do all the time, in fact in the library you'll find many nested groups, for example, Resize nodes included inside of many of the Build modifiers.
@jeffg4686
@jeffg4686 День назад
when the planes are porjected onto the face, why does it still show the original planes? Do you make those not render, or do you get rid of them afterwards?
@looseEdges
@looseEdges День назад
I think that is actually caused by the previous modifier in the stack, Face Project, that modifier can be used in two ways. One would be to project the active mesh onto a target object and then instance on those, replacing them. The other, (which your question is about) is to project a copy of the target object onto the active mesh, which leaves the original planes visible. I personally like keeping the faces visible as a kind of control to edit, and if I want to render it I'd just turn of the renderability of that object. I also am often exporting the finished mesh rather than rendering it in which case I don't include those faces as part of the export.
@jeffg4686
@jeffg4686 День назад
very flexible - nice
@jeffg4686
@jeffg4686 День назад
I thought these were supposed to make geometry nodes easier. Oh, I see now - the inner workings explained
@stevenchilders272
@stevenchilders272 2 дня назад
Well done.
@jeffg4686
@jeffg4686 3 дня назад
Nice product!
@JackAssetsBakin
@JackAssetsBakin 3 дня назад
Amazing. Is Djh Strands compatible with blender 4.2?
@looseEdges
@looseEdges 2 дня назад
Yes, I haven't updated it specifically for 4.2 yet, but I don't believe anything broke since 4.1.
@alexhowell895
@alexhowell895 5 дней назад
hello i have a question. so is it possible to change the materials for the land.? i have a potential project where i wanna use anime shaders for materials.
@looseEdges
@looseEdges 4 дня назад
Yes, it is possible. I talk about how to customize the materials in this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-A8B5AR-R9xk.htmlsi=faGCQINaVEqrDqAz
@MrToadyodymo
@MrToadyodymo 5 дней назад
Having the promo teach you use cases it's so damn elegant!
@cgndev
@cgndev 5 дней назад
우와!!! 짱이닷!!!! awesome!!
@RoN43wwq
@RoN43wwq 5 дней назад
great
@jaxxtrend
@jaxxtrend 6 дней назад
Look is great!
@DJ_Narcan
@DJ_Narcan 6 дней назад
Wow I looked at that pack hard. I rarely buy addons, I prefer to build my own but I seriously considered buying it last week. I've only bought a handful of addons ever. Not because I'm a cheapskate, I want to know how it works. I want to be able to improve or update it. I just like making my own stuff. The only addons I buy are ones that save me time and hassle when modeling. I always make my own materials, textures, effects etc. You have convinced me though. This is definitely worth the money and more actually. I'm going to buy this. I appreciate your work bro
@DeGrey
@DeGrey 5 дней назад
Absolutely worth it! 100% recommend. It's ridiculous how much stuff is packed into this and it just keeps getting better. I have no affiliation, just a happy node nerd.
@sadaneduardo4391
@sadaneduardo4391 6 дней назад
big if tru
@chrisgreenwell3404
@chrisgreenwell3404 6 дней назад
Excellent update, thank you :)
@Mr.Shapeguy
@Mr.Shapeguy 7 дней назад
A thousand thank you's, man!
@MadpolygonDEV
@MadpolygonDEV 10 дней назад
Hi there, how hard would it be to replace the assets with custom models and textures and how difficult do you think is it to export the terrain layers as vertex colors?
@looseEdges
@looseEdges 10 дней назад
Hi! All that should be pretty straightforward. The scattering can be done with any collection of assets, so all you should need to do is import them into your .blend file and group them into collections. Making your own material slightly more involved, but not too difficult, I made a video specifically about materials here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-A8B5AR-R9xk.html By terrain layers, are you referring to the attribute masks such as erosion or elevation? Those are all generic float attributes, so it should be as simple as packing them into RGB and storing a named color attribute. As a potential alternative, TerraNode also comes with an addon that can export all those attributes to textures.
@funw3d538
@funw3d538 17 дней назад
Scattering seems still very labor intensive. Please make another tut on this part.
@funw3d538
@funw3d538 17 дней назад
What would be the ideal EEVEE settings in 4.2? It doesn't look anything like your video ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-bkrU_GwNxgY.html.
