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LooseEdges
United States
Приєднався 30 чер 2021
Hi! I like to make things.
The Array Modifier - Blender Geometry Nodes
The Array 1D node is a good basic node to make and have around, it's a fairly straightforward process and it's easy to tell if its working properly . . . at least until you introduce UVs into the equation.
For more about me, check out my website:
danielhickox.com
Join the LooseEdges Discord Server:
discord.gg/EuUHutzrJr
My tools can be purchased from these links:
blendermarket.com/creators/danielhickox
danielhickox.gumroad.com/
============CHAPTERS=============
0:00 overview
2:25 the settings
2:57 making duplicates
3:19 rotation
4:28 position
6:08 option switches
7:48 editing the uvs
9:44 convert mesh to uvs
11:08 get uv islands
12:30 get uv island size
16:28 adjust the uvs
19:51 store the new uvs
20:45 final thoughts
====================================
I have made a number of tools for Blender:
Strands: A GeoNodes Library
Do you ever add ropes, chains, wires, or other long thin and flexible objects to your scenes? Strands is a GeoNode Asset Library, containing a set of modular modifiers to help you do exactly that. The modifiers assist with placing curves in your scene, appending additional details to them, and meshing those curves into ropes, braids, or chains.
DJH Geometry Node Assets
Since their addition to Blender I have been gradually making and incorporating procedural tools into my workflows. With the addition of the Asset Browser and Geometry Node Assets, --and mostly to end the endless pain of browsing and appending--I began organizing my best nodes into an asset collection. This project is the result of that effort and currently contains 65 modifiers/nodes that are generally aimed at reusability and versatility.
TerraNode - Node-Based Terrain Modifiers
When making terrain, I often want to place details where I find them important, but I usually do not want to take the time to sculpt every little mound and rivulet . . . To marry those two contradictory facts, I made the TerraNode modifiers.
Bake Batcher - Collection Based Baking
Because I got fed up with manually setting up each bake, editing dozens of settings, painstakingly selecting objects, baking each map separately, saving each image, and fifty other frustrations, I made DJH Bake Batcher. An addon that makes baking standard PBR assets feel more like pressing F12 to render a scene, and less like a marathon of details. Bake Batcher removes headaches by sacrificing the flexibility of customizing a ton of settings, for the speed and convenience of baking in a single click.
For more about me, check out my website:
danielhickox.com
Join the LooseEdges Discord Server:
discord.gg/EuUHutzrJr
My tools can be purchased from these links:
blendermarket.com/creators/danielhickox
danielhickox.gumroad.com/
============CHAPTERS=============
0:00 overview
2:25 the settings
2:57 making duplicates
3:19 rotation
4:28 position
6:08 option switches
7:48 editing the uvs
9:44 convert mesh to uvs
11:08 get uv islands
12:30 get uv island size
16:28 adjust the uvs
19:51 store the new uvs
20:45 final thoughts
====================================
I have made a number of tools for Blender:
Strands: A GeoNodes Library
Do you ever add ropes, chains, wires, or other long thin and flexible objects to your scenes? Strands is a GeoNode Asset Library, containing a set of modular modifiers to help you do exactly that. The modifiers assist with placing curves in your scene, appending additional details to them, and meshing those curves into ropes, braids, or chains.
DJH Geometry Node Assets
Since their addition to Blender I have been gradually making and incorporating procedural tools into my workflows. With the addition of the Asset Browser and Geometry Node Assets, --and mostly to end the endless pain of browsing and appending--I began organizing my best nodes into an asset collection. This project is the result of that effort and currently contains 65 modifiers/nodes that are generally aimed at reusability and versatility.
TerraNode - Node-Based Terrain Modifiers
When making terrain, I often want to place details where I find them important, but I usually do not want to take the time to sculpt every little mound and rivulet . . . To marry those two contradictory facts, I made the TerraNode modifiers.
