I Started UPGRADING Modifiers in Blender (Arrays)
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- Опубліковано 5 лип 2024
- 🔶 We are replacing the Array modifier with Geometry Nodes to make it work with a collection.
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#tutorial #blender3d #geometrynodes
Geometry Nodes are replacing Modifiers, Simulations and Particles in Blender. In today's video we replace the traditional array modifier with an improved geometry nodes version in Blender 3.6.
Project file will be available soon!
Download Blender 3.6: www.blender.org/download/
Check out @looseEdges
/ @looseedges8212
00:00 Intro // Blender will be Node-based
01:27 Array Modifier in Geometry Nodes
03:33 Collection to Array (1/2)
05:03 Bounding Box Fields
13:51 Collection to Array (2/2)
18:23 Outro / Brilliant.org
Twitter: / straycreations
Reddit: / stray_tom
Instagram: / stray_thomas
Music by Epidemicsound
This video was sponsored by Brilliant
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I will be making more tutorials on Blender, specifically geometry nodes, AI and simulation nodes. - Фільми й анімація
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/StrayCreations/ . The first 200 of you will get 20% off Brilliant’s annual premium subscription.
Cool to see David Bowie explaining geo nodes❤
I thought he was Morten Harket ❤
can you create a Displace PLUS modifier? it's just a regular Displace modifier but with the added ability of triplanar mapping an input image (with blending values where the planes meet). right now if you want to do procedural uv mapping via geo nodes you have to send it back to the material and that's not what i want.
Beautiful tutorial
Great tutorial as always! Underrated fr
Not sure where you have been but just found you and I am glad about it. There are not to many people doing what you are doing
same here!!!! I subscribed and hit the bell for all notifs :D
Nice work !
Dude such a good video, im learning allot
say we wanted to stack some objects in a specific order instead of randomized; what would need to be altered to allow for that?
We would have to replace the random value node with a system that picks the instances in the order of how they are stored in the collection. Perhaps you could figure it out by using the instance index of the collection and a modulo (math) node set to the domain size (instances) of the collection. I would have to dive back into this system to give you a full solution though :)
I've also been experimenting with feeding geometry generated within the node tree using geometry to instance, the issue with that is they dont exactly have Origins in the traditional sense. so what i've been doing is using the improved bounding box to divide the size output by 2 and feeding it into a transform node's translation in the hopes that it would then align with the object origin that the whole tree shares. so far this hasnt been fruitful on the Z axis as the shapes are lower than they need to be.
Edit: i realized that the issue was due to the multiply math node feeding into the sample indexs for the new bounding box was at the wrong value. so my mistake
@@StrayCreations an update to that, as a matter of fact having an index node and domain size (instance) node feed into a modulo instead of subtract+random value does in fact put the instances in order!
sos un genio, muchisimas gracias!
thankyou!
Trying this in 3.5.1 and I fail to level them at 17:35, everything else seemed to have work to that point.