I thought it was an accidental repost of what you did yesterday and I almost passed it by! LoL! I'm so glad I didn't as someone came up with a Geo-Nodes non-destructive solution! Great video!
Problem with geo-nodes is that since its an ongoing development process, it *will* break at some point in the future. Would have loved a native node that could do bevels, insets, outsets, and even curve offsets. I.e. an ellipse cannot be offset to constant distance and remain ellipse, it will have to be changed into a spline type curve.
Hm… subdivide after bevel is a big no. Just mark creases, subdivide and then bevel. Shade it auto smooth and keep a weighted normal modifier always at the end of the stack.
Yes! I thought exactly the same. Do not use subdivide after the bevel, and always (when we talk about hard surfaces) use a normal weighted. I see few tutorials that use "mark crease". I learned this on the "hbitproject" channel, and my life simply became easier haha Normal weighted is another thing I NEVER fail to add! But, the good thing about blender is that. There are several ways to do the same thing! Pois é, pensei igual! Não usar subdivide depois do bevel, e sempre usar um normal weighted. Vejo poucos tutoriais que usam "mark crease". Aprendi isso no canal do hbitproject, e minha vida simplesmente ficou mais fácil, rsrs. Normal weihgted é outra coisa que nunca deixo de usar.
@@thomas7726 Indeed. 95% of the time you don’t subdivide a bevel and marking creases is the way to go for controlling form when subdividing. Most modelers I know were not tought to work in conjunction with modifiers properly and this department became mythicised and distorted, specifically in Blender nowadays.
You're welcome. 😉
Great work! How long did it take you to make that setup? I'm amazed!
@@mind_of_a_darkhorse Thx. It took about 4 hours, but I knew what to do without experimenting.
@@Remesher Impressive!
I thought it was an accidental repost of what you did yesterday and I almost passed it by! LoL! I'm so glad I didn't as someone came up with a Geo-Nodes non-destructive solution! Great video!
~ glad you're back and feeling better.. your teaching style and humor is appreciated
Happy to see you getting back to roots. Can't wait to see what's next.
Problem with geo-nodes is that since its an ongoing development process, it *will* break at some point in the future.
Would have loved a native node that could do bevels, insets, outsets, and even curve offsets.
I.e. an ellipse cannot be offset to constant distance and remain ellipse, it will have to be changed into a spline type curve.
Yeah. I think I mentioned in the original version of that clip that having the option in the modifier itself would be nice.
GN is so handy and powerful, wish I understand it. Been there for years and 8 have hardly touched it
Just what i need
Reupload?
New and better version
Different approach
Hm… subdivide after bevel is a big no. Just mark creases, subdivide and then bevel. Shade it auto smooth and keep a weighted normal modifier always at the end of the stack.
Yes! I thought exactly the same. Do not use subdivide after the bevel, and always (when we talk about hard surfaces) use a normal weighted.
I see few tutorials that use "mark crease". I learned this on the "hbitproject" channel, and my life simply became easier haha
Normal weighted is another thing I NEVER fail to add!
But, the good thing about blender is that. There are several ways to do the same thing!
Pois é, pensei igual! Não usar subdivide depois do bevel, e sempre usar um normal weighted.
Vejo poucos tutoriais que usam "mark crease". Aprendi isso no canal do hbitproject, e minha vida simplesmente ficou mais fácil, rsrs.
Normal weihgted é outra coisa que nunca deixo de usar.
@@thomas7726 Indeed. 95% of the time you don’t subdivide a bevel and marking creases is the way to go for controlling form when subdividing.
Most modelers I know were not tought to work in conjunction with modifiers properly and this department became mythicised and distorted, specifically in Blender nowadays.