If you want the viewport to still run in real time even with heavy animation, try going to the playback menu on the timeline and changing the top most choice of Sync from "play every frame" or "sync to audio" to "frame dropping", it will force the timeline to play at what ever frame rate you choose in "output properties" while only displaying the frames that are available in the viewport, ive noticed this works fine down to under 10 frames per second, get too low and the real time playback gets a bit choppy
When a tutorial takes you to the next level of learning something new, you can only take a deep breath and say, whew, that was as awesome as it gets. Thank you.
Thanks Joey! this is the first geometry nodes tutorial i completed and finished correctly! Im inspired to learn more for some visual stuff to make for my music im working on! Made it very easy!
Just found your site... fantastix my only suggestion and this is a common 'problem' of RU-vid content creators. 1. MOUSE control..... Need to slow it down and use an app to HIGHLIGHT the cursor AND use the Blender add-on to show keyboard/mouse actions. Other than that... wonderful.
I immediately switched from text-extruded to text-unfilled-curve, pretty-filled and extruded and welded properly in GN. So much better. One critical thing missing: resample curve tends to ignore the importance of cusp/free curve nodes acting as corners.
Howe how you know all about tangents and directions and so on.. Always amazing to watch .Definitely would be long way for my to understand how the make text lines space thicker.
I know from watching tutorials and from experimenting. It's easier to visualize when you instance something on a curve and then make them follow the tangent.
@@JoeyCarlino thank you from answer..Was thinking just learned from book..Expirience mistakes and years of experiments.. Understood.Walking the same road..But much slower:) Thx agen for answer...
Im not asking to be a smart ass, but just wondering. If you take the tangent and rotate it by 90, wouldn't that be the same as using the normal (or inverted normal)? This length geonodes tutorial is perfect. Nice end result with not too many nodes at all. @5:36, with regards to the subtract 0.5, I'd suggest saying more like to move to a negative and positive range so the vertices can come inward or outwards - that's how I think about it anyways - not 100% sure if right - like a normal map does both directions too.
Hey. Thank u for such a great tutorial. Can someone please tell me how can i make not just one word? For example i want to make two words in two lines and apply this effect to all this compose?
Just find a way: create two "strings" with ur two words (or more if u need), create "special characters" and next connect strings to "join strings" and "special characters" to "delimeter" after all connect "join strings" to "string" of "string to curves"
It depends on how you plan on using it, but you can send an attribute to the group output or store it as a named attribute to use a UVMap in the shader editor