Bake Batcher - Collection Based Baking
Because I got fed up with manually setting up each bake, editing dozens of settings, painstakingly selecting objects, baking each map separately, saving each image, and fifty other frustrations, I made DJH Bake Batcher. An addon that makes baking standard PBR assets feel more like pressing F12 to render a scene, and less like a marathon of details. Bake Batcher removes headaches by sacrificing the flexibility of customizing a ton of settings, for the speed and convenience of baking in a single click.
Переглядів: 745
Відео
Modifier Animations - How I Make Them
Переглядів 8072 місяці тому
In this video, I go behind the scenes with my latest animated trailer and talk about some of the reasoning and methods that go into making animated trailers for procedural tools. For more about me, check out my website: danielhickox.com Join the LooseEdges Discord Server: discord.gg/EuUHutzrJr My tools can be purchased from these links: blendermarket.com/creators/danielhickox danielhickox.gumro...
Geometry Node Assets: Updated for Blender 4.2
Переглядів 3,2 тис.3 місяці тому
My Geometry Node Assets are a collection of modifiers / custom nodes for Blender 4.2 that you can import into Blender as an asset library. My approach to making modifiers is to think of them as tools in a tool box, and while working on you scene you will often use several tools in combination rather than one 'super-tool.' Many of my modifiers are simple enough to allow for many generic combinat...
Bad ideas come before good ideas || Blender Geometry Nodes
Переглядів 1,4 тис.3 місяці тому
Coming up with good ideas can be hard. This video shows a few of the geometry node ideas I have tested out and decided to shelve and how that all led to the 'good' idea that I eventually found after trying many things that didn't work out. For more about me, check out my website: danielhickox.com Join the LooseEdges Discord Server: discord.gg/EuUHutzrJr My tools can be purchased from these link...
Blender Terrain Modifiers - TerraNode v5 for Blender 4.2
Переглядів 6 тис.4 місяці тому
This video is about the version 5 update to the TerraNode library which is for Blender 4.2. The update is primarily focused on making the assets function properly in 4.2 and some minor improvements. No major features / new modifiers were added in this update. The TerraNode modifiers make the terrain creation process procedural, from adding the base grid to capturing the final attributes. The pr...
Custom Mesh: New Strands Modifier In-depth Look
Переглядів 5834 місяці тому
This video is about the new modifier I added to the Strands Geometry Nodes Library. It is called To Custom, and allows any custom mesh to be deformed along your strands. Strands is a GeoNode Asset Library, containing a set of modular modifiers for making rope-like objects. The modifiers assist with placing curves in your scene, appending additional details to them, and meshing those curves into...
Improving the Extrude Node - Blender Geometry Nodes
Переглядів 8454 місяці тому
The Extrude Mesh node is a key part of many potential setups, eventually I decided to pack a few of my favorite improvements into a custom extrude node. For more about me, check out my website: danielhickox.com Join the LooseEdges Discord Server: discord.gg/EuUHutzrJr My tools can be purchased from these links: blendermarket.com/creators/danielhickox danielhickox.gumroad.com/ CHAPTERS 0:00 the ...
Curve Bevel Min-Max Blend - Blender Geometry Nodes
Переглядів 1,1 тис.4 місяці тому
The Fillet Curve node allows us to add a 'bevel' to the points in a curve, if we want to be able to blend between no bevel and the maximum bevel at each point we need to calculate what that max radius is. In this video I walk through a 'Smooth Fillet' node that I made with Blender's Geometry Nodes to calculate that value. Get the .blend file: danielhickox.com/experiments#fillet For more about m...
Objects on Strands: Strands Library Update v2
Переглядів 7695 місяців тому
This video is about the changes and additions made to Version 2 of the Strands Geometry Nodes Library. There are two new modifiers, Add Objects allows you to string objects along your strands. Finalize deletes all the extra Strands Data from the object, useful for tidying up before exporting or converting to a mesh. There's also a handful of fixes/improvements for the existing modifiers. Strand...
