Hello, The way I do it (using the searchmenu when i let go of the node connector) only works in newer Blender versions. You can still add the compare node the usual way of course. The important thing is to actually look for a node called 'compare' - not 'equal'. And don't confuse it with a math node. Once you added a compare node there is a dropdownmenu you can set to equal. Hope this helps!
@@Kammerbild I'm running 3.0.1 and there is only a Compare floats node so to make that work is to add a Float to integer node between the compare nodes "Result" output and the switch's "Switch" input. The Compare floats node in 3.0.1. is missing the "integer" option used in this tutorial and it's the only compare node I could find. Nevertheless, works like in this tutorial with the exception that you're working with decimal numbers. I used the default "Round" option found in the Float to integer node. Just thought this might help someone. Thanks for the lesson!
Just one thing. You can drag and drop objects from the object list tree to the node view. That's a bit easier than selecting object info and select objects 😉
Your first procedural building video introduced me to geometry nodes and trying successfully to rebuild it in blender 3.0 taught me a lot. So I thought: Why not a procedural window for the building and while doing so I learned even more. Thanks for the euler rotation tip. I ran into the same issue with my window and hadn't solved it yet. Finally I know how to fix it. Thanks a lot for your great tutorials. Vielen Dank, mach weiter so. Ich bin gespannt auf den nächsten Teil.
Thank you for making an updated version, most tutorial don't take the time to do it and you waste time trying to follow something outdated. So thank you !
Very, very happy you came back to this tutorial series after the fields rework, especially since the last one must have been a very big time investment to create . Curious what i can guess right for the changing parts this time, thank you for your videos!
Yeah, there are definetely some changes. A lot of stuff has become a little stiff and complicated twith the fields update - other things are easier now. It will be hard to tell how it will end up, as fields is really quite new still.
@@Kammerbild then why are you making tutorials now when everything is still up in the air? did you get word from the devs that everything is in final form?
@@ZexMaxwell Fields is the settled on system to go forward with, AFAIK. Blender 3.1 and 3.2 both added ontop of the system, most likely nothing major will change from now aside maybe a more condensed setup in the future with new nodes or some name/category changes for nodes, as he said in the video.
@@ZexMaxwell Well - by this measure I could never make any tutorial then. Yes - It'll might change... That can happen and it sucks, but that just means I have to update the tutorial. . When I did my original tutorial there was no sign that they would completely change the system the way they did it. So believing that everything will be set and done by the developers does not mean anything. In the case of fields they have clearly said that it is the system they'll go with - so it would be reasonable to assume that while names and minor functions might change the overall workflow will remain the same. I learn something new anytime I do a project - so I don't mind. Keeping things up to date is just part of making UA-cam tutorials. If I don't do it, someone else will. And I wanna be the one to do it. I have already done it once and Blender is a lot of fun :)
@@Kammerbild I'm not saying don't make the tutorial video. what I am saying is to make the video when its not a Alpha build. when you did it the last time, the entire tutorial was pointless since the alpha build didn't have the features that the release candidate had. which makes it really frustrating for a new user to understand the system, when the teacher is using a system that is not the standard. make the video. when the product is done.
I made my own version for 3.0 using your last tutorial. A lot of the steps/nodes you showed us were unusable but I was able to make a simple procedural building. Now I'm working on a much more complicated version which is just way too big to even work with unless I group all of the nodes. But the results looks good. Thank you😀
Thanks. I think it aint too bad for a beginner. Later in it gets a little more chaotic as I was making it up as we go along :D But I hope its not too bad
Thanx again for an amazing tutorial! Just discovered your channel, i love your voice, your humor and your pedagogy! Already looking forward to all the parts!
I really like your videos. They are very instructive. Your should put Professor in front of your name. Other videos are just people showing off and not trying to pass along their knowledge. On to the next video!!
I am at 11:20 and my cube is worng =/ Can´t seem to make it right so that the faces have the same dimensions, it looks like they are one over the other
am beginner , i have one doubt 10:40 used math Divide 2 for hight = if hight value chose 5 that mean math function working 5/2 =2.5 this case z transform used value " 3 " why this ?