@looseEdges
@looseEdges 17 дней назад
Hi, it has changed a bit. I released an update a couple of weeks ago that was aimed at fixing problems caused by 4.2 and EEVEE Next, so make sure you have the latest version (v5). In the video about the Update, I discuss the new EEVEE settings a bit: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-i61LDJdh0ug.htmlsi=NlW0doVi-6-H7L2n&t=435. If you have questions about more settings after that, let me know. I'd be happy to share a .blend or a screenshot with all the EEVEE settings I've been using and share that with you.
@IndianCitizen04
@IndianCitizen04 19 дней назад
This is really amazing. I used DAZ in Unreal but this Terra Node is somewhat similar or more convenient to make terrain at your wish. Couple it with G-scatter or Ngon addon and it will give you proper exterior in no time.
@ratastic
@ratastic 19 дней назад
im assuming you cant use it on blender 3.6 ? :> if so, would there ever be a version for older blender? thanks <3
@looseEdges
@looseEdges 19 дней назад
I'm afraid not, TerraNode requires geometry node features that were not added before Blender 4.0.
@vaxs3993
@vaxs3993 20 дней назад
tell me please how to return "left cnob sellect" mesh
@looseEdges
@looseEdges 20 дней назад
I'm sorry, I don't understand what you're asking.
@vaxs3993
@vaxs3993 20 дней назад
@@looseEdges on default in blender if you click left batton mouse on mesh, it selects mesh, but ufter this program became another function. how I can return default function sellecting object(mesh) with click left cnob mouse?
@looseEdges
@looseEdges 20 дней назад
@@vaxs3993 That is strange, TerraNode doesn't change any blender settings. Selection should always be either 'left click' or 'right click' I would check your user preferences under the 'Keymap' tab. It should be the very first setting.
@vaxs3993
@vaxs3993 20 дней назад
@@looseEdges thanck you ! in "keymap" tab is "window' tab and there is "restore" cnob. thank you very much !
@hurricanepirate
@hurricanepirate 20 дней назад
Well Done! Nice presentation.
@CANS001
@CANS001 21 день назад
This is awesome! got as soon as I discovered it and works flawlessly! The only issue I am having is that for some reason I can't make it interact properly with lights and hdri (cycles) could be that I am doing something terribly wrong
@looseEdges
@looseEdges 21 день назад
Glad to hear it! That is odd, I just did a quick test and a terrain with cycles seems to be working fine for me. Was there a specific material that was causing the issue? Also feel free to join my discord server, ( discord.gg/EuUHutzrJr ), that way you could share pictures etc.
@jonedis
@jonedis 21 день назад
I love your geometry nodes assets pack! I really hope you can solve the roof problem you looked at in this video. That would be a super useful tool for arch viz modeling
@ASchnacky
@ASchnacky 21 день назад
the problem i see is the addons offer nothing that a person who's competent in blender can't do naturally, thus profiting on peoples ignorance. you could make a new tutorial on how to do these in 4.2 if its any different than the currently available tutorials, and focus on finishing your projects rather than addons. imo it would be more efficient to learn the modifiers (like screw and follow path) and use materials and alphas than to create the topology for a roof, rope, pipes, leaves, etc. and have millions of polys in ur scene.
@looseEdges
@looseEdges 21 день назад
I agree that everything my tools can do can also be done in blender without them, but I disagree that they are not valuable simply because it could be done another way. I think that is like arguing that you shouldn't get a power drill because you already have a screwdriver. I am confident that my tools simplify certain workflows, and that saves time.
@StarkRaveness
@StarkRaveness 4 дня назад
@@looseEdgesI agree with you here. Sure any technical artist could figure out their own node tree to make these things work but even in large studios there are built in tools to speed up production. Personally I do like to know how things work under the hood as this makes me a better artist but not every;one did mathematics right though to college so it can be quite difficult to decipher without some help. With your expertise you could put some tutorials together explaining how you built your tools and put it up on Patreon or Udemy to monetise your efforts. By the way I have your terrain toolset as with as your nodes set, as soon as I get some time I’m looking forward to having a good play. :)
@MetalGearMk3
@MetalGearMk3 23 дня назад
Make some UE5 + Blender videos, make your own game it will give you a spark and challenge.
@asr59
@asr59 23 дня назад
Hey LooseEdges! Nice video, I just found out about you :) I have some ideas about how to solve the issue at 10:40, let me know if you would like to discuss them
@looseEdges
@looseEdges 22 дня назад
Sure, I'd be happy to hear your thoughts.
