Thank you for sharing the project file! I've encountered an issue during rendering: a strip of the book cover texture remains visible in the middle of the left page throughout the animation, even as the pages are flipping. I've tested this in both Blender versions 3.6 and 4.2, and the glitch persists in both. Specifically, it appears as a vertical strip of the leather cover texture overlapping the page content. This occurs in the final render but isn't visible in the viewport animation. I've checked the material assignments and UV mapping, but couldn't identify the cause. Has anyone else experienced this issue or have suggestions for troubleshooting? Any insights would be greatly appreciated!
I tried again and found A strip of the book cover texture appears in the middle of what should be the first page, even before any animation or page-flipping occurs.
legend! I think the math lesson mid tutorial could of been cut as it just added extra confusion to an already complex tutorial but otherwise one of the best blender tutorials I've seen and at least you do actually explain how and why things work btw what does vector mean in terms of 3D? this is what confused me because as a graphic designer vector just means vector based image to me
Me encantaría que esto estuviera en español porque es realmente tan genial como complejo; pero con paciencia sé que lo voy a lograr. Muchas gracias por el tutorial.
youve made it, you mastered geometry nodes.... but you have lost your soul, you cant be happy anymore, BUT HEY, LOOK AT THAT SICK AS FUCK BOOK (i hope you are okey bro)
Can you help me, I'd happily make a contribution to you. I need to try and make separate bezier curves come together and then remesh so I can control the blobs moving independently, but I don't know how to do it. I have tried in particle systems, blender fluid systems, flip fluids, metaballs, and I just want to get it done now and need some help which I am prepared to pay for. Thank you.
"I followed this tutorial to create an awesome project, but since the vertex count can change, I can't export it even as an MDD. Is there a way to bring it into Unreal Engine?"
Verry nice also the download avcailable works perfectly fin. I have just one issues rendering the eye useless to add to projects. it brakes on resicing. Well i guess i could crowl through the geometry jungle and change any vector some how but i may hope you have a smart solution somewhere? I tried to apply the Geometrie node and evben then the eye Brakes apart up on resizing. special after load it in as asset libery content. Blender version 3.6 LTE
This is amazing! I love reading your organization, it's fun as I explore. I'm having trouble figuring out the X size for the pages. Do you know how to fix it?
I know that I am a year late but you have really good tutorials and node set ups. I can tell that you have programming experience due to the neatness of your nodes.
This is so incredibly awesome. I just finished the tutorial as an intermediate Blender artist and I learned a lot of things. Thank you so much!! Also, since you didn't mention it, is it possible to set a control for the color of the iris? As to not having to go into the texture every time to alter it
Hey thanks for the great video, I was wondering where did you get the eye textures from? I was thinking of maybe building a model on top of this one for generation of data for medical applications. Cheers to you and your great work with this one :)
The way you produce new geometry on a mesh can be used, maybe, even in making smooth transitioned booleans. There is already an addon doing something so, it is called 'Bevel after Boolean', but it would be good to have other such addons (which use different methods). There are tools achieving smooth transitioned booleans in some 3D apps (Modo's 'Mesh Fusion' is the best, maybe, example), it would be good to have a variety of such tools in Blender too.
Hi, first of all thanks for the great book rig, but also I have a question do you know if it is possible to export UV from geonodes in this project?It would really help if you could help me with this
This eye asset is amazing, thank you! One issue I'm running into, however, is the cornea doesn't track. The cornea Ico Sphere stays locked in place while the UV sphere tracks. This makes for a strange look as the cornea push stays straight ahead regardless of where the iris is looking. Am I missing something or is there something to add to the node setup to have the mesh island follow transforms of the UV Sphere, without copying the driven values? I'm rigging eyelids with this rig which has eyelids following the contour of the eyeball, but due to the issue I mentioned; it doesn't work properly because the cornea shape doesn't track and therefore doesn't push the eyelids: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-yx3DBZc0ERA.html