A great video, thanks for sharing. Small tip: you can speed up the cylinder creation when you use the operation panel in the bottom left during adding the cylinder. Set the correct radius (0.5m), depth 1m, z position 0.5m, and then apply the location. That way you don't have to set the origin to the bottom face and the cylinder with the correct dimensions is done in a few seconds.
Never will I be as good as you. Never will I also study things I do the way you do. Never will I do what you do. But I will always, open myself a cold beer in the evening and with utmoast interest enjoy your tutorials, expand my knowledge about arts and ancient architecture and of course enjoy in English with Italian accent. Your tutorials are like audiobooks except in 3d :) Molto bene!
Outstanding tutorial! 🙏 The knowledge you guide us through is exceptional. Thank you so much for taking the time to share your beautiful creations with us.
You combine all of the things that I love, classical architecture, Blender and procedural generation. I still struggle with 3D vegetal ornaments and statues after years of practice, I would love a tutorial on that.
For the first time, I find an explanation that meets my desires for design. What distinguishes the explanation is that everything used in the explanation is explained in detail and the reason for using it.
What an absolutely brilliant idea to create Veduta scenes in blender. The masterpieces of Robert Hubert is a brilliant idea to recreate in Blender and your techniques are superb!
This has been a great source of study and a big help to turn the intimidating into repeatable tools for suture problems. I recommend others to repeat the workflow here a few times to allow the relationships between powers, modulo and accumulation to sink in.
The "Random per Island" output from the geometry node doesn't seem to be functioning the way it does in the video, and I'm not sure if it's because of the latest blender version or not. When selecting it, every input is white, which makes your approach to adding random lightness variations to every brick impossible to replicate (for me, at least). I found a suitable workaround, though, using the Geometry Info's Random output instead. If anyone else is having trouble with that for some reason, I hope that helps out!
When you apply the geo nodes modifier on the columns, the drums disappear and only the cap and base remain. Anyone know how to fix this? The same thing happens if an array modifier is applied after the geo nodes.
Id like to see more of those systems used for unreal engine instead of blender! to create modular assets, i think you have something really cool but only for cg renders You could easily create a pack of modular assets to sell on the unreal engine marketplace
This is one of the best videos I've seen on procedural asset generation. It's well-made and presented. Looking forward to more content from your channel!
Great video, (troppo veloce, ma è normale, non avete solo questo da fare), little question: are we constraints to use only even-numbered for the wall height? Or its me who messed up with the nodes? For the moment: every time I went a wall with 3, 5 or 13,7 etc etc my wall height struggle, its always ok with even-numbered (2, 10, 16, 22, 28 etc). Comunque grazie, i tuoi video sono sempre spettacolare!
Grazie mille! That's correct, this setup works when your meshes with an odd Index number are placed on a odd row (like row 1 --> meshes 1, 3, 5) and viceversa (row 2 --> meshes 2, 4, 6) which only happens when your total number of rows (or height) is an even number. A potential workaround would be, when you feed the index into the second modulo, to adjust the index value as to make it an even or odd number depending on whether it will be placed on an even or odd row. Cheers!
This is an amazing tutorial! I purchased the Classical Mouldings pack, which looks great, but I'm not finding the "base", "capital" or "vault" for me to follow along exactly. Are those available for purchase somewhere?
Yet again an excellent video full of information! Thank you. Btw, I am pretty sure it is possible to do the damage variation using a repeat zone to go through the whole array of drums selected by mesh island indices and just have a random value for the displacement offset. Doesn't give us manual control over each segment but hey, that's kinda the point of proceduralism. :-) Have a good one!
Thank you for this tutorial - I like the way you're explaining things. I got stuck at 11:34 where you put the Index into the exponent of the power node. It takes the index of the face and not the index of the object - so I got a factor of 0,8^30=0,001.. How can I get the right value into the calculation? I'm working with Blender 4.0 - maybe they changed the handling of the index meanwhile?
@@hbitproject Thank you for your reply. Yes, I'm sure. I also tried a separate Index input, with the same result. Then I tried to catch the index of the mesh line in a named attribut and fed this value into the exponent. This results to the desired scale for each drum but keeps them in cylindrical shape although the selection is still limited to the upper face. I have no explanation for this behavior. edit: I downloaded blender 4.1 and loaded the file: same behavior.
A wealth of information in this, as in all your tutorial/showcase videos on your channel. I've progressed a little in geometry nodes since watching them all and this one in particular. Still a great deal that's over my head. Probably why I got stuck around 38 minutes into this one. The 2nd truncated modulo turned my wall into a hot mess. lol.
im really happy I stumbled opon your channel, just stunning - I did some 3d before but moved on to developing instead. btw tab+g+y+1 (or -1 don't remember)
The taper slope isn't linear, it's steepness is increasing geometrically with each segment. Use similar triangles to get a different scale XY scale factor for each object's top and bottom
I love your channel, so much cool infos, and i love this architectural style in those paintings It would be amazing to have a game with visuals like those paintings
A very dense and functional content. It's amazing that you can publish this content in less than 1 hour! We will watch this video by slowing it down many times. This video will be a reference source for reconstruction studies on Ancient History and Ancient Period artifacts. Thank you!🏆🏆🏆
Sir, for some time now I've stopped believing you were born in Italy. You probably came from outer space to study classical and medieval Earth architecture. 🫢 Probably you are rather bored here and that's why you amuse the natives by creating arabesques of geometric nodes. What else can I think, because ordinary people at this time dress up in ancient Roman armour and celebrate 2777 years of the founding of Rome or ... doing bad things to other people. 😳
@@hbitproject Thank you very much for your reply, I was beginning to worry if I had offended you. In fact, I am endlessly amazed and delighted by your skills. And if I belong to the species Homo sapiens sapiens, then you are certainly a representative of the next evolutionary species. 👏