Boids Simulation - Blender Geometry Nodes
Переглядів 2,1 тис.5 місяців тому
Boids is a method of simulating the motion of points by applying simple rules that can mimic flocking behavior similar to birds or schools of fish. In this video I walk through an implementation of boids made with Blender's Geometry Nodes, it uses both a Simulation Zone and a Repeat Zone to achieve the result. Get the .blend file: danielhickox.com/experiments#boids For more about me, check out ...
Seamless Pattern Generator - Blender Geometry Nodes
Переглядів 1,3 тис.5 місяців тому
Seamless patterns are a key part of many useful materials. While many textures come in the seamless variety, having a library of patterns that you can overlay on top of a seamless texture, or use to add variation can come in handy. While there are many ways of making seamless patterns by hand, they are often a bit tedious, this is a geometry nodes setup that handles most of the tedious parts fo...
Overview of Strands: Modular Rope-like Modifiers for Blender
Переглядів 1,7 тис.6 місяців тому
In this video, I briefly demonstrate a few of the ways you can use all of the modifiers that are included in the Strands Geometry Nodes Library. Strands is a GeoNode Asset Library, containing a set of modular modifiers to help you do exactly that. The modifiers assist with placing curves in your scene, appending additional details to them, and meshing those curves into ropes, braids, or chains....
Strands: A DJH GeoNodes Library - Trailer (Blender 4.1)
Переглядів 3,9 тис.6 місяців тому
Do you ever add ropes, chains, wires, or other long thin and flexible objects to your scenes? Strands is a GeoNode Asset Library, containing a set of modular modifiers to help you do exactly that. The modifiers assist with placing curves in your scene, appending additional details to them, and meshing those curves into ropes, braids, or chains. You can get the Strands Library from these links: ...
Another Rock Generator - Blender Geometry Nodes
Переглядів 3,1 тис.6 місяців тому
There may be an infinite number of ways to make a rock generator, after all there is a huge amount of variety in the types and scales of rocks you might try to make. In this video, I walk through one way you might procedurally generate a rock. This is a requested follow up to another video, showing a different way to make a rock: ua-cam.com/video/VM0EekUPiTw/v-deo.html Get the .blend file: dani...
Set Position +UVs Node - DJH Geometry Node Assets v12
Переглядів 5176 місяців тому
A quick look at some changes and updates that were made in version 12 of my Geometry Node Assets. A collection of modifiers / custom nodes for Blender 4.1 that you can import as an asset library. Version 12 was mostly minor fixes and improvements, but there is one very cool new node. You can get my Geometry Node Assets from these links: blendermarket.com/products/djh-geometry-node-assets daniel...
