Came over from Reddit and damn this is some neat stuff! Really hope this gets integrated into the beta and eventually the stable build. Thanks for the insight!
You could A) scale down the noise B) merge by distance node to turn the branches to one C) watch my second shortest path video and use vertex groups to customize your branches
You could either select random vertices in edit mode and turn then into vertex map and use the technique in the video....or if you want it to be procedural and brain melting you will have to use a capture attribute node to capture a random selection and then use that attribute back in another node setup to use it as selection.... personally I would choose the first one
Quick Try, But failed. I use capture attribute Node to export the distance value of instance points and main geometry's points ( with geometry proximity node), I can view the result in Weight Painting Mode. But seems like it doesn't affect the vertexes selection. with 2nd Geometry nodes modifier ,I import the same vertex group that contain the captured value, Nothing happened..
Use a Store named attribute to store the spline parameter and use it as the gradient after the curve to mesh.....use that attribute in shader nodes with combination of scene time and fraction and plug it into an emission shader
PROJECT FILES AND MORE: www.patreon.com/anurag_rturi
great video! this is genuinely one of my favourite nodes that blender introduced, and this was a great explination for it. Thank you!
mine too...thanks for your comment mate...appreciate the support😇😇
Came over from Reddit and damn this is some neat stuff! Really hope this gets integrated into the beta and eventually the stable build. Thanks for the insight!
Aww thanks man... appreciate the comment....It sure will be in beta it's really powerful
Thanks a lot for making this tutorial! Awesome!
This is great! Going to have to try this out!
HEYYY MOM ....GET THE CAMERAAAA QUICKMK
Thanks for the comment bro..means a lot from someone I've been watching long
Great tut, thanks so much! Learned a lot. 👍👍
Glad it was helpful!
very informative thx !
lol among us music in background nice tutorial btw :D
at last someone noticed...glad you liked it😁
thanks so much! i finally understood
You're welcome!..hope you enjoyed it
really nice. answered a lot of questions. Thank you
Glad it was helpful!...appreciate the comment
I was trying to do terrain hydrolic erosion with the help of shortest path node. did you tried it?
@hjf4a2 Thank you for commenting. But I already saw people doing it in blender.
@hjf4a2 bruhhh
@hjf4a2 yuuueuy2?
Hi, how can I avoid the branches overlapping each other?
You could
A) scale down the noise
B) merge by distance node to turn the branches to one
C) watch my second shortest path video and use vertex groups to customize your branches
Thanks for you tutorials! I am wondering if I can use random distributed point to select vertexes as start vertex?
You could either select random vertices in edit mode and turn then into vertex map and use the technique in the video....or if you want it to be procedural and brain melting you will have to use a capture attribute node to capture a random selection and then use that attribute back in another node setup to use it as selection.... personally I would choose the first one
@@AnuragRaturi thanks! I will try the 2ed one as study progress
@@madballdesign sure le me know how that goes...curious to see
Quick Try, But failed. I use capture attribute Node to export the distance value of instance points and main geometry's points ( with geometry proximity node), I can view the result in Weight Painting Mode. But seems like it doesn't affect the vertexes selection.
with 2nd Geometry nodes modifier ,I import the same vertex group that contain the captured value, Nothing happened..
@@AnuragRaturi Ok. It works .I am not sure what wrong with my first try.
Do some more Geometry Node tutorials! Like the stuff a lot!
Sure, if I can muster enough brainpower LOL
shortest edge path node doesnt come up and I'm using latest blender. Please help
Not possible...every version above 3.4.2 has edge path to curves node
Bhai aapki video par ads kaise aarahi hai
HI bro how to apply the material like this
Use a Store named attribute to store the spline parameter and use it as the gradient after the curve to mesh.....use that attribute in shader nodes with combination of scene time and fraction and plug it into an emission shader
why the amogus remix??
Just wanted to see if people noticed😂
Очень тяжело уследить за вашими действиями. Плохо преподаёте информацию.
I'm sorry that the information is unclear....I'll try to work on it
dislake for blender