Perhaps your Blender version does not have it yet. I don't know if it is in the most recent stable build, but if you download an experimental version this feature should be there ;)
Right off the bat i imagine there may be some drawbacks with curved building structures that you may commonly see in fantasy architecture but while it may not be clear to me right now how to overcome this ill keep watching as making city landscapes would be very nice with this tool
I’m very impressed with what geo nodes are capable of. Very curious if we will see this as a packable digital asset for a game engine. Right now, Houdini HDAs are the only things that do that. Would be interesting to see something like a procedural BDA useable in engine.
Hello, and thanks a lot for the great tutorial. But I've noticed that the "matrix" of this building is cube empty inside. Mainly because there is no cube with "internal vertexes". How to make the same building but with interior stuff? Like rooms? How to create a matrix for this building without a hole inside?
I applied a custom material to the object im using to create one of my wall modules, any idea why once the nodes generate the building, the textures arent visible?
I wouldn't recommend using a different scale than 1x1x1m - it really complicates all math. It's possible, but provides no benefit. You can scale the entire building up in the end to get realistic proportions as I show in a later stage of the series.
Hello! For some reason I cannot get the basic cube to work, in terms of the proper size. Tried scaling down to 0.5, applied scale, etc. Still not matching. Any ideas?
anyway to correct this if the modeling is not perfect 1x1x1 m scaling? mine seem to clip together, or be very far spread. I had been following the video in sequence so I modeled my middle floor, middle corner etc. first. and was wondering why when adding more width that I was clipping the mesh into each other. after a few hours or testing I found the problem being that it was doing so because it wasnt a 1m x1m x1m. any way this works for any scale geometry?
I don't get how you would use an ID node to select sides of a cube or some other mesh unless the mesh was generated using GeoNodes and I would assume GeoNodes assing ID in some order from -X to X+, then iterate Y value and then Z.... basically some sort of nested loop to give good IDs to a mesh. And even then, you would need either complex logic node setup or a Node to output Arithmetic Sequences to get sides of a mesh. Good thing they have selections based on Normals of a mesh.
Why does it have to follow 1mx1m? I mean the average height of a room is at least 4m so how can this possible translate into a games engine? Can't I just use 3mx3m?
We use 1x1x1m to simplyfy the math. We will do a lot of calculation that gets needlessly complicated because we'd need to drop in additional nodes to Account for the bigger Size. Don't worry though. We will scale up the entire building in the last part to reflect a more realistic size. It's just simpler to Account for it once at the end instead of throughout the process.
Hi so i'm on the basic setup chapter and theres a hiccup with the placeholder cubes. When i use obj info the geo node cube is separated into several different cubes and when i try and correct the measurements so that they appear to be combined but when i increase the width the cubes overlap. Have i missed a step?
14:32 - Nooooooooooooo!!!!!!! 😭 You're aus Hamburg!!!!!!! We got _one_ word right in English! You get to say Euler, in its pure deutchen Form!! (Joking aside, there is a battle to get Euler pronounced the German way. Mathematicians say it properly, but artists often say it the Saxon way, like you do in the video. We have so many exceptions in English, you cannot be blamed. 😉)
I would love to do that but I have two problems: 1) For a reason I don't know, 2 Cubes are always drawn for the width, even though I enter 1. Height and length work. 2) I have a bigger problem with the rotation. It seems that the compare nodes have been removed or changed. The only thing I can find is "Compare Floats" but I can't do it with that either. I have already discovered an explanation in the comments, but to be honest I do not understand this explanation at all :C Maybe someone can help an incompetent idiot like me? PS otherwise great video PPS: German?
