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Blender Geometry Nodes: Spiral Cord Effect
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- Опубліковано 10 чер 2022
- In this video we create a spiral cord that can be driven by a curve.
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Short and to the point, as usual. Love that teaching style. I’m sure it takes longer to plan and write a down a script, but that way you don’t waste the viewer’s time with rumblings. Keep them coming.
No script actually, just the basic idea and a lot of editing 🙂
Beautiful example of using the Sample Curve node!
Thanks
This is very helpfull. I am using this set up to create shocks for a truck. if I feed 4 splines into the node group all the shock spirals are connected to each other. it makes sense. so I figured before converting the spiral into a mesh that has depth. I convert it to just a mesh. now I am trying to figure out how to delete the connected edges. my thought would be to delete the edges that are the longest and then convert the edges back into curves. this set up is nice b/c if you shorten the curve the spring compresses just like a shock on a vehicle. Thanks
I now understand what my dog goes through when I'm talking to him 🤔😕Maybe if I watch this a few more times I'll get it 🤪
Had a task to create some stylized curly hairs. Not knowing of this video, spent almost a day on doing similar thing with "curve tangent", "cross product", and "spline parameter" + "trig functions". Today I see this, and more than that a video of your on Twitter doing curly hairs. Brother you cannot even imagine how much I needed this just some days ago. Anyway, THANKS FOR SHARING THIS!
You're welcome, sorry you didn't see it sooner :)
really good stuff. I did it with simply repeating the spiral curve but it doesnt totally line up - this is proper
Good tutorial ! Good explanation on geometry nodes !
wonderful video! thank you!
Thank you! This helped me out a ton
I’m glad to hear that!
Thanks! This was really helpful.
I’m glad 🙂
This is great! I am finding myself in a challenge now. How would you offset the spiral across the curve? I am thinking about something with vector math between the spiral's position and the curve's tangent, but I can't wrap my head around it.
as always well explained tutorial, thanks a lot.
You’re very welcome 😊
How do I make the start and end of the spiral to match up on a closed loop curve?
Great tutorial!
Thanks!
THANK YOU
You’re very welcome!
Hey and not easier just connect the length
so that the curve changes dynamically when the curve is built?
Any idea how to stop the curve profile from rotating? It's not an issue with a circular curve profile but anything with a defined shape is ruined by the rotation.
Hi - its cool
But how to change the shape, from round to rectangle?
Genius!
Ah shucks
Thank you!!
You're very welcome!
good one, thanks
You're welcome!
Great tut.❤ Subscribed☺
Thanks!
wire can be flat, so, how can I get custom profile for the wire?
great tut, thanx! :)
You're welcome!
What an amazing tutorial. Does anyone know of an easy way to adjust the spiral intensity in various locations? (so more spirals at the ends and less int the middle of the length? Happy to throw a few dollars someones way for it :)
Thank you for this, I've been struggling to make a proper curl for awhile. The only problem is that it falls apart if there are multiple splines, like in the new hair curves. I think it's because the Sample Curve node adds up all the splines, but I don't know how to fix it ;(
I’ve got a hair curl tutorial coming soon that takes care of this.
Thanks. Needed this as I want my wires as simple as humanly possible - just the driver curve - and my microdisplacement approach don't work for assets when instanced from origo which could be far from where the camera's at. Possible expansions would be number of wires to create twisted pairs, ropes, terminated/non twisted ends, and other cool stuff. However, when I use curves with thickness directly I get a decent UV layout per wire; U along the length of the curve and V along the wire cross section. How do you expose these kinds of UV coordinates to material nodes? They must also work as a mean to drive UV based tangents.
Yeah UVs are still a challenge. I’d like to see an output from mesh to curves with a selection that could be used as seams for the uv unwrap node coming in 3.3
Now we can make Special Beam Cannon animations
Now we have to find a way to add the odd, unnerving, uncoiled section of the cord that happened sometimes :)
Jokes aside, I wonder how Blender decides that the position node has to refer to the second curve and not the first one. Here it would be the same to wrap them the other way round, but what if I needed the position of another curve?
It's going to use the one with upstream geometry, unless the value was captured with a Attribute Capture or Transfer Attribute node.
Cool. Could this be a way to also recreate the curve modifier for mesh deformation in geometry nodes? Thanks.
Yeah maybe 🤔
"irregardless"... arrggggh!
You know, I considered re-recording the whole thing after that slipped out of my mouth 😭
Old telephones incoming.