Another way to merge them is "boolean mesh" node. This runs a bit slow, so, yet another way: Delete half the sphere, set the points with Edge Neighbors = 1 to the position of the nearest point of the other mesh using Geometry proximity, and merge by distance .0001. ^_^ I built a fully procedural Humanoid, and have to use this technique all the time. Each component is a completely separate mesh that is seamlessly blended together.
Thanks man! Sounds like another great alternative, as an artist you can't have enough tools in the toolbox. I hope people read this and take it with them as well. 👍 I did mess around with booleans but couldn't get a pleasing result. That was because, like you said, the speed drastically slowed down. Then it is a consideration if you're willing too sacrifice speed for accuracy. In my project this was a relatively small effect, so not worth it, I can see how it is different for other projects.
@@the_devil_1230 Unfortunately, it's a bit complex. Basic concept, cut off the part of the sphere that is hidden by the cylinder, then align the remaining points of the sphere to the end points of the cylinder and use merge by distance to bind them as a single mesh. There are several ways to move the points, but the easiest is to use the "selection" of set position set to "Edge Neighbors = 1", this will get all non-manifold edges (edges with only one face) and move them to the nearest by using the "position" input of set position will be the "geometry proximity" of the cylinder. It's the most accurate, least computationally expensive method, but requires more human labor & understanding. I probably made a tutorial on this somewhere in my playlist... if not, I could probably make one.
4:34 Or make the parameters you want to change into Group Inputs. That way you can keep the node graph in common and just change those input parameters.
Thanks for sharing this nice idea. I really hate curves in blender, they are very counterintuitive and workarounds like yours should be just a part of curve engine.
Yea this should be basic functionality, agreed! The way I look at it, Blender teaches us to be more creative with the tools we have. End of the day I still love using it 🤩
Sorry, but IMO, this is plain wrong. For the same amount of work in GN, cap with hemispheres, matched for radius and edge-count with a common input, instanced on endpoints, oriented correctly using Curve to Points > Rotation, or captured Curve > Tangent . The cap and curve vertices will coincide exactly for Merge by Distance. No need for a remesh, the topology will be clean.
In my opinion, there is never a wrong way. However, you're right and I tried that as well I couldn't quite get the aligning right at the time. I probably did something wrong using the capture curve tangent when I was using it. So I decided to try this method, which gave me the desired results. I keep repeating myself because I really think it's important for artists to know multiple ways to solve a single problem. There will always be a time in production you need to improvise cause for some reason your trusted method isn't giving you what you expected. I hope that this lies a foundation for people to work off of, building an understanding of what's possible and how to go beyond just capping a curve. The same goes for your method, understanding the principles leads to creative applications, so I'm grateful you shared it.👍
@@MVARTZ I'm sure it will :) I actually couldn't believe there wasn't a cap option. It seems such an obviously needed thing that I thought it must just be me not understanding.
I found that to be less reliable. Since there is no good way yet to add support edges to the ends. So in my experience the end round but always different depending on what resolution curve you use etc. Maybe when the add a bevel node in geonodes this good be the best solution
Ouch, remesh... Ouch Boolean suggested in comments... How about cutting a half of a sphere, aligning it to the curve tangent and merging with the rest of the geometry? This way you won't get any flickering when animating your geometry.
Sure that is also a good solution! Like Robin Betts suggested too. However, like I said to him it can never hurt to know multiple ways to achieve something. You can either bend both options into a new effect or there might be times where you just can seem to get one technique to work. This can be software changes or perhaps as an artist you forget how to do it when it has been awhile. Nevertheless it would be better to know an alternative way than waste time on something you know should work too. (In case of production deadlines for example) Good to know you're thinking along with us and are willing to share possible solutions for other artist here👌
@@linerk5925 there is a merge by distance node to do that. Works best if rings of curve profile and the semi sphere have the same count. And of course align
Hello, nice video, i have a question, is there a way to tell node for extrusion to start for example 1cm from start of the curve and 1cm to end before the end of the curve when multiple curves are been made seperatly so they won't mess up trim distance?
@@MVARTZ I can't recall between the curve and the uv sphere, so when the material collides it creates a hollow error on the curve, it turns black at those mesh points. May be due to size problem
@@phapbinh4738Hi, maybe too late, but just try to realize intances (same node: Realize Intances) and than try to remesh it. Than put your Remesh modifire over geometry nodes modifire and Set Material for your mesh in geometry nodes. Hope, that will help you!
I suppose that is possible, don't know the exact way to do it of the top of my head. I think it would involve resampeling the curve then multiplying the radius of curve and sphere with the length of the curve. And probably some clamping with a greater than comparison. Next time when I'm in Blender and think about it, i'll work out a short video.
I've had that too. I can't really pinpoint the issue without seeing the setup. Other then suggest you follow the nodetree and see if, indeed, you put in curve data, and use the proper profile curve. This has to be a curve not a mesh circle for example
I know right! Till then there are plenty of workarounds👍 Hope this becomes a feature sooner then later. Just as the font's UI could use an upgrade too🥴
thanks for this but oh my god I still can't believe how freaking overly complicated this is. in any other program that draws lines you simply click one button. Round Caps. how blender hasn't incorporated this absolute basic design feature yet is insane
I'm sorry to hear that! It's important to remember that everyone learns at their own pace, and what may seem fast for one person may be slow for another. 👍
@@MVARTZ The whole interface. Properties workspace, etc. I'm watching in HD on a 41"(104cm) screen and there are two few pixels to use a magnifying glass. Just turn up the scale value in the preferences>Interface tab for tutorials.
@@NotSoMuchFrankly I'll try that, I work on a Huion Tablet so for me it's plenty visible on this scale. Thnx for the feedback. Otherwise I would've never thought about it. Hope to see you around🤙