Nabend Johannes, 1) A cube always has 8 vertices - otherwise it wouldn't be a cube of course... So even a cube with 0 subdivisions will always have neighbouring vertices. So I don't even know why your height and length can be turned down to 1 Element - theoretically that shouldn't be possible. In order to have a 1x1x1 building, the source can't be a cube, but only a singular vertex. 2) I can't affirm that. I have just downloaded both the most recent experimental release and the most recent stable release, and both have the compare node in them. Maybe see if you have an outdated blender version.
I really love your tutoring style, explaining what and why we did it. But you are a little bit to fast for me. I have to go back and forwards on the video, which is a little bit annoying... but otherwise, great content!!!!
Awesome tutorial! I'm not so good in blender's math and being struggling to make it with a 3x3m modules size (real world scale basically). Any tips to make it works?
Yes, they are 1mx1mx1m. That is making math easier. You can scale up the building to realistic proportions at the end using nodes when everything is done.
Thanks, very nice and on point tutorial. However one minor critique on your vocabulary, that unfortunately a lot of artists get wrong. the word 'vertice' doesn't exist. it's either vertices (plural) or vertex (singular)
Hmm, so this geometry nodes building generators need premodelled objects to work? That's a weird way to pronounce boolean, just gonna say. I'm more used to it being pronounced as boo-le-yan
Indeed. I think it's more effective this way, but theoretically it would of course be possible as a completely procedural process. Would probably be more of a 50 part tutorial than 6 or whatever. And who would want that? ^^
how do you write ( equal ) in the node id?
thanks, incredible video
Hello,
The way I do it (using the searchmenu when i let go of the node connector) only works in newer Blender versions. You can still add the compare node the usual way of course.
The important thing is to actually look for a node called 'compare' - not 'equal'. And don't confuse it with a math node.
Once you added a compare node there is a dropdownmenu you can set to equal.
Hope this helps!
@@Kammerbild very helpful thanks, excellent video I love this channel 😋😋
@@Kammerbild I'm running 3.0.1 and there is only a Compare floats node so to make that work is to add a Float to integer node between the compare nodes "Result" output and the switch's "Switch" input. The Compare floats node in 3.0.1. is missing the "integer" option used in this tutorial and it's the only compare node I could find. Nevertheless, works like in this tutorial with the exception that you're working with decimal numbers. I used the default "Round" option found in the Float to integer node. Just thought this might help someone. Thanks for the lesson!
I will upload the next part asap. With all the setup there ain't too much happening here :D Just have to edit it first.
Its up btw.
Just one thing. You can drag and drop objects from the object list tree to the node view. That's a bit easier than selecting object info and select objects 😉
I am so glad you came to our rescue bro, all that hard work we done before was flushed down the pan! Thank you, it really is appreciated...
Your first procedural building video introduced me to geometry nodes and trying successfully to rebuild it in blender 3.0 taught me a lot. So I thought: Why not a procedural window for the building and while doing so I learned even more.
Thanks for the euler rotation tip. I ran into the same issue with my window and hadn't solved it yet. Finally I know how to fix it. Thanks a lot for your great tutorials.
Vielen Dank, mach weiter so. Ich bin gespannt auf den nächsten Teil.
Gern :D
Thank you for making an updated version, most tutorial don't take the time to do it and you waste time trying to follow something outdated. So thank you !
Very, very happy you came back to this tutorial series after the fields rework, especially since the last one must have been a very big time investment to create . Curious what i can guess right for the changing parts this time, thank you for your videos!
Yeah, there are definetely some changes. A lot of stuff has become a little stiff and complicated twith the fields update - other things are easier now. It will be hard to tell how it will end up, as fields is really quite new still.
@@Kammerbild then why are you making tutorials now when everything is still up in the air? did you get word from the devs that everything is in final form?
@@ZexMaxwell Fields is the settled on system to go forward with, AFAIK. Blender 3.1 and 3.2 both added ontop of the system, most likely nothing major will change from now aside maybe a more condensed setup in the future with new nodes or some name/category changes for nodes, as he said in the video.
@@ZexMaxwell Well - by this measure I could never make any tutorial then. Yes - It'll might change... That can happen and it sucks, but that just means I have to update the tutorial. . When I did my original tutorial there was no sign that they would completely change the system the way they did it. So believing that everything will be set and done by the developers does not mean anything.