@asr59
@asr59 22 дня назад
@@looseEdges AHH my message was removed... I was saying if you want to speak in that blue social network for work (LNKDN) if you are there, you can find my name there as "aitorsr"
@asr59
@asr59 22 дня назад
@@looseEdges did you or RU-vid deleted my message? I commented twice already lol
@asr59
@asr59 22 дня назад
@@looseEdges so basically you can simplify the problem by inputting simpler geometry, so instead of having both of the ceiling combined as a Boolean, have them both "complete" without any hole/trimmed. So for the curved ceiling, the current intersection edges would end coplanar with a vertical plane. For the other ceiling, you would get to fill the intersections. What this allows you is having a ribbon-like surface, where you can now scatter tiles, and then remove the ones that end up below the roof to solve the intersections. I hope that makes sense.
@asr59
@asr59 22 дня назад
@@looseEdges another option is having the geometry as you have, but procedurally get to the ribbons situation and then solve as I mentioned in the previous message. This would be more difficult but you would have an input closer to the final result.
@StarfuryFlames
@StarfuryFlames 23 дня назад
there's this dude Bill Mollison who came up with Permaculture . ...... he liked to say that if u collect enough of _anything_ in one place, it becomes a resource. ..... apparently applies to bad ideas as well ..... =) great video, brother, thank you! ∞ <3
@chesterdays2299
@chesterdays2299 24 дня назад
I cannot offhand add any ideas, but I do like the pipe stack tool - that is very neat and I can definitely see many uses for that. That shingles on any roof surface would be brilliant if you can crack it. I frequently deal with tegula and imbrex, which many texture sites just describe as 'clay roof tiles'. Thing is that what I need is more ordered, and the roof at the gable ends has to be a certain form. Then there is the horror of trying to get these onto conical and hemispherical meshes, for apses, or the roofs of apsidal ends. Very common in earlier architecture, but a devil to model. Great video though - I enjoyed watching that. I'd still call it far more successful than not with plenty of exciting ideas.
@looseEdges
@looseEdges 24 дня назад
Thanks! I'll let you know if I solve the shingle problem. I certainly agree on it being successful--it's all part of the process--and I'm using 'bad' in a very loose sense most of the ideas could still be useful, I've just run into dead ends on them for now.
@thecommentermaker
@thecommentermaker 24 дня назад
No guarantee that these would work but pattern one could be interesting with clothing, and the image to curve might be interesting with bump maps. For pipe topology, wouldn't the perfect seam be function of the angle? Those are my ideas.
@looseEdges
@looseEdges 24 дня назад
Yes, I think the pattern idea is very cool as a fast way to add detail to anything that won't be too close to the camera. There may be a way to generate the pipe joint topology, and I'm sure the angle would play a role in that, but I haven't been able to wrap my head around it yet.
@CinnnAmonnBun
@CinnnAmonnBun 24 дня назад
I wish there were something like HDA in houdini for blender.
@asr59
@asr59 22 дня назад
@@CinnnAmonnBun there sort of is, you can create a geometry nodes network
@TheOneWhoAnimates
@TheOneWhoAnimates 25 дней назад
You are the king of geo nodes !
@travissmith7471
@travissmith7471 Месяц назад
I love this trailer. So motivating. Thanks for sharing!
@malikarsyasakani
@malikarsyasakani Месяц назад
How does one fix Normal Map Artifacts in GIMP?
@looseEdges
@looseEdges Месяц назад
You should be able to follow the same steps, the tools will just be in slightly different places: Create a selection/mask from the blue channel. Delete the bad pixels. Make a copy of the layer. Blur the bottom layer. Use curves on the alpha channel to make semi-transparent pixels opaque. Repeat until the holes are filled.
@nandaje
@nandaje Месяц назад
can it make hires big terrain like gaea ?
@looseEdges
@looseEdges Месяц назад
You can set the resolution as high as your pc can handle, and all of the modifiers tile. That being said... I'd say that getting results that look like gaea might be difficult, it will always have a slightly different feel to it, and I've definitely done most of the testing with smaller scales in mind, i.e. a few hundred meters across rather than several miles.
@graphguy
@graphguy Месяц назад
@@looseEdges what are your thoughts on PC specs that could handle it?
@looseEdges
@looseEdges Месяц назад
@@graphguy I have a pretty old pc, 4 core i5, 16Gb ram, and GTX1070. That can generate a 1 million vert terrain with erosion (which is the slowest part) in ~30 seconds. Once it's generate the viewport performance is fine. Hopefully that gives you a point of reference.