Geometry Nodes, Cloth Sims, & Ropes - Blender 4.1
Переглядів 1,2 тис.7 місяців тому
Geometry Nodes, Cloth Sims, & Ropes - Blender 4.1
Build Roof: Edge Beams - How to Use DJH Geometry Node Assets
Переглядів 4917 місяців тому
Build Roof: Edge Beams - How to Use DJH Geometry Node Assets
Build Roof - How to Use DJH Geometry Node Assets
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Build Roof - How to Use DJH Geometry Node Assets
Cliff Scene Breakdown: Blender 4.1 - Made with Geometry Node Assets
Переглядів 1,5 тис.7 місяців тому
Cliff Scene Breakdown: Blender 4.1 - Made with Geometry Node Assets
Build Wall Elements - How to Use DJH Geometry Node Assets
Переглядів 5687 місяців тому
Build Wall Elements - How to Use DJH Geometry Node Assets
Build Cut Holes - How to Use DJH Geometry Node Assets
Переглядів 5887 місяців тому
Build Cut Holes - How to Use DJH Geometry Node Assets
Instance on Faces - How to Use DJH Geometry Node Assets
Переглядів 6967 місяців тому
Instance on Faces - How to Use DJH Geometry Node Assets
Face Project - How to Use DJH Geometry Node Assets
Переглядів 6357 місяців тому
Face Project - How to Use DJH Geometry Node Assets
Build Walls - How to Use DJH Geometry Node Assets
Переглядів 1,1 тис.7 місяців тому
Build Walls - How to Use DJH Geometry Node Assets
Array Fit Quads- How to Use DJH Geometry Node Assets
Переглядів 7017 місяців тому
Array Fit Quads- How to Use DJH Geometry Node Assets
Array Radial - How to Use DJH Geometry Node Assets
Переглядів 6177 місяців тому
Array Radial - How to Use DJH Geometry Node Assets
Array 2D - How to Use DJH Geometry Node Assets
Переглядів 5577 місяців тому
Array 2D - How to Use DJH Geometry Node Assets
Array 1D - How to Use DJH Geometry Node Assets
Переглядів 1,4 тис.7 місяців тому
Array 1D - How to Use DJH Geometry Node Assets
What's Changed in DJH Geometry Node Assets v11 for Blender 4.1
Переглядів 3,1 тис.8 місяців тому
What's Changed in DJH Geometry Node Assets v11 for Blender 4.1
Geometry Node Assets: Trailer (Blender 4.1)
Переглядів 21 тис.8 місяців тому
Geometry Node Assets: Trailer (Blender 4.1)
I am at a loss for words man, your tools are insanely powerful. They help speed up so many tedious parts of creating interiors and exteriors. Excellent work.
can you add radical feature of c4d in blender geometry node array too?
I have made a radial array node, but I don't think I have a tutorial on it. It is a bit more complicated. ua-cam.com/video/9G1gt_jTN1o/v-deo.html
@@looseEdges No, I don't want a tutorial just want the radical to be with array, Like a node which is like array modifier but with radical feature too, I think your radical array is amazing, keep up the cool work
mind melting at 4am. I will need to play with this.
I bought it but haven't tested this exciting add-on yet. What happens when a river crosses a road? Is it comfortable to just insert a bridge as an external object?
Depending on the order of the modifiers it will either put the river over the road, or visa-versa. It can't add a bridge automatically, but there's nothing to prevent you from placing one at the crossing.
@@looseEdges 🥰
How do I get the texture out of the mesh? So that I have all the textures in the right place in one picture, for example: The road on the right, the grass in the middle, the road on the left.
I just want to keep the procedural texture generation< and from placing on top of each other
It sounds like you want to bake the texture. With cycles as the render engine, you can access the bake settings under the render tab. It may be easier to add a plane above the terrain and bake selected to active, from the terrain onto the plane, because the terrain's UVs are huge. Otherwise you'd have to convert the terrain to a mesh (apply all modifiers) and add a second UV channel for baking.
7:20. Wait waaaaa. Man thats nuts. Lemme write that down.
Dear, The problem is that you are explaining to experts. The problem is what about beginners? I have spent the whole day learning how to install it and find the libraries since I bought the add-on. You are explaining like someone who is talking to himself. so we need to explain it step by step. thanks for your great efforts
prolly the most important video ever made.
I have a Gatling gun and needed the end of chain of bullets, whatever that feed is called, to drag on the ground for a moment. I forgot how impressive the modular system is. It’s inspiring me to ditch my switches where applicable
I would like the tut vids to be procedural rather than curated for time constraints.
hi, how to convert GeoNodes to Mesh?
Usually, you can press Alt+C -> Convert to Mesh. That will apply all of the modifiers.
