Really, really love the application of geo nodes + Islamic art! And in time for Ramadan too, mashallah :) Have you considered extending this idea to creating "procedural muqarnas" using geo nodes or sverchok? There's been a few scholarly articles on the subject, so your take on it would be really valuable!!
I was tearing my hair out on how to align tilt to vector for some time now, came up with stupid ways on how to cheat it which never worked perfectly. Now I know how to properly do it, thanks!
29:28 I have just calculated the area of this square by using face area node and extracted the square root from it, dividing it by two. I think this is a good way too :D
I came from Houdini, and every time I watch GN tutorials, I think all the time: this and this can be made far easier in Houdini. But this time, it is the same as I do in VOPs when I have to face a problem and resolve it without cheating. In any case, better grouping and visualizing tools are missing in GN. In GN, you basically work in blind mode. Anyway, Thank you very much for such great and inspiring content.
Yeah Houdini has the maturity advantage here. GN always feels to me like it’s in development and we’ve only really just reached a point where basic modelling is possible without massive hacks. I’m optimistic though that it’ll be a great platform in 5-10 years once it’s had the chance to mature a bit
As I'm watching this, I'm thinking "What's needed here is a node to create a square of splines with a corner offset. A positive offset and it makes a tic-tac-toe grid, a negative offset and the lines don't touch at the corners". Maybe another one to do the same as a diamond (using the first one and rotating 45 degrees). I'm finding I make helper nodes like this *all the time* now, and thanks to @JohnnyMatthews Bulk Asset Tool it's trivial to just push them down into an asset library file after the fact instead of tedious copy/pasting. I'd also consider moving the manipulating the curve handles instead of "fillet curve" and ray-casting for height, as this doesn't require resampling and will lead naturally to a catenary curve. Whereas fillet forces the curve to follow the circumference of a circle.
Erin, Thank you. I would really like to see you take this to the next level. This would entail removing all overlaps at end points and cross-sections. i.e. Make it buildable (Real).
Yeah this is a significantly more challenging problem but not impossible. You'd want to split into two sets and create your offsets for booleaning the lap joint. Ideally we'd have the curve intersection node in master but I think it's still got some work needed. That would make finding the intersections much easier
perfect with geo nodes, it would be great if you put this in consideration for later tutorials " Aman Mosque / Nakshabid Architects" how the exterior concrete tiles with those gorgeous triangles can be done with geo nodes along with texturing
Thank you, even I'm pretty very new to the whole genre, I was able to follow every step and recreate it. The nodes part was amazing but the timelapse part was mesmerizing. Is it possible that you put the timelapse part into a seperate video at normal speed; even without comments, only nice background sound. I'd be very interested. Keep up the good work.
I got a un even issue of mesh overlay in end after skinning curves... like its glitching where curves pass through each other, mostly in outer box... i dont understand why it's happening... I tweak inside the *align tilt to vector* group, and changing the .001 value in the pie value (1:09:40) works though makes the intersects smooth... EDIT:- problem solved at 1:16:30 .... just need a modifier :) and thanks For this tut...
EDIT: "Create Funnel Base" the Curve Circle was set to 0.9 not 1. -EDIT: my solution was changing the Funnel Depth Vector Multiply's values from 1000, 1000, 0000 to 1100, 1100, 0000.- -I'm skimming through to find out if I screwed up, I'll update if it's on me n not a blender change- -58:00-- when I add the outer square, the end points extrude down to the pivot point, unless I raise the 0.5 on the prior "extend" group to 1.5 and I can't figure out where I went wrong-
technically, instead of doing that whole complicated thing to get the inner dimension for where to delete in the center; you could use the uv map or the original dimension you set for the grid.
as always amazing work! I am learning tons of deep stuff from your tutorials and I owe you. Nice understanding of Islamic architecture btw. are you and architect? BTW I was waiting from the beginning how do you create those amazing curves to follow the funnel shape but got amazed by use of modular math function and then blown away by perfect use of ray cast. The uvmapping was also very nice, had to pause on the perfect frame to see it :D And, did you use a B&W image as a filter to delete some polygons on a subdivided plane?
I have an interior architecture degree but I work in games now ✌️ For the wall pattern? Yes I grabbed a photo of the lobby and isolated a tileable section which I turned into a mask. It was pretty rough and doesn't completely match the building but it was close enough for the time I had
@@Erindale That's very good. I am an architect as well but trying to switch into character design. but your procedural parametric videos inspire me to use them for my architecture projects. can we achieve the same result in revit's dynamo? The bricks gave the feeling they should've. well done as always👏👏
Hi Erindale, when watching this I was wondering (and I thought I saw a glimpse of that in the timelapse part but might be wrong) are there no problems with Z fighting in Cycles on some of the intersecting curve parts resulting in overlapping faces? Did you have a workaround or were there simply no issues?
First of all, thank you very much for this tutorial. It helped me learn a lot and have an insight into the differences between the grasshopper and geometry nodes. They seem similar, both based on bare math, but still the workflow is different, as you said in the beginning of the video. :) And one question. Could you tell me how did you get rid of those black overlapping areas in 1:16:29 ?
Added bevel and subdivision. It rounds them enough to fix the coplanar intersection artefacts while the Bevel resolution lets you keep it visually rectangular in section
As long as they’re curves, the viewer node should show the attribute you’re viewing. Make sure that you’re connecting to the viewer with ctrl+shift+left click to make sure that it is generating the viewer socket based on the attribute you want to look at. If for example you have it as a Boolean or integer from a previous attribute and then you just plugged in a different data type manually next time then you’ll not see your expected results.
Thanks for all your work and great explanations! I have a question. What is the benefit of making the grid and filtering/manipulating the grid points rather than creating separate curves for the separate beams and joining those in the end?
Depends on the project. Many architects would say Blender isn’t suited at all and you should use Grasshopper and 3DSMax. Ultimately the tool you know is the best one because you’ll be most able to articulate your designs with it. Between Sverchok and Geo Nodes, I’d pick geo nodes to learn now. It can’t do everything but it’s going to grow and it’s natively supported
At 42:40 I initially thought the points would match with that inner circle. Is the difference related to the subdivision at 32:25? I'm guessing if you use more subdivisions, It would look closer but never quite exact anyway, right? (Sorry for the weird question but I'm in the understanding the logic part of seeing your videos, not in the part of trying to make it along yet. haha)
I do not think that i will get a reply but when i added the endpoint selection node during the spokes part, it just disappeared (the shape) and i do not know how to fix it.
Are you on discord? This is something easier to solve with pictures of the node graph to help debug. Hop on my server and feel free to tag me there for help ✌️
I think yes for now. Until geo nodes works out what they want to do with lists, loops, and integrated python scripting it'll keep value imo. But it might be for 2-3 years before we see geo nodes get a solid foundation of nodes - still a LOT missing
Hi Erindale. :D Random question: What do you reckon, is making a Half-Life Alyx inspired beer bottle shader something one could do in Blender? Since Geonodes can be used to save the velocity of the bottle into attributes that the shader editor can use, and one could do all other sorts of trickery with math in Blender, maybe a fake liquid simulation in a bottle isn't unattainable. Then again... I for sure couldn't do it. I still lack understanding of how to rotate and align vectors to my liking.
There were a lot of cool experiments on twitter when that came out. I think some blender ones as well. Now we'd just use simulation nodes to handle it nice and easy though
I wish my googling skills were better. Or maybe noone has posted a video about how to do it in Blender. I was hoping to resolve the challenge but I guess it's still out of my reach xD