Never will I be as good as you. Never will I also study things I do the way you do. Never will I do what you do. But I will always, open myself a cold beer in the evening and with utmoast interest enjoy your tutorials, expand my knowledge about arts and ancient architecture and of course enjoy in English with Italian accent. Your tutorials are like audiobooks except in 3d :) Molto bene!
For the first time, I find an explanation that meets my desires for design. What distinguishes the explanation is that everything used in the explanation is explained in detail and the reason for using it.
A great video, thanks for sharing. Small tip: you can speed up the cylinder creation when you use the operation panel in the bottom left during adding the cylinder. Set the correct radius (0.5m), depth 1m, z position 0.5m, and then apply the location. That way you don't have to set the origin to the bottom face and the cylinder with the correct dimensions is done in a few seconds.
You combine all of the things that I love, classical architecture, Blender and procedural generation. I still struggle with 3D vegetal ornaments and statues after years of practice, I would love a tutorial on that.
This has been a great source of study and a big help to turn the intimidating into repeatable tools for suture problems. I recommend others to repeat the workflow here a few times to allow the relationships between powers, modulo and accumulation to sink in.
What an absolutely brilliant idea to create Veduta scenes in blender. The masterpieces of Robert Hubert is a brilliant idea to recreate in Blender and your techniques are superb!
This is one of the best videos I've seen on procedural asset generation. It's well-made and presented. Looking forward to more content from your channel!
A wealth of information in this, as in all your tutorial/showcase videos on your channel. I've progressed a little in geometry nodes since watching them all and this one in particular. Still a great deal that's over my head. Probably why I got stuck around 38 minutes into this one. The 2nd truncated modulo turned my wall into a hot mess. lol.
Outstanding tutorial! 🙏 The knowledge you guide us through is exceptional. Thank you so much for taking the time to share your beautiful creations with us.
A very dense and functional content. It's amazing that you can publish this content in less than 1 hour! We will watch this video by slowing it down many times. This video will be a reference source for reconstruction studies on Ancient History and Ancient Period artifacts. Thank you!🏆🏆🏆
I love your channel, so much cool infos, and i love this architectural style in those paintings It would be amazing to have a game with visuals like those paintings
The taper slope isn't linear, it's steepness is increasing geometrically with each segment. Use similar triangles to get a different scale XY scale factor for each object's top and bottom
Yet again an excellent video full of information! Thank you. Btw, I am pretty sure it is possible to do the damage variation using a repeat zone to go through the whole array of drums selected by mesh island indices and just have a random value for the displacement offset. Doesn't give us manual control over each segment but hey, that's kinda the point of proceduralism. :-) Have a good one!
The "Random per Island" output from the geometry node doesn't seem to be functioning the way it does in the video, and I'm not sure if it's because of the latest blender version or not. When selecting it, every input is white, which makes your approach to adding random lightness variations to every brick impossible to replicate (for me, at least). I found a suitable workaround, though, using the Geometry Info's Random output instead. If anyone else is having trouble with that for some reason, I hope that helps out!
Thank you for this tutorial - I like the way you're explaining things. I got stuck at 11:34 where you put the Index into the exponent of the power node. It takes the index of the face and not the index of the object - so I got a factor of 0,8^30=0,001.. How can I get the right value into the calculation? I'm working with Blender 4.0 - maybe they changed the handling of the index meanwhile?
@@hbitproject Thank you for your reply. Yes, I'm sure. I also tried a separate Index input, with the same result. Then I tried to catch the index of the mesh line in a named attribut and fed this value into the exponent. This results to the desired scale for each drum but keeps them in cylindrical shape although the selection is still limited to the upper face. I have no explanation for this behavior. edit: I downloaded blender 4.1 and loaded the file: same behavior.
Just purchased the moulding pack, great assets by the way. But I got a problem right around the blocks with the cube. 29:50 I think. So when I plug the radius or the length into any of the combine nodes, there's no translation happening. I check the attributes, and still its not working. what else could be the issue, help man. really wanna finish this.
This is an amazing tutorial! I purchased the Classical Mouldings pack, which looks great, but I'm not finding the "base", "capital" or "vault" for me to follow along exactly. Are those available for purchase somewhere?