In the case of fields they have clearly said that it is the system they'll go with - so it would be reasonable to assume that while names and minor functions might change the overall workflow will remain the same.
I learn something new anytime I do a project - so I don't mind. Keeping things up to date is just part of making UA-cam tutorials. If I don't do it, someone else will. And I wanna be the one to do it. I have already done it once and Blender is a lot of fun :)
@@Kammerbild I'm not saying don't make the tutorial video. what I am saying is to make the video when its not a Alpha build. when you did it the last time, the entire tutorial was pointless since the alpha build didn't have the features that the release candidate had. which makes it really frustrating for a new user to understand the system, when the teacher is using a system that is not the standard.
make the video. when the product is done.
I made my own version for 3.0 using your last tutorial. A lot of the steps/nodes you showed us were unusable but I was able to make a simple procedural building. Now I'm working on a much more complicated version which is just way too big to even work with unless I group all of the nodes. But the results looks good. Thank you😀
Nice! This seems well explained, will follow this series to learn some geo nodes! Thanks for taking the time to explain the basics.
Thanks. I think it aint too bad for a beginner. Later in it gets a little more chaotic as I was making it up as we go along :D But I hope its not too bad
@@Kammerbild it's really good! Part 3 so far and I can follow along.
@@4.0.4 Hey, thanks for your Feedback - Glad to hear :)
This series if superbly helpful and well-made. Thank you for taking the time to create it!
Danke für das tolle Tutorial! Mega leicht zu verstehen wie du das runterbrichst und erklärst welche Module man auch dafür braucht. )
Great great great example. Love this as a first taste of designing my own geometry nodes.
An updated version? Was! Perfect!
Still one of the best geonodes video outthere
I just bought the assets and i gotta say great quality!
Curses! (laughing) Another Blender mini-project is born! Thank you for your clear and logical explanation of what geometry nodes do.
This is exactly what I have been looking for!
Thanx again for an amazing tutorial! Just discovered your channel, i love your voice, your humor and your pedagogy! Already looking forward to all the parts!
this tutorial is the most practical one I have seen so far!
Purchased! Super grateful for your content
I was worried the old nodes were removed in v3.0. Thankyou so much for this!
I really like your videos. They are very instructive. Your should put Professor in front of your name. Other videos are just people showing off and not trying to pass along their knowledge. On to the next video!!
thanks for the tutorial very easy to understand
Vaya tutorial!
Genialmente explicado!
Eres un Tio Grande!!!
Gracias!
I am at 11:20 and my cube is worng =/ Can´t seem to make it right so that the faces have the same dimensions, it looks like they are one over the other
Yo, this is helping a lot, thank you!
Thanks for this type of tutorials man greatly appreciated 🤘
Du bist ja mal mega sympathisch!
Süß von dir, Brudi!
Powerful stuff! Loving it!
Great tutorial. Very well explained. Subscribed to your channel.
13:06 THIS IS THE WAY ! 😁
This is what I need! Thanks!
Thank you! Can't wait for next part:)
¡Oh my god! Wonderful. I haven't words.
Thanks man, this is exactly what i was looking for.
am beginner , i have one doubt
10:40 used math Divide 2 for hight = if hight value chose 5 that mean math function working 5/2 =2.5 this case z transform used value " 3 " why this ?
Epic Video, thanks for sharing
may I know why I can't drag compare node (like 12:06)??
Perhaps your Blender version does not have it yet. I don't know if it is in the most recent stable build, but if you download an experimental version this feature should be there ;)
Great Tutorial!
Sehr gutes Tutorial!
Right off the bat i imagine there may be some drawbacks with curved building structures that you may commonly see in fantasy architecture but while it may not be clear to me right now how to overcome this ill keep watching as making city landscapes would be very nice with this tool
Thank you for the update :)))))))
the nice tuto, is now stonded..