@@looseEdges hi thanks for this - another question, you have another video where you make a Two Connected Sagged rope continuous, how can this be done in your AddOn? -because adding sa SAG modifier to a Two Connected edges, then adding a ROPE modifier, doesn't make it continuous -this your tutorial with continuous Two Sagged rope: ua-cam.com/video/z-RC6NcxCC4/v-deo.html
@@scpk2246 That video was made during the development of the Strand Nodes, so I probably changed it afterward to always split the edges for some reason. If you change the output of the 'Sag' modifier to 'Mesh,' then add a 'Weld' modifier, and then add 'To Rope' it should connect all the adjacent sagging sections into one rope.
@@looseEdges wow! thank you for replying - it's all clear now! KUDOS to your addon, it's a real magic
while watching, I'm thinking about electrical idea - and... whoaah, it's included!!! hhaha SUPERB ADDON!!! pleas make one for 3Ds Max too - IT WOULD BE SO AWESOME!!! -I'm already blessed just by watching awesome magic addons!
The tools look really cool but, could you maybe make a video where you show how it can be used to make some larger landscapes?
can we use this addon to make a game terrain?
Yes, it comes with an addon that can export the terrain as heightmap and attribute textures.
hello is there any camera cull for scatter teranode ?
No, there isn't. In all my tests the additional computation to cull outside of the camera view was more expensive than the performance gained during the render. I think blender is able to keep geometry loaded in a cache, or something along those lines, if the geometry is static. Culling (via geo nodes at least) makes the object dynamic and it has to be re calculated and loaded every frame. At least that's my guess explanation for it. Another reason to not cull simplistically is that objects beyond the main camera view are often needed to render shadows that are in view.
sorry to bother you , i'm trying to make wind effect work on my asset, but it's not working even if i add the wind attribute, i tried on your asset and when i remove the attribute and try to set it up again it doesnt work anymore, i surely missed something but i can't figure it out
Hi, for the wind to work you need to do several things, I'll list them here: Float Vertex attribute named 'wind' to control where the effect should be applied. (0=no effect, 1=full strength) In the material settings, set the displacement mode to 'Displacement and Bump' In the shader editor add the 'Wind Displacement' node group and connect it to the 'Displacement' socket on the material output node. On the Wind Displacement node, click on the '#frame' property and type in '#frame', to add a driver that will animate the effect. I think if you do all of those steps it should work. If not, let me know.
@@looseEdges ok i painted where i wanted the effect with the vertex paint then convert the attribute to vertex / float value named wind and it's working now, thanks !
@@ax777-k2p Great! Also, if you're using vertex paint to edit the strength, you should be able to just name the Vertex Color layer 'wind' and not have to convert it.
can you work on this rock generator further so we can have something like speedtree? as 3D artists enthusiast we really want something like a rockgenerator if anyone out there can make it happen.
Looks like a powerful system but it is unusual in that it doesn't use a brush to paint the terrain, does this limit it at all ? Also, any news on the Gadot compatibility ?
It limits it in that you cannot use a brush to paint the terrain, and maybe you lose a bit of very fine control because of that. But generally there are other ways of shaping / placing features on the terrain using control objects, and I personally prefer those over a brush because they remain in the scene and can be easily edited and tweaked. It is compatible with gadot in the sense that the data is exported in standard image formats that can be loaded into gadot, but I have not made a dedicated importer for gadot. I did some experimenting and started making one, but I have not gotten around to finishing it.
@@looseEdges So layered modifiers could be considered akin to layers in Photoshop. If you didn't like the road, for example, you could modify it or even delete it without upsetting any other layers in the stack. The control for the road (eg curved line) remains in place allowing modification to the road if required. Super powerful !
@@diyvideojunk2066 Yes, exactly, stacking modifiers is like adding a layer with a new detail, and the control objects function sort of like layer masks.
This is interesting and all, but I wonder if there is a way to translate this information for artist or in artist use cases language. I personally find it difficult to join the dots beginning from a vector to making a building or how it co relates to normals, faces and Vertices. Or maybe how to construct something cohesively into some easy to understand structure.
Amazing Presentation))))
this can export animations humanoids?