Great video, (troppo veloce, ma è normale, non avete solo questo da fare), little question: are we constraints to use only even-numbered for the wall height? Or its me who messed up with the nodes? For the moment: every time I went a wall with 3, 5 or 13,7 etc etc my wall height struggle, its always ok with even-numbered (2, 10, 16, 22, 28 etc). Comunque grazie, i tuoi video sono sempre spettacolare!
Grazie mille! That's correct, this setup works when your meshes with an odd Index number are placed on a odd row (like row 1 --> meshes 1, 3, 5) and viceversa (row 2 --> meshes 2, 4, 6) which only happens when your total number of rows (or height) is an even number. A potential workaround would be, when you feed the index into the second modulo, to adjust the index value as to make it an even or odd number depending on whether it will be placed on an even or odd row. Cheers!
Id like to see more of those systems used for unreal engine instead of blender! to create modular assets, i think you have something really cool but only for cg renders You could easily create a pack of modular assets to sell on the unreal engine marketplace
When you apply the geo nodes modifier on the columns, the drums disappear and only the cap and base remain. Anyone know how to fix this? The same thing happens if an array modifier is applied after the geo nodes.
im really happy I stumbled opon your channel, just stunning - I did some 3d before but moved on to developing instead. btw tab+g+y+1 (or -1 don't remember)
Sir, for some time now I've stopped believing you were born in Italy. You probably came from outer space to study classical and medieval Earth architecture. 🫢 Probably you are rather bored here and that's why you amuse the natives by creating arabesques of geometric nodes. What else can I think, because ordinary people at this time dress up in ancient Roman armour and celebrate 2777 years of the founding of Rome or ... doing bad things to other people. 😳
@@hbitproject Thank you very much for your reply, I was beginning to worry if I had offended you. In fact, I am endlessly amazed and delighted by your skills. And if I belong to the species Homo sapiens sapiens, then you are certainly a representative of the next evolutionary species. 👏
Never will I be as good as you. Never will I also study things I do the way you do. Never will I do what you do. But I will always, open myself a cold beer in the evening and with utmoast interest enjoy your tutorials, expand my knowledge about arts and ancient architecture and of course enjoy in English with Italian accent. Your tutorials are like audiobooks except in 3d :) Molto bene!
For the first time, I find an explanation that meets my desires for design. What distinguishes the explanation is that everything used in the explanation is explained in detail and the reason for using it.
The knowledge that is in this video is immaculate. Great tutorial man!!
A great video, thanks for sharing.
Small tip: you can speed up the cylinder creation when you use the operation panel in the bottom left during adding the cylinder. Set the correct radius (0.5m), depth 1m, z position 0.5m, and then apply the location. That way you don't have to set the origin to the bottom face and the cylinder with the correct dimensions is done in a few seconds.
Thanks for the tip! 👍
Beyond awesome, please make more procedural architecture, especially with damage, such as mortar, cracks, scratches etc
You combine all of the things that I love, classical architecture, Blender and procedural generation.
I still struggle with 3D vegetal ornaments and statues after years of practice, I would love a tutorial on that.
This has been a great source of study and a big help to turn the intimidating into repeatable tools for suture problems.
I recommend others to repeat the workflow here a few times to allow the relationships between powers, modulo and accumulation to sink in.
This is absolutely incredible!! Thank you for the time and effort put into this master class!
This is wonderful! Great paintings, great modeling system too!
What an absolutely brilliant idea to create Veduta scenes in blender. The masterpieces of Robert Hubert is a brilliant idea to recreate in Blender and your techniques are superb!
Thank you! 🙏
Terrific video loaded with invaluable information! Have you ever considered making this into an addon?
Thanks! I think I may do a pack if there is enough interest in this 👍
@@hbitproject I would absolutely buy those geometry nodes in a heartbeat!
Sei probabilmente il blenderista con il livello piu alto tra tutti quelli che ho visto sul tubo, impressionante. Clap clap.
Grazie mille! Troppo gentile 😊
I haven't finished it yet, but it's another great video. Thks !!!!
Ok, this will be a long night of note taking!
Love this video and appreciate if more like this come on this channel in future
Does this means you are working after a video like this again
This is one of the best videos I've seen on procedural asset generation. It's well-made and presented. Looking forward to more content from your channel!
Dude! You’re amazing! Keep the videos coming.