I’m very impressed with what geo nodes are capable of. Very curious if we will see this as a packable digital asset for a game engine. Right now, Houdini HDAs are the only things that do that. Would be interesting to see something like a procedural BDA useable in engine.
Hello, and thanks a lot for the great tutorial. But I've noticed that the "matrix" of this building is cube empty inside. Mainly because there is no cube with "internal vertexes". How to make the same building but with interior stuff? Like rooms? How to create a matrix for this building without a hole inside?
Amazing and thanks. Subscribed!
this is wonderful thank you sm!
really great informative tutorial thank you! :)
Thanks for sharing this amazing video 📹 ❤ 💕
ı just begin your old version. this will be good.thanks
THANK YOU, I WAS DYING
I applied a custom material to the object im using to create one of my wall modules, any idea why once the nodes generate the building, the textures arent visible?
I need you in my life
This is fucking fantastic. Thank you for the deep dive
can i make it if it's more or less than 1meter by 1 meter cuz that' s my problem
I wouldn't recommend using a different scale than 1x1x1m - it really complicates all math. It's possible, but provides no benefit. You can scale the entire building up in the end to get realistic proportions as I show in a later stage of the series.
@@Kammerbild Did not know this, i modified to be 3x3x3 🥲
amazing, thanks!
12:04 How did you bring the search bar? I am also using node wrangular.
By just dragging the connection there and letting go. Its a new feature. If this does not happen you might have another version installed.
Hello! For some reason I cannot get the basic cube to work, in terms of the proper size. Tried scaling down to 0.5, applied scale, etc. Still not matching. Any ideas?
Are these still relevant going into 2023, I have a friend who makes games. it would be amazing if i could make procedural assets for him
anyway to correct this if the modeling is not perfect 1x1x1 m scaling? mine seem to clip together, or be very far spread.
I had been following the video in sequence so I modeled my middle floor, middle corner etc. first.
and was wondering why when adding more width that I was clipping the mesh into each other. after a few hours or testing I found the problem being that it was doing so because it wasnt a 1m x1m x1m.
any way this works for any scale geometry?
非常感谢!
Gutes Video :) Mein Abo haste :D
in der Ersten Sekunde hab ich herausgehört das hier ein Deutscher am Werk is :D
abgesehen vom hallo :D
Could you do a tutorial on modeling the pieces?
I don't get how you would use an ID node to select sides of a cube or some other mesh unless the mesh was generated using GeoNodes and I would assume GeoNodes assing ID in some order from -X to X+, then iterate Y value and then Z.... basically some sort of nested loop to give good IDs to a mesh. And even then, you would need either complex logic node setup or a Node to output Arithmetic Sequences to get sides of a mesh. Good thing they have selections based on Normals of a mesh.
Can anybody tell me where i can find good pictures of buildings that i can also use as the texture
I mean textures.com is alright
@@Kammerbild Danke für die schnelle Antwort :D
thanks works in blender 4.3.2
How much would this need to change if I knew my modules were 3.25m?
thank you...
why my object still overlaping ?
Why does it have to follow 1mx1m? I mean the average height of a room is at least 4m so how can this possible translate into a games engine? Can't I just use 3mx3m?
We use 1x1x1m to simplyfy the math.
We will do a lot of calculation that gets needlessly complicated because we'd need to drop in additional nodes to Account for the bigger Size.
Don't worry though. We will scale up the entire building in the last part to reflect a more realistic size. It's just simpler to Account for it once at the end instead of throughout the process.
Thanks. Do you have an introductory tutorial on geometry nodes?
Can I follow this on 4.0????
Would you adapt this to 4.x as well? Heard that geometry nodes got a great overhaul.
Can't you use normals instead of IDs to find which vertex is pointing where?
Bruh
Does this work in 4.2?
Ohhh, yay
Hi so i'm on the basic setup chapter and theres a hiccup with the placeholder cubes. When i use obj info the geo node cube is separated into several different cubes and when i try and correct the measurements so that they appear to be combined but when i increase the width the cubes overlap. Have i missed a step?
hello, what shortcut did you use for copy settings from active?