If you're referring to Unity's Humanoid/Generic animation types. No, I don't think so. I only use it to export 'Generic' animations. (those generic anims are for humanoid characters, but Unity doesn't know that...)
@@looseEdges if you find a way to do will be amazing, Speaking of which, you could add support for exporting Collection(instance) to your other asset, I missed it. Please!
could create an option that each fbx and prebafs folder creates a subfolder for each collection that belongs
Very helpful! Been struggling with this
For the rope loops, could you get some of the edge loops from the beam, at a distance from the end, and use those points?
Among all the tools related with terrain in blender this is by far the most intuitive one, also great job with the presentation and format of the video that is a big plus also.
Thank you!!
Do you have a tutorial on how to make this tool in Geometry Nodes? I'm happy to pay for it
I'm not sure that I have an easy answer regarding the UV stuff, (it's basically all vector math nodes) but I was needing a video idea for this week and I've just uploaded a fairly in-depth video about how this array node functions.
@@looseEdges would be great , to know more about how I would incorporate Trim Sheets, decals, edge wear and other essential game texturing techniques in this workflow as without that, it’s hard to really go too far as a senior games artist
Do you have an in depth demonstration/tutorial on manipulating UVs in geometry nodes? I would like to texture with trimsheets for catching edge details and are great for optimization in games
Curve to rope seems to be broken in 4.2. maybe i'm doing something wrong. the curve has no bevel radius. low poly works. High poly does not
Ah, that indeed is the case. I have fixed it and will see about making an update sometime. In the meantime, if you'd like to fix it yourself, add a Set Curve Radius node here: danielhickox.com/uploads/curve_to_rope_fix.png (Between the Mesh to Curve and Curve Sweep nodes with a radius value of 1)
Good stuff, would be great to see you getting right into, showcasing, then explain instead of the other way around
I can’t link outside of UA-cam but this video discusses an addon that helps with scene switching and clears memory as it goes. Another option. ua-cam.com/video/7F71JMOAeyM/v-deo.htmlsi=bSdt2ONdmikRajWH
Thinking of your timing problem, having to change the frames on each modifier if you wanted to start later. It made me wonder if you proactively had the same group node(s) between the inputs and the nodes they are interacting with. And inside those group nodes were add nodes. You could batch offset frame start stop values. It’s a flawed work around but it could save some time so you wouldn’t have to adjust every single frame start stop value. Dunno
Hmm, maybe... I was thinking about using a simulation zone that is controlled by checkbox. Once the checkbox is on, it fades in for some number of frames. Then if the checkbox is unchecked it will fade out over a few frames, and I can just keyframe the checkbox.
@@looseEdges but my idea is more work. All the cool kids use simulation zone.
Thank you. I realized that I can never animate like that.😅 As I thought, a lot has been done to animate the trailer.👍
awesome bro
Your work always amazes me too watch. Thanks for the great vids as always 😊
When your addon is applied, does it create all meshes as one instance? So it separates all elements into different objects, for future binding in the engine ?
A good number of the modifiers support instanced meshes in their outputs. Array Radial specifically does not because it also edits the UVs, however before I edit the UVs it is using instances internally (for the 'Rotate' mode), so in that case it would be easy to edit it to provide an instanced output. All the modifiers that support instancing need to have the source instance passed into the modifier via an object or collection. Currently, instances that are created with 'Split to Instances' or 'Geometry to Instance' nodes cannot be 'Made Real' ... or in other words, I don't think there's a way to create instances or split up a mesh inside of a GeoNode modifier.
Also, on modifiers that support instances, you can't just apply the modifier an get all the instances, the instances will actually disappear. You have to run the 'Make Instances Real' operator from the apply menu (Ctrl+A)
As always, a very good demo video and very useful assets🤩 How can I also learn to make such presentable animations like you?)
This looks really useful! The gap that this bridges is currently one of the weakest points in my workflow in terms of 1. keeping things non-destructive and 2. avoiding repeated work when updating assets from Blender. Thank you for making this!
