Porque Ami no me funciona Los vértices no se unen aleatoriamente Merge by Distance No lo hace aleatorio Lo hace ordenado No genera piedras Genera cubos 😢😢😢😢😢😢
Not sure if this is a Blender 4 change to Merge by Distance or a randomization setting I don't have set, but I'm not able to reproduce the randomization of the triangles shown at 2:02. It all comes out as uniform triangles or squares. It works in Blender 3.3 LTS.
Hey! Is it possible to apply this to a different mesh so it can follow it shape? For instance, I have a curved plane, if I apply it will it follow its shape?
Excellent tutorials - thank you very much for them. I have one question, would appreciate little help. Is it possible with current geometry nodes to create setup that would make slightly different mesh visually when we copy (shift + D) original mesh? For instance, we create brick, or wooden plank, and want to copy slightly different copy. I managed to achieve difference with Set Position + noise, like in your example, but I don't know what Node I can use for every other copy to have slightly unique shape. Maybe you can help?
Thanks, glad you like the tutes! Are you trying to get many variations within the one geonodes graph, or do you have several independent objects using the same network that need variations?
@@redjam9 second, I would like to model one wooden plank, put GN in it, and then after duplicating that mesh to get slightly different variations. Ive managed to make something semi acceptable with Self Object, and Obj info
@@SrdjanPavlovic11080 that is just a matter of connecting as many sockets into the main group input as you need. So for instance noise scale, position offset, displacement amount, mesh resolution etc. That way all of these show up in the modifier as sliders. Each time you duplicate the object, just tweak the sliders to get a different result. All the "plank" objects will use the same geonodes network, but the end result is different since the inputs are different. You are essentially creating your own custom modifier that can be reused.
Hey James, is there a way to have the emission set depending on a certain distance from the origin of the geonodes? I am asking because object info node takes the world origin. Many thanks.
The Vector(0, 0, 0) in the distance node in the shader node can be changed or animated, but this is still in world space. SInce this is an old tute, we didn't have instance coloring back then. To get more control, you would be better off creating a custom color attribute in the geonodes itself and use the distance calculation using the self object node position to each instance. This custom attribute can then be referenced in the material. This way the distance will be in local space.
So clean and to the point. After Scale Elements, the distances between the stones are not equal. Can we make them equal despite the size of the stones? I need random rectangular stones and the gap between should be equal everywhere. Thanks.
cheers! I think the only way to get what you are after is to use circle packing which is a much more advanced technique. Have a look on blenderartists for a post by Higgsas who has a project file.
@@_ZEIT_ Take the Random Value Node (change it to Boolean and play a bit with the Probabilit value) and put it into Selection in the Merge by Distance Node. Hope this helps
@@cookiemonster_xx Thank you, I knew something must have changed the behavior. I did as you suggested, and it was better. I went a little further, followed the dual mesh with a triangulate, followed by yet another dual mesh. This produced a result much closer to how it looks in the video.
Get a vector by subtracting the position of the last point to the second last point. Normalize this vector and feed this into the align rotation to vector node.
Thank you for inspiration! For everyone who watches this I suggest a tiny improvement: If you place {Resample Curve} node between {Mesh to Curve} and {Curve to Mesh} you will get smoother lines without jaggedness and excess points (so your computer will count geometry faster).
It really depends on if you have either a coding or math background. Geonodes really are just a visual way of programming, so needs to be approached from that viewpoint. It is generally a lot of vector maths, so understanding that is vital. I would actually recommend learning 2d vector math before 3d. You could try the Daniel Shiffman videos on youtube or his free "Nature of Code" book on his website.
Your pebbles have flat bottoms! When you extrude like this, you then need to join & merge by distance the extruded geometry with the faces you originally extruded (after flipping their normals) before adding the subdiv
I have already discussed this in the comments and posted a graph to do this in the community section. It depends on your needs, since in a gamedev situation you want as little geo as possible and won't see the back faces.
this is what I am looking for but there something a little I want to achieve for my project pls could you do something like this but a cell skin structure I mean each object has sphere inside in it ? pls for my project
If you use a mesh to points node in face mode after the dual mesh you will get a point in the middle of each face that can be instanced onto. You can also use a capture attribute to get the face area to then scale up each instance to the size of each face.
thanks! Yes you can get get the island colors into the vertex colors, but the workflow is a bit clunky. You need to store the named attribute of the color to an attribute called "Color". You won't see it in the viewport though until you apply the geonodes modifier. You can use a material with the color attribute to preview the result as I did in this tute..
thank you. A difference way to make a random cobblestone texture is using "Random per island" in "Geometry" node (a node named "Geometry") for the Fac of ColorRamp. Note that "Random per island" is only available in cycle render
cheers! If you look in the spreadsheet you can see that most (all?) noises are in the 0.3-0.8 range or thereabouts. I usually remap them to the 0-1 range as you then get a more even spread of values...