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I listened to several of your suggestions! Check out this update for Floorplanner Geometry Nodes!
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- Опубліковано 10 чер 2023
- In this video, I'll show you the update to my new Geometry Node Asset that allows you to turn a simple mesh of a floor plan into a model of those rooms. It now has an Addon that goes with it to help control doors, windows, etc!
It is available for you to play with in your own projects from my Gumroad page listed below.
Get the asset for free here:
johnnygizmo.gu...
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God Bless you Johnny
Johnny says: "one of the differences between this version and previous version is that all of these doors are cut out not by using boolean"
me: damn this is a whole another next level version! the level of improvements are insane! really thank you for the time and effort you've put into this!
Also I have a request if it's possible for you. can you make a tutorial on how to turn our geo nodes into an add-on?
Hmm not a bad idea.
@@JohnnyMatthews Thanks a lot already 🙂
Wow, you’ve added in so many of the suggestions, that’s crazyy
Thank you for all your hard work, this must be even easier to use than the last version! Can’t wait to try it out 🤩
Wow hell of a job with this. Amazing
Thanks :)
i think you need to add an xyz store coordinates. so it can store the floor plan xyz and when you edit the floor to add the with the bathroom or terrace. you can restore it at the same coords.
Thanks a lot, man.
Hey Johnny, thank you soo much for your effort and sharing your assets mostly for free (if wanted). You’re a great inspiration!
I'm glad to share with everyone. My stuff might not be the best, but I hope it helps someone out.
Thank you, I'll give this a try.
Have fun!
Wow, good update. As of doors, I have another idea - at initial scheme edges' "bevel weight" parameter could be set according to door height. So if parser see this value exists, it understand there is an aperture and then set it's height to value. Also we can mark seams or sharps to set windows, for example.
I thought about that, but since I was doing the addon, I figured it would be better to keep it all in one place.
Killing it, as per usual! Thanks for everything you do!
Thanks for always watching :)
7:58 How to walk using First Person View?
Shift + Tilda (~ is over Tab button)
You also can edit your height and speed here:
Edit - Preferences - Navigation - Fly & Walk
I lock the camera's Z height to around 5.5 feet as well.
@@JohnnyMatthews Thank you, I was wondering if you used fly or walk, seems like a fly to me
Oooh... I just thought about something... I did this exact method using floorplans, a while back, and it was so extremely tedious to draw out the initial edges for all the plans.
You could make a type of "draw lines where background color = black" then delete lines < X length (to get rid of words and non-wall lines)" to get initial walls. Several different ways to do this, not sure what's the best. But then you could just set a floorplan at origin, and POOF enter building done.
Also, you can do an "auto outer all" selection, by ray tracing in all 4 directions, If ray trace fails in any direction, it's an outer wall.
And WOW, do all those materials look nice. Really makes your work look spectacular.
FYI: You can set the Material of the floor to as many different materials as you want. Just add a "list" of materials, then a button that swaps the "set material" node to the "active selection", like you do with baseboard fill in non-door areas you demonstrated.
I think there was a node of "trace image to curves" in the plans for blender a while ago that would make your suggestion almost trivial. Unfortunately, development seems to have stalled on it, even though it was almost ready. The commit was D13029 (Issue 92461 on the new code system).
You can however already do a trace image to grease pencil, and convert that to mesh. That should spare you some work.
Thanks! Will be version for Blender 4? I can't see Floorplanner panel in Edit tab (
Looks helpful! Why are some properties in metric and others in inches? It is so confusing. Some ideas for the next version: decor scatter on walls and floor, custom profile for baseboard
The metric/imperial issue is that I am from the US and think in inches/feet. But much prefer working in Blender in metric because dividing by 10 is so much easier. So, yeah, sorry about that.
I would like to figure a good way to do custom baseboard and crown molding. But I'm still working on that.
It looks like you replaced Mesh Booleans with "build 4 sections around where the cut out would be". ^_^ Have you turned on timings (in Geometry nodes options) to see the speed difference? It's like 300x faster. ^_^
Please, The payment on your Gumroad account, paypal is blocking it because it is set to recurring billing
Hello! I don't know how to make a floor
Mark the outline edges, then turn the floor on.
Why use this when there is archipak or archipak pro?
Because it’s a good learning process to see how addons and geometry nodes can live together. And I wanted to share it with everyone else.
@@JohnnyMatthews i prefer yours, its cleaner
I just found this today, with nodes it seems like it's customizable.
When i do exactly what you are saying I still dont get an edit button under my n pannel when I go to make door ways.
When you are making the edge map for your layout you are doing rhe door and window cuts in thar process too right? Just trting to find a good flow to add those gaps for windows and doors.
Personally I shoot for the general wall shape first then use Ctrl-R to cut in the doors and windows. Then use the edge length button in the addon to get them sized correctly.
@@JohnnyMatthews ya damn you think there's a reason why I'm not getting that add on option when I press n. There's no edit option? Also figured out how to do the collision thing I had to do it in my game engine program.
Hey i finally got it working. I so wonder if you would have any clue on how to add this to unreal or a game engine with the correct collision so i can walk around in it or use it for a game?
Probably would need to apply the modifier and export the mesh. But I haven't done that before.
@@JohnnyMatthews ah ya I do that but it doesn't give it a collision in unreal. Not sure if there's a way to do this id love to use this to make a horror game in unreal so just trying to figure it out.