Procedural Dragon Scales in Blender with Geometry nodes - Dragon Scale Cloak

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  • Опубліковано 28 вер 2024

КОМЕНТАРІ • 29

  • @dannorris1406
    @dannorris1406 3 місяці тому +1

    Excellent tutorial! Thanks very much.

  • @Kitbash.Carnage
    @Kitbash.Carnage 3 місяці тому +1

    Hi love your videos ❤
    KitbashCarnage hear at the age of 31 iv recently got back into the warhammer/kitbashing community agen after taking 15year brake to pay bills and so on .
    I have taken the leap head on and started a youtube channel along with Instagram, Facebook and Tiktok. It's hard with this algorithm thing is somthing to get used to along with editing and so on but my love and the flame for my lost passion has been reignited more then ever and dont plan on stopping soon .
    Along with having lots of content plans and already in the pipeline and also a Revamp to all social media with new header picture and profile picture from a digital contractor I sorced I hope to just gain more traction to the community iv came back to 🔥
    Regards
    KitbashCarnage

    • @ArtisansofVaul
      @ArtisansofVaul  3 місяці тому

      Thanks so much! All the best with the social media side of things. I know Im quite far from having it perfect myself but its a nice way to add another element to the hobby as well and find like minded people 😁

  • @RedBadSamurai
    @RedBadSamurai 3 місяці тому +2

    Thank you for teaching us)

    • @ArtisansofVaul
      @ArtisansofVaul  3 місяці тому +1

      Thank so much for watching and commenting. :) Its my pleasure.

  • @k4x4map46
    @k4x4map46 3 місяці тому +1

    hmmm perhaps can bring in an image of a rock cross section--thinking out loud here--3D print its mineral composition...

    • @ArtisansofVaul
      @ArtisansofVaul  3 місяці тому +1

      Do you mean as an image?

    • @k4x4map46
      @k4x4map46 3 місяці тому

      @@ArtisansofVaul Yes. an images of a petrographic thin-section.--this video prompted the thought; I think I remember a previous vid where you imported an image and transformed it into stl? Def will peruse my saved videos!

  • @Spaceisprettybig
    @Spaceisprettybig 2 місяці тому +1

    So question: what is the advantage to this approach over using a UV map to create a displacement?

    • @ArtisansofVaul
      @ArtisansofVaul  2 місяці тому

      @Spaceisprettybig The advantage with geometry nodes is I can drag this into a project from the Asset Browser and it's all there set up and I can change the sizes in every way. With a UV map you can change the size but it's it covers a bigger area the scales get larger as they stretch (or you have to do it multiple times). It also takes more time to setup in each new file.

    • @Spaceisprettybig
      @Spaceisprettybig 2 місяці тому +1

      @@ArtisansofVaul Aaah, that makes sense, sorta like a cookie cutter.

    • @ArtisansofVaul
      @ArtisansofVaul  2 місяці тому

      @@Spaceisprettybig Good simile. Yes very much

  • @RV-bc9yi
    @RV-bc9yi 3 місяці тому +1

    Hello, thank you very much for your vidéos ! I am looking for a tool for UV's, which is the best for you paying or not.... Thank you.

    • @ArtisansofVaul
      @ArtisansofVaul  3 місяці тому

      Unfortunately Im probably not the best to answer that as I focus on design for 3D printing, not UV/rendering.

    • @RV-bc9yi
      @RV-bc9yi 3 місяці тому +1

      @@ArtisansofVaul No problem, I asked the question here and there and got a few answers. Thanks for your message

  • @anubismacc8165
    @anubismacc8165 3 місяці тому +1

    A question, wouldn't it be better instead of using it as a Boolean, invert the colors of the Voronoi Texture and make the scales ?

    • @ArtisansofVaul
      @ArtisansofVaul  3 місяці тому +1

      I don't think I explained that very clearly in the video. You can do it that way but if you do then you will end up with a subdivided shape on each of the scales that remain meaning that you then can not smooth/round the corners in the later stages. If you don't mind that then yes that would work.

  • @EmilySmirleGURPS
    @EmilySmirleGURPS 3 місяці тому +3

    Regarding remeshing without merging the scales - use the mesh island node, and the repeat node. Repeat from 0 to number of mesh islands (scales). On each loop use mesh separate to pull out faces which have the same mesh island as the current iteration. Pass the remaining mesh into the input to be used again on the next loop, remesh the island, and join that to your ever-growing collection of scales in the output.

    • @ArtisansofVaul
      @ArtisansofVaul  3 місяці тому

      Oh nice idea. But won't that require counting all the scales? I wonder if there is a way to have it calculate the number of mesh islands there are... I'll have to check out how this works out.

    • @satyamanu2211
      @satyamanu2211 2 місяці тому

      @@ArtisansofVaul using attribute statistics node

  • @nacidocoqui
    @nacidocoqui 3 місяці тому +2

    Always an excellent tutorial! While I don't necessarily Salamander, I might one day; they're good bois! Any chance at a ribbon scroll banner tutorial, like the kind that goes on a should pad or shin?

    • @ArtisansofVaul
      @ArtisansofVaul  3 місяці тому +1

      Thats a good idea. I probably would set it up and do it in the same way I create a banner here: ua-cam.com/video/tcByBUJXqqc/v-deo.html

    • @nacidocoqui
      @nacidocoqui 3 місяці тому +2

      @@ArtisansofVaul I'll give the banner vid a look-see. The way I've been trying is making the scroll in planes on x/z, but when I try to solidify or extrude on y, it all goes to hell! 😭

    • @ArtisansofVaul
      @ArtisansofVaul  3 місяці тому

      @@nacidocoqui So that can be an issue. That video mostly focuses on some good ways of getting the look for flowing cloth. You need to not create too many crazy overlaps and then the solidifying should be fine.

  • @EmilySmirleGURPS
    @EmilySmirleGURPS 3 місяці тому +1

    I would round differently, select the top faces by normal, extrude a distance of $small, and shrink each face. Use a repeat note to do this however many times, and you can use a float curve node to control the curvature of the bevel you're creating

    • @ArtisansofVaul
      @ArtisansofVaul  3 місяці тому

      I'm not sure if that would work as the extrusions would interact from the close vertices surrounding the face. I could be wrong though.

  • @mrgrizzle17
    @mrgrizzle17 3 місяці тому +1

    Thank you great tutorial.