Thanks for being thorough and efficient. Most importantly, though, you took the time to cover fundamental aspects that almost all tutorials I've seen so far fail to explain. Your aside about integer and float ranges was perfectly helpful, by the way. I appreciate "peeks" down a rabbit hole even before a deeper look is appropriate. Great work and instant subscribe.
Great! Just keep going. Maybe you should focus on explaining sockets in the beggining of the next video in this series. Shedding light on the data structure will make it easier to explain their properties and compatibility with each other. Round vs diamond. Single value vs field. Hollow socket: no value, no data type. Filled socket: embedded value, e.g. Position input socket of the Set Position node. "Pinholed diamond" socket: no embedded value, e.g. Offset Position or Selection of the Set Position node. When I started learning about geometry nodes it wasn't very clear to me.
That's an excellent point! I've explained most of that in a previous video, but because of that I completely forgot to include that here. Thanks for the reminder, and I'll do that in the next video in this series!
I'm writing all these nodes in Unreal, as well as an translation plugin. Export from Blender, import into Unreal with a few clicks. ^_^ All of your Blender Geometry node models can run natively in Unreal, giving both the Dev AND the player access to the inputs during runtime. ^_^ So far, I've got ~40 nodes created for Unreal that exactly match the form/function of their counterpart in blender.... Only an absolute absurd number left to got -_- ua-cam.com/video/zLgsi_goFjs/v-deo.html
That's AMAZING! I can't wait to test this out! I have a pretty big project that I want to do in Unreal, so to possibly use a system I'm already familiar with would be outstanding! Especially if models could be updated at runtime!? That's incredible and has been my dream for years! Best of luck, and I'd love to hear how this progresses!
@@gavindotjs My own Geo-nodes project is over 18,000 nodes. I got about 20% of the way through 'translating' without bugs. I then tested the performance... Blender runs at 100x the speed... All my nodes relied upon editing the existing Dynamic Mesh... but I had to make crazy concessions to handle the differences between blender (uses mix of tris and quads) and Unrea (uses tris only)... And Blender nodes "know context" which, as far as I can tell, is impossible in Unreal. So, I'm in the process of re-writing every single node using my own data structure, and applying it to the mesh at the end. Just one tiny function, the part that figures out which faces/edges/points are being selected went from 4 ms to under 1ms when iterating over just 360 items.
Cool, I'm looking forward to this series!
This has to be done, thank you for this great work
Dude really awesome 👏 this is really good you made and really helpful. I’m subscribing to see more from you 😊
Thanks ! i am learning blender and i wanted to know the depth and how deep stuff is
Ho, merci pour ce fichier qui permet de voir tous les nodes. Je cherchais quelque chose comme ça depuis un longtemps. Merci.
Excellent Sir! Liked and subscribed. Examples with each node, would be great for us the beginners.
Thanks for being thorough and efficient. Most importantly, though, you took the time to cover fundamental aspects that almost all tutorials I've seen so far fail to explain. Your aside about integer and float ranges was perfectly helpful, by the way. I appreciate "peeks" down a rabbit hole even before a deeper look is appropriate. Great work and instant subscribe.
Thank you! I really appreciate it!
I’m very glad you decided to do this 👍🏾
You did a great job. Deserves more likes and subs. Cheers
i am looking forward to it
Super useful stuff!
Great! Just keep going.
Maybe you should focus on explaining sockets in the beggining of the next video in this series. Shedding light on the data structure will make it easier to explain their properties and compatibility with each other. Round vs diamond. Single value vs field. Hollow socket: no value, no data type. Filled socket: embedded value, e.g. Position input socket of the Set Position node. "Pinholed diamond" socket: no embedded value, e.g. Offset Position or Selection of the Set Position node. When I started learning about geometry nodes it wasn't very clear to me.
That's an excellent point! I've explained most of that in a previous video, but because of that I completely forgot to include that here. Thanks for the reminder, and I'll do that in the next video in this series!
Thank you!
When we needed him most, he disappeared
Nah man, I'm just hard at work on the series lol
looking forward to this
thank you
Thanks man !
Nice
great
Yeaa! i'm the 1000's subcriber =) I'm really looking forward to the sample node's
This was nice ...going through the channel for detailed breakdown..subb3r !
I'm writing all these nodes in Unreal, as well as an translation plugin. Export from Blender, import into Unreal with a few clicks. ^_^
All of your Blender Geometry node models can run natively in Unreal, giving both the Dev AND the player access to the inputs during runtime. ^_^
So far, I've got ~40 nodes created for Unreal that exactly match the form/function of their counterpart in blender.... Only an absolute absurd number left to got -_-
ua-cam.com/video/zLgsi_goFjs/v-deo.html
That's AMAZING! I can't wait to test this out!
I have a pretty big project that I want to do in Unreal, so to possibly use a system I'm already familiar with would be outstanding! Especially if models could be updated at runtime!? That's incredible and has been my dream for years! Best of luck, and I'd love to hear how this progresses!
@@gavindotjs My own Geo-nodes project is over 18,000 nodes. I got about 20% of the way through 'translating' without bugs. I then tested the performance... Blender runs at 100x the speed...
All my nodes relied upon editing the existing Dynamic Mesh... but I had to make crazy concessions to handle the differences between blender (uses mix of tris and quads) and Unrea (uses tris only)...
And Blender nodes "know context" which, as far as I can tell, is impossible in Unreal.
So, I'm in the process of re-writing every single node using my own data structure, and applying it to the mesh at the end.
Just one tiny function, the part that figures out which faces/edges/points are being selected went from 4 ms to under 1ms when iterating over just 360 items.
When is this coming waiting for it
more !!!!!!!!!!!!!!!!!
Tried to open the BLEND file but no go. I tried drag and drop, Import and append ........ nothing. Any suggestions
You extracted the zip and it still wouldn't open? Sorry just covering my bases!
Also, sorry its been a minute, just got back from a trip!
Do a Geo Node tier list lol
Could you possibly be the new HEY Pictures? (Another geometry nodes youtuber) We'll see.
Hi Gavin ! Such a valuable work to come ! Wouldn't it deserve a better microphone ? Thinking of non-American people. Anyway great job.
Thanks! Yeah, hope to fix this for 2024!