I've heard the term "tangent space" a few times in the past, but not much. I decided to do some research and now understand that it has to do with vertices and is relevant for UVs. from chatgpt: Tangent space is defined at each point on a surface, while local space applies to the entire object. Tangent space is aligned to the surface’s texture coordinates and normal, while local space is aligned to the object's origin and axes. Tangent space is specifically useful for detailed surface operations (like normal mapping), while local space is used for positioning and transforming the object as a whole. Tangent space is a specialized local space used for surface detail manipulation. If the object has a UV-mapped texture with normal mapping (or other tangent space-based effects), the tangent space is defined relative to the object's surface. When you rotate the object, the tangent space rotates with it. This means that the normals and other surface details will continue to be correctly aligned with the texture and the surface. With these statements in mind, I'm having a hard time understanding what you meant by "rotating out of tangent space". Any thoughts on what I'm not connecting here?
The way I like to think about tangent space (in a less technical way) is that its a shared coordinate system that can be constructed both from the the 2d UV coordinates and from the 3d world coordinates. This allows you to translate a point or a direction from 3d space to UV space by passing through the shared tangent space. However, because it's 2d in nature if you rotate a point around an axis that isn't perpendicular to a face. In 3d the left verts might move closer and the right verts father away from the center of that face, or in front/behind each other... but from a flat front on viewpoint the left and right verts simply move closer together, losing that depth info in the change from 3d to 2d.
@@looseEdges - thanks, that definitely helped
just as FYI, you could make some money providing complete training on all of them, and in different contexts (different scenes and stuff) for re-inforcement learning. Likely make more money off the training than the asset itself. It's real nice, btw. One of the best plugins out there in a lot of ways. Great idea.
Thanks! Yes, I've put a bit of thought into how I might do that. Unfortunately, making training materials can be quite time consuming, to really do it well at least, which I'd want to do.
@@looseEdges - yeah, I hear ya. I can imagine they would take a while. One other thought is a product that is a set of group nodes for geonodes to simplify some operations.
These nodes are pretty awesome. It is complicated though, but that's just 3d. At first, I thought these were grouped geometry nodes, for using within your own geonodes pipeline. Are they always used as modifiers, or are these also used inline in geonodes setups?
You can do both, I often use them in more elaborate node groups myself. I did design most of them to be used as modifiers first, because I think that is more approachable, but there is a lot you can do with them if you are comfortable combining them into your own bigger setups. I do all the time, in fact in the library you'll find many nested groups, for example, Resize nodes included inside of many of the Build modifiers.
when the planes are porjected onto the face, why does it still show the original planes? Do you make those not render, or do you get rid of them afterwards?
I think that is actually caused by the previous modifier in the stack, Face Project, that modifier can be used in two ways. One would be to project the active mesh onto a target object and then instance on those, replacing them. The other, (which your question is about) is to project a copy of the target object onto the active mesh, which leaves the original planes visible. I personally like keeping the faces visible as a kind of control to edit, and if I want to render it I'd just turn of the renderability of that object. I also am often exporting the finished mesh rather than rendering it in which case I don't include those faces as part of the export.
very flexible - nice
I thought these were supposed to make geometry nodes easier. Oh, I see now - the inner workings explained
Well done.
Nice product!
Amazing. Is Djh Strands compatible with blender 4.2?
Yes, I haven't updated it specifically for 4.2 yet, but I don't believe anything broke since 4.1.
hello i have a question. so is it possible to change the materials for the land.? i have a potential project where i wanna use anime shaders for materials.
Yes, it is possible. I talk about how to customize the materials in this video: ua-cam.com/video/A8B5AR-R9xk/v-deo.htmlsi=faGCQINaVEqrDqAz
Having the promo teach you use cases it's so damn elegant!
우와!!! 짱이닷!!!! awesome!!
great