You can apply geometry nodes to individual layers!? This is massive. You are absolutely right, this could change what one could do with 2D animation in massive ways! Thanks so much for making this video and your hard work.
Just wanted to add and I had learned this from Ducky3D that after extruding and then joining the geometry, use the "realize instances" node to have a better fill when using Mesh to Volume.
Thanks for watching :) basically, i convert the grease pencil to curves, then us the fill curve node, then extrude that, (the offset in the extrude node is the thickness), the rest is cleanup, so converting it to volume then back to mesh gives a smoother look, then some more smoothing with position blur :)
Yeah layers are essentially a new data type, like points or faces, so by ticking "layers as instances" you can store the instance index then use that to get different colors per layer or randomise attributes per layer (doing this youd just get different values for each layer)
You could conver the layers to instances using the new node, then use an index node, compare it to different integers(0,1,2 etc) and then use that on the selection on a set material or as a switch :)
@@vinderesual I'm having this issue as well. I recreated the node set-up exactly as it is in the video but the fill curve node is flattening the mesh to the xy axis regardless of the orientation of the curves. Did you find a fix for this?
@@markkiernan9314 for orient is only dependent on 1 axis, still cant figure it out, i just rotate my axis to get it same as the video, but the first method is cool and less heavy load for the machine
Hey :) the fill curve node only works when the input curves are flat and oriented in a particular direction, so try rotsting your grease pencil by 90 degrees and applying rotation
Hi! the attribute i called x is just a stored index value per mesh island, so each seperate string of edges gets its own value, which i used as the group id on the fill curve node
i bet your channel is gonna blow up. this is the first video I've seen and I subbed from it. all I ask is that you don't make tutorials using the nth boring instagram egirl looking ass character like so many others do. it's physically painful to look at. the subjects of the videos you've already got are great
You can apply geometry nodes to individual layers!? This is massive. You are absolutely right, this could change what one could do with 2D animation in massive ways! Thanks so much for making this video and your hard work.
Thanks! glad you liked it, and yeah very excited to see what people come up with
Amazing Video, Can you Share this Geometry Node for Us
Thanks! Sadly...I deleted the file, but you should just be able to copy the nodes and have it work :)
@@Polycount-tw4ix Thank you So much for replying :)
Just wanted to add and I had learned this from Ducky3D that after extruding and then joining the geometry, use the "realize instances" node to have a better fill when using Mesh to Volume.
Ah nice! Ill have to try it, i didnt think it would make a difference here as there arent any instances
@ yeah! I was replicating your tree and at one point remembered his video. Very odd.
Clouds would be so much efficient and organic with this 💯
How might I better understand how you created the node sequence for the clay shapes, as well as create the thickness attribute? Super cool!
Thanks for watching :) basically, i convert the grease pencil to curves, then us the fill curve node, then extrude that, (the offset in the extrude node is the thickness), the rest is cleanup, so converting it to volume then back to mesh gives a smoother look, then some more smoothing with position blur :)
Awesome stuff!
I'm curious about how the layers work in this approach. Can different colors be added by layer, or should that be done using nodes?
Yeah layers are essentially a new data type, like points or faces, so by ticking "layers as instances" you can store the instance index then use that to get different colors per layer or randomise attributes per layer (doing this youd just get different values for each layer)
Why does Fill Curve make everything go one dimentsional? A Line running across the X axis?
Fill curve only works in one plane, youll have to rotate your object and apply rotation until you find that plane :)
@@Polycount-tw4ix It doesn't just flatten the curve, it's actually one dimensional, as in, one line along x axis and all y and z values are 0.
@@Polycount-tw4ix I got it, I need to find the right angle to draw from BEFORE drawing the GP stroke. Seems like a bug.
for anyone else running into this in the future; rotate the gp object 90 degrees on the x axis and things will function
how can one set each layer to a different material?
You could conver the layers to instances using the new node, then use an index node, compare it to different integers(0,1,2 etc) and then use that on the selection on a set material or as a switch :)
Fill curve geometry node flattens all my geometry, any insight? Using current 4.3 alpha
Try rotating and appling rotation on your object, fill curve only works in certain orientations atm
@@Polycount-tw4ix ah it worked! I was loosing it, thanks for this work flow, killer job
So, what about doing this WITHOUT Geonodes... you know, just drawing in GP directly?
Not sure i know what you mean
@@Polycount-tw4ix ...Just doing the GP drawing without using GNs at all. After you draw a GP stroke (say a box) it automatically turns into a mesh.
Oh, i dont think thats possible, i think the intent is to use gn scripts for that kind of conversion
@@Polycount-tw4ix Well, in that case, that's to bad for some of us who don't do GN. Thanks for the reply
No problem! I think youll be able to download a bunch of interesting tools to do that kind of thing without having to worry about making them :)
i recreate the node at the end, and seems doesnt connect, i cant draw any shape in draw mode
nvm my bad, its working but just try figure out how to make it not in 1 axis drawing dependent
@@vinderesual I'm having this issue as well. I recreated the node set-up exactly as it is in the video but the fill curve node is flattening the mesh to the xy axis regardless of the orientation of the curves. Did you find a fix for this?
@@markkiernan9314 for orient is only dependent on 1 axis, still cant figure it out, i just rotate my axis to get it same as the video, but the first method is cool and less heavy load for the machine
Hey :) the fill curve node only works when the input curves are flat and oriented in a particular direction, so try rotsting your grease pencil by 90 degrees and applying rotation
@@Polycount-tw4ix okay anyway its grease pencil not an VR voxel modeling, so it work like a drawing plane, well can we ask more :)
So is this in blender 4.2 or will it be in 4.3
Itll be 4.3 :)
@@Polycount-tw4ix so hyped like bl4.2 already has some big improvements .
Hello.i dont know you name x is what?
Hi! the attribute i called x is just a stored index value per mesh island, so each seperate string of edges gets its own value, which i used as the group id on the fill curve node
i bet your channel is gonna blow up. this is the first video I've seen and I subbed from it. all I ask is that you don't make tutorials using the nth boring instagram egirl looking ass character like so many others do. it's physically painful to look at. the subjects of the videos you've already got are great
Thanks! Appreciate the sub!