Not my most complicated nodes setup yet, but this Geometry Nodes graph is getting so big I'm gonna need GPS to navigate it soon.
Not my most complicated nodes setup yet, but this Geometry Nodes graph is getting so big I'm gonna need GPS to navigate it soon.
Using raycasting to automatically position these supports is just freakin' cool.
Procedural Cracks Tutorial: Tear your terrain using a set of input curves: youtu.be/DlPSrOKRq88
In Blender 4.5 one can import some file formats directly into #GeometryNodes: obj, stl, ply and csv (numeric data only). This can simplify some workflows quite significantly. #b3d #devfund
I made a thing that creates flow maps from curves, and then got a little carried away. #blender #geometrynodes
I did some more UV mapping experiments in #blender #geometrynodes tonight.
This one uses a UV mapping strategy inspired by triplanar mapping and granular synthesis. Each vertex maps its tangent plane to a random disc in UV space, and then the UVs and weights needed to make interpolation work are stored in the face corners. The material samples the same texture three times and applies the weights.
I had a fun idea to use #blender #geometrynodes to UV map meshes with other meshes instead of textures, and, uh, crimes may have happened.
I made a little sky / background gradient generator thing in #blender #geometrynodes today. It draws a sphere for the sky and a disc for the ground which are both aligned to the camera. The colors are pulled from two gradients which are separate meshes so I can use vertex painting to fiddle with the colors.
Which add on should I share on my Patreon this month?
Ok, I'm pretty psyched about this one - Made a "Morph object" modifier that is pretty flexible, including the ability to make the mid-steps gaseous #Blender #Art #GeometryNodes
We just merged a new operator that turns evaluated geometry into separate objects that can be edited manually. #b3d #devfund #GeometryNodes
Still wondering if it's possible in #blender to output curves (and not mesh) from a #geometrynodes setup so I can bake them and export as #svg to send to my #penplotter.
Appreciate a boost!
Still arsing around with the most basic #geometrynodes #b3d setup from SeanTerelle's yt video. no idea how the pulsations arise from such basic nodes, but I'll take it
(GN setup in reply)
(embrace potato quality
)
doodle #b3d, using the first bit of this excellent tutorial https://www.youtube.com/watch?v=XR_vRtzH4GY
#geometrynodes
It may not look like much, but I've got a workflow where I can get vertex colours set, and sent to Godot from Blender's geometry nodes.
Next step: Godot's CSG into Blender, through geometry nodes, then back into Godot.
End goal: greyboxing turning into final assets using procedural magic.
Is it possible to generate curves in #geometrynodes and then export them in some vector format (eg: #svg?).
I enabled the #blender "curve tools" addon so I have "Export Curves (.svg)" in my export menu but:
1) If I select a curve and try to export it I don't get the affect of the geometry nodes -- just the original curve.
2) If I try to bake the geometry nodes setup I get "Cannot apply constructive modifiers on curve. Convert curve to mesh in order to apply"
Check out NodeVision
A Blender add-on for enhanced Node Editor visualization!
Link:
New Blender tutorial out today. How to rig a stretchy spring using geometry nodes, armatures and drivers. #b3d #geometrynodes #animation