@sander-wit
@sander-wit Месяц назад
Beautiful work! Some light jazz would've been nice behind the last part of the video :)
@looseEdges
@looseEdges Месяц назад
Thanks! Yeah, I thought about it, but was rushing to get it published yesterday evening... this way you can play whichever tunes you like best in the background :)
@graphguy
@graphguy Месяц назад
No!
@webinatic216
@webinatic216 Месяц назад
Is it possible to apply everything and then import to Godot engine?
@kewa_design
@kewa_design Месяц назад
Wanna know this as well
@looseEdges
@looseEdges Месяц назад
Technically, yes it could all be converted to a mesh and imported. However for performance reasons...depending on the scope of what you're doing... it my be better to export the terrain as height and attribute maps, the export addon that comes with TerraNode does this. I'm afraid I don't have much experience with the Godot engine, I have been told that terrain can be imported from heightmaps using an addon but isn't supported in Godot by default. A custom terrain shader might also be needed, unless the scope is small enough that the blender shaders can just baked into a texture. I've been asked about Godot and TerraNode a lot, so I think I'll look into it again and see if I can't write something to make exporting to Godot an easy process.
@webinatic216
@webinatic216 Месяц назад
@@looseEdges I don't mind doing most of the stuff myself to export to godot as long I can bake and save objects and so on. I see this more as a level editor that I can later export and do the necessary hard work myself. Even as a isometric render would be useful. Imo I think you should work on the add-on and not worry to much about the export to godot part.
@looseEdges
@looseEdges Месяц назад
@@webinatic216 For sure, and I might decide it's not worth the time it would take to learn, but it doesn't hurt to look into it either. I also use Blender kinda like a level editor, and I've make several tools that transfer data from Blender to Unity, so it's sort of half done already if I can make a Godot importer for those same files.
@zboy303
@zboy303 Месяц назад
Nice!
@markonar140
@markonar140 Месяц назад
Thanks for the New Update for Blender 4.2!!! 👍😁 TerraNode is Really a Very Powerful Addon!!! 👌😉
@looseEdges
@looseEdges Месяц назад
You're welcome!
@developeralley
@developeralley Месяц назад
If I understood correctly with his addon: one can take benefit of Blender's easy and intuitive interface for designing complex objects using instances and then export them to Unity as premade prefabs. Blender provides a lot of modifiers for automating tasks such as array modifiers, or geo nodes. In unity, assembling complex object can be a double work or tedius thing, (in this context). If this is so, this addon is really solving a problem.
@looseEdges
@looseEdges Месяц назад
Correct, the blender addon saves a .basset file which is a list of mesh names and transforms, and the unity importer for that file type loads gameobjects for each mesh, places them at the instance transforms, and then saves it as a prefab which should match what was in blender.
@senchi3836
@senchi3836 Месяц назад
Amazing ! :)
@reddragonrider4586
@reddragonrider4586 Месяц назад
What’s the name of the other program?
@looseEdges
@looseEdges Месяц назад
Krita: krita.org/
@senchi3836
@senchi3836 Месяц назад
What if instead of Rope or Chain or Cable i want to use my own unwrapped mesh ? (preferable with End and Start segments ?)
@looseEdges
@looseEdges Месяц назад
I don't have a modifier for that in the strands collection. It's a good idea, I'll try to add something for custom meshes in the next update. If you have my GeoNode Assets, Deform Match Curve is pretty close to what you're describing, but it doesn't have start/end caps and can't make use of the strand tags.
@senchi3836
@senchi3836 Месяц назад
@@looseEdges Thanks ! :)
@BlenderDunes2.0
@BlenderDunes2.0 Месяц назад
Nice video, Daniel! Apreciate your content!
@looseEdges
@looseEdges Месяц назад
Thanks! Glad you're enjoying.
@quackers969
@quackers969 Месяц назад
Nice vid! Had the idea of making this kind of node floating around in my head for a few days now, so the timing of this video was just really fortunate. ^^ 12:52 Bit of a tip, but you can actually set Position as a default input. It's under the "Default Input" option under Min and Max. It's a 4.1 addition afaik, so that avoids the whole magic number shenanigans. Vector sockets should have Position & Normal, and Integer sockets should have Index and Index/ID available as default inputs.
@looseEdges
@looseEdges Месяц назад
Yo! That's sick. I must have missed that in the release notes.
@RazsterTW
@RazsterTW Месяц назад
Sad to say I need to wait for it to be on sale before I can buy, only thinking of one project.