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Create Perfect Threads and Screws with Blender's Geometry Nodes 

Johnny Matthews
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I FORGOT TO ADD A SHOUTOUT TO MY FIRST PATRON "a B" !!!!!
In this video, we make the building block for creating all sorts of screw-like rods in a reusable geometry node!
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28 сен 2022

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Комментарии : 34   
@JohnnyMatthews
@JohnnyMatthews Год назад
I FORGOT TO ADD A SHOUTOUT TO MY FIRST PATRON "a B" !!!!! I'll get it into the next video!
@billyjjackson
@billyjjackson 10 дней назад
This was the first time a geo nodes tut made sense to me 😂 thank you!
@jackbauer9901
@jackbauer9901 2 месяца назад
That’s an instant subscribe for me! When I clicked the video I didn’t expect such high quality content. Thank you very much for sharing!
@dorex2007
@dorex2007 Год назад
Excellent tutorial ! Thanks
@ReaZaaa
@ReaZaaa Год назад
Thank you so much, this is incredibly useful!
@JohnnyMatthews
@JohnnyMatthews Год назад
Glad you liked it!
@ZeroDean
@ZeroDean Год назад
Ah, cool. I picked up a couple new tidbits from this. I won't remember them, but at least I can always come back! 😂 Thanks Johnny!
@JohnnyMatthews
@JohnnyMatthews Год назад
Great. I hope those help you make something awesome!
@_blender_man_
@_blender_man_ Год назад
Hey Man! Thank a lot! its great tutorial which helps people!
@JohnnyMatthews
@JohnnyMatthews Год назад
Glad it helped!
@rashadfoux6927
@rashadfoux6927 Год назад
Just used the set curve normal to make diamond shaped threads. This was brilliant, thanks Johnny!
@JohnnyMatthews
@JohnnyMatthews Год назад
Yeah, I’m glad I was able to get that node committed! Makes this sort of thing sooo much easier! Glad you liked it!
@dhruvsharma8788
@dhruvsharma8788 Год назад
waw thats something i was looking for thank you so much.
@JohnnyMatthews
@JohnnyMatthews Год назад
You’re welcome!
@blendercomp
@blendercomp Год назад
most interesting, thanx! :)
@JohnnyMatthews
@JohnnyMatthews Год назад
My pleasure!
@spinav
@spinav Год назад
That's nice! You can boolean it and then make the inverse. Maybe for the cap? :)
@JohnnyMatthews
@JohnnyMatthews Год назад
Yeah I think there are a lot of uses!
@adrianpolomsky358
@adrianpolomsky358 Год назад
Nice tutorial.
@JohnnyMatthews
@JohnnyMatthews Год назад
Thanks!
@adrianpolomsky358
@adrianpolomsky358 Год назад
@@JohnnyMatthews You are welcome. You make great work for Blender fans. :D Geometry nodes are amazing.
@fleabillydesign
@fleabillydesign 8 месяцев назад
thanks... jsut what I needed... but how do I take the asset into the asset library and use it? iver tried draging it onto a mesh vehicle and get a warrning of the first socket must be "geometry" cheers
@juryrigging
@juryrigging Год назад
How do I make the thread end taper longer? I tried just upping the start and end points, but that quite understandably made the whole of the end segments 0, and then tapered the next one. I'd like to gradually taper the ends over a controllable number of segments, but haven't built up enough understanding of geometry nodes yet (one day!) to work it out for myself.
@JohnnyMatthews
@JohnnyMatthews Год назад
Check my newest video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-GTRwpvHuo-g.html
@amalbubble7812
@amalbubble7812 Год назад
Hi Johnny. I tried making threads earlier using geometry nodes. In most cases the thread cross section is not circular but it is a diamond shape. But the problem I was facing is that the diamond cross section tilts when I use the spiral node. Is there a workaround for that. I guess the spiral curve node has a bit of bug that the spiral curve tilts randomly. 😐
@JohnnyMatthews
@JohnnyMatthews Год назад
Yeah I noticed that while working on this. I need to go back to the code on the spiral node to see if I can fix that.
@Lattamonsteri
@Lattamonsteri Год назад
This is kind of a hacky solution, I guess, but I think I found a way. Here's how I got my thread to behave: -Connect a "Set Curve Tilt" node after the "Spiral" node -Create a "Spline Parameter" node and plug the Factor output to the tilt value. -Place a multiply math node between the Spline parameter node and the set curve tilt node. -if you have the spiral height as a parameter in your geometry node Group Input node, drag a link to a Divide math node. Divide the height value by -2 and plug the output to the aforementioned multiply math node. Now everything should work. So, to recap: The height value of the spiral needs to be divided by -2 and then multiplied by the spline parameter factor. This value is then used as an input for the set curve tilt node of the spiral. I tried this with a spiral resolution of 32 and 16 and it looked good but there are things that break the effect. If the start and end radius are different, the tilt gets messed up, as well as if one goes too low with the curve resolution. As I said, It's a hack. But there might be some mathematical truths behind all of this that I was just too lazy to explore. Maybe someone else can discover a more robust solution. :P
@amalbubble7812
@amalbubble7812 Год назад
@@Lattamonsteri Yes, I too had to do some hack the time I used it, but since johnny had committed the node himself he can fix it in the blender code. I think it would be great if it is possible to fix the issue.
@Lattamonsteri
@Lattamonsteri Год назад
@@amalbubble7812 ok good that you found a workaround :D and yea let's hope johnny finds a way!
@JohnnyMatthews
@JohnnyMatthews Год назад
I just posted this patch for the spiral node: developer.blender.org/D16116
@jeffreyspinner5437
@jeffreyspinner5437 Год назад
Wow, great stuff... how unfortunate ppl that can understand GNs are so rare otherwise you'd be like Gary on FNT (nerdrotic) with your own blue checkmark and half a million subs... (there was a time where scientists were held in esteem, to back it's _not now),_ but everyone can understand (or think they do) She-Hulk, (adult children actually watch this shite) or LaunderRings of Power (Bezos ain't gonna pay the divorce settlement with his _own_ money!) Did you already figure out the euler rotation rate based on the threading rate? I want to use this idea in one of my plexus structures as an alternative to my original design (the quadspheres will have these piston like thingies with emissive hemispheres at the ends... IF I can keep the collection materials not changing to the beat of my music I'm driving it all with... I think that's a bug not a feature. Also with collections instanced on faces, I found that there's Z fighting that shouldn't exist (how can a mesh fight itself!?), confirmed by others looking at my blend file, another potential bug (my mesh is perrrrfect)... I'm using 3.3, any thoughts?)
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