Welcome to my RU-vid channel where I create Blender tutorials and other 3D content. I'm a big fan of Blender's geometry nodes system and love to explore its capabilities.
Thanks for these tutorial series using geometry nodes. I have been learning lots of new things I didn't know from them, including some shortcuts I was not aware off. Thanks.
I just bought this package and the only tutorial is impossible for me to follow due to a difficult accent for me to understand and the steps just aren't clear to me from the beginning. Now the file path to my asset browser is messed up and I'm feeling serious buyers remorse as I can't find any comprehensive tutorial for this.
Another Amazing Tutorial in the Donut Series - Procedural Edition!!! 👍😁 By the Way, I also got the Donut Project File from Gumroad, and it's a Must / Nice to Have, to Better Understand the Whole Tutorial Series!!! And it looks sooooo Delicious!!! 🍩 Thanks for Your Great Creative Work!!! ✌️😋🍩
Oh, I forgot about that dropdown. You can use the different interpolation options on the color ramp; the results will be very similar to using the blur node.
The difference is really subtle. The idea was to first create a displacement with larger-scale noise to deform the perfectly round torus, and then use smaller-scale noise for a second displacement to add extra details. You can see it better with lighting and materials, and when you are really close, but the effect isn't very strong- just an extra layer of details.
Nice one, thank you great introduction to Geometry Nodes. I was wondering if you could explain why the Spline Parameter which is mapped 0-1 on the length of the curve, became mapped to to Z axis when meshed? Really hoping for a part two :)
Thanks! So at 8:33, you see an animation that shows how a torus is created. You can think of adding a circular profile to a curve as placing many circles along that curve and then connecting them to create the final mesh. We have the spline parameter mapped from 0 to 1 on the profile curve. Then, the "mesh to curve" node places many circles (as many as there are points on the main curve) along the main curve. Each circle still retains the custom attribute that we saved with the "store named attribute" node, specifically the splineFactor attribute. When the "curve to mesh" node connects these circles with edges and faces, the attribute still remains. It looks like it is mapped to the Z-axis, but if you rotate the profile curve along the Z-axis just before connecting it to the "curve to mesh" node using the "transform geometry" node, you will see that the attribute on the torus is also rotating. I hope this explanation clears things up a bit. If you have further questions, feel free to ask. Glad to help! :)
@@jakobdesign8066 Ah, now it makes sense! Thank you so much for taking the time to provide such an in-depth explanation. I really appreciate it, and it helped me better grasp what is happening!
I'm pretty sure that geometry nodes could be used to generate supports structures for 3D printing. Specifically, the one's seen in the Tango slicer would be nice. If ever you manage to create one, please post a purchasable link for it because I'd definitely buy that for $20.
Very useful. Could you create an array with the correct rotation (when we draw it with a curve) with a collection in which we can control the density of object 1, object 2, ....., and use different sized objects? Nobody covers this. This would be cool.
@@jakobdesign8066 Thank you. I`ve tried it and some things work, but if the curve has a corner (90 degree angle) the rotation doesn`t work anymore. And if the collection objects have not all the exactly same size it doesn`t work either. I think the bounding box node has to appear somewhere. But I don`t know where and what else this node needs to work in this context. Either way, thank you. <3
I enjoy your videos related to architecture and geometry nodes. I have managed to implement some of the previous methods you presented in real projects I have worked on. I hope there will be more similar quality content on your channel.
How do you make the planes thicker to fill the space? I can add more through resample curves but i want to make the pieces / slats / planes thicker. Thank! This is a great tut!
Ah! By changing the extrude mesh after the Mesh Boolean node! .030 makes them a great thickness. You can control the amount with the resample curve and then change the thickness with extrude mesh (This note is mostly for myself since I know I'll looking back here)