14:32 - Nooooooooooooo!!!!!!! 😭 You're aus Hamburg!!!!!!! We got _one_ word right in English! You get to say Euler, in its pure deutchen Form!!
(Joking aside, there is a battle to get Euler pronounced the German way. Mathematicians say it properly, but artists often say it the Saxon way, like you do in the video. We have so many exceptions in English, you cannot be blamed. 😉)
Thanks for this tutorial. Is it possible to use this node while changing the vertexes in edit mode like Buildify addon?
Is there an estimated release date yet for Blender 4.0? When do they expect to have the first alpha and beta versions available?
Industry: trying to keep up with bleeding edge of multiple softwares to have an advantage
blender: *nightcore boss music*
why not use the normal vector to figure out rotation?
Edit: he does, in the next video lol
I would love to do that but I have two problems:
1) For a reason I don't know, 2 Cubes are always drawn for the width, even though I enter 1. Height and length work.
2) I have a bigger problem with the rotation.
It seems that the compare nodes have been removed or changed.
The only thing I can find is "Compare Floats" but I can't do it with that either.
I have already discovered an explanation in the comments, but to be honest I do not understand this explanation at all :C
Maybe someone can help an incompetent idiot like me?
PS otherwise great video
PPS: German?
Nabend Johannes,
1) A cube always has 8 vertices - otherwise it wouldn't be a cube of course... So even a cube with 0 subdivisions will always have neighbouring vertices. So I don't even know why your height and length can be turned down to 1 Element - theoretically that shouldn't be possible. In order to have a 1x1x1 building, the source can't be a cube, but only a singular vertex.
2) I can't affirm that. I have just downloaded both the most recent experimental release and the most recent stable release, and both have the compare node in them. Maybe see if you have an outdated blender version.
13:06 this is the way
Danke! ;)
I really love your tutoring style, explaining what and why we did it.
But you are a little bit to fast for me. I have to go back and forwards on the video, which is a little bit annoying...
but otherwise, great content!!!!
Awesome tutorial! I'm not so good in blender's math and being struggling to make it with a 3x3m modules size (real world scale basically). Any tips to make it works?
did you figure out? i got it working after 2 days of pulling my hair out
what dimensions were your modular pieces, I assume 1m x 1m? apologies if you mentioned it in the video
Yes, they are 1mx1mx1m. That is making math easier. You can scale up the building to realistic proportions at the end using nodes when everything is done.
Yesssssss
Great Tut! Thanks, ps It's prounouced OILER not YOULER :-)
Kann ich die Assets von Gumroad für ein Indie-Game benutzen :)? Steht natürlich in den Credits dann.
Jo, das geht klar!
Wow
bro now 4.2 blender i can learn this building geomentry tutorial
*Vertex* please ( I blame Andrew Price ) grrrr. Cool vid though, thanks.
Please and thank you!!!
I was watching part 2 and it was set to private while I was watching the video lol
UA-cams planned release feature is a little weird. It will be back up in like 3 minutes when the hour is over :)
Actually you weren't even supposed to be able to see it yet :D
No problem 😅
Thanks, very nice and on point tutorial. However one minor critique on your vocabulary, that unfortunately a lot of artists get wrong. the word 'vertice' doesn't exist. it's either vertices (plural) or vertex (singular)
Hmm, so this geometry nodes building generators need premodelled objects to work?
That's a weird way to pronounce boolean, just gonna say. I'm more used to it being pronounced as boo-le-yan
Indeed. I think it's more effective this way, but theoretically it would of course be possible as a completely procedural process. Would probably be more of a 50 part tutorial than 6 or whatever. And who would want that? ^^
@@Kammerbild I kinda do ngl lmao
@@halfblue2678 Yeah... :D But I kinda love short tutorials. This series is already to boring for my taste... ^^
@@Kammerbild wow, self burn?!
Rambling! Haha 😂
I can smell marzipan