This is incredible you’re explanation is so good and clear 👍👍
your videos are useful and rich with information. thank you so much
Love it. The way it's related to historical buildings is what makes it perfect for me!
A wealth of information in this, as in all your tutorial/showcase videos on your channel. I've progressed a little in geometry nodes since watching them all and this one in particular. Still a great deal that's over my head. Probably why I got stuck around 38 minutes into this one. The 2nd truncated modulo turned my wall into a hot mess. lol.
Thank you very much for sharing your knowledge and work flow with the community! You are a Hero!
I straight forward subscribed. Great content
This is staggeringly impressive! I am at a loss for words.
Outstanding tutorial! 🙏 The knowledge you guide us through is exceptional. Thank you so much for taking the time to share your beautiful creations with us.
Amazing process! Thank you for sharing!❤
You deserve all the views, all the likes! xD
A very dense and functional content. It's amazing that you can publish this content in less than 1 hour! We will watch this video by slowing it down many times. This video will be a reference source for reconstruction studies on Ancient History and Ancient Period artifacts. Thank you!🏆🏆🏆
I'm speechless 😮😮
I love your channel, so much cool infos, and i love this architectural style in those paintings
It would be amazing to have a game with visuals like those paintings
thank you for your tutorials, they helps me with my exam.
That's a perfect tutorial! Thanks for sharing your knowledge!
The taper slope isn't linear, it's steepness is increasing geometrically with each segment. Use similar triangles to get a different scale XY scale factor for each object's top and bottom
Yet again an excellent video full of information! Thank you.
Btw, I am pretty sure it is possible to do the damage variation using a repeat zone to go through the whole array of drums selected by mesh island indices and just have a random value for the displacement offset. Doesn't give us manual control over each segment but hey, that's kinda the point of proceduralism. :-) Have a good one!
Thanks! I actually tried to use the repeat zone. I think I would need a slightly different set up to make it work though 👍
great tutorial, Guga
Wow! Amazing
very cool
Absolutely useful
faster way for the origin is once spawning an object its always 2 meters, just G -> Z -> 1 and it goes to 0,0,0 when you CTRL A apply all
The "Random per Island" output from the geometry node doesn't seem to be functioning the way it does in the video, and I'm not sure if it's because of the latest blender version or not. When selecting it, every input is white, which makes your approach to adding random lightness variations to every brick impossible to replicate (for me, at least). I found a suitable workaround, though, using the Geometry Info's Random output instead. If anyone else is having trouble with that for some reason, I hope that helps out!
Thank you for this tutorial - I like the way you're explaining things.
I got stuck at 11:34 where you put the Index into the exponent of the power node. It takes the index of the face and not the index of the object - so I got a factor of 0,8^30=0,001..
How can I get the right value into the calculation?
I'm working with Blender 4.0 - maybe they changed the handling of the index meanwhile?
Hello, are you sure you are not using the output of the compare node instead?
@@hbitproject Thank you for your reply. Yes, I'm sure. I also tried a separate Index input, with the same result.
Then I tried to catch the index of the mesh line in a named attribut and fed this value into the exponent. This results to the desired scale for each drum but keeps them in cylindrical shape although the selection is still limited to the upper face. I have no explanation for this behavior.
edit: I downloaded blender 4.1 and loaded the file: same behavior.
fantastic work !where did you learn to model ike this?
Can you recommend a course?
Thanks
Incredibile! Complimenti. Hai pensato già ad un addon?
Grazie mille! Stavo pensando al momento ad un pack per questo genere di lavori 👍
Just purchased the moulding pack, great assets by the way. But I got a problem right around the blocks with the cube. 29:50 I think. So when I plug the radius or the length into any of the combine nodes, there's no translation happening. I check the attributes, and still its not working. what else could be the issue, help man. really wanna finish this.
Never mind I got it😂
This is an amazing tutorial! I purchased the Classical Mouldings pack, which looks great, but I'm not finding the "base", "capital" or "vault" for me to follow along exactly. Are those available for purchase somewhere?
thank you for your kind words, I really appreciate it!
Great video, (troppo veloce, ma è normale, non avete solo questo da fare), little question: are we constraints to use only even-numbered for the wall height? Or its me who messed up with the nodes?
For the moment: every time I went a wall with 3, 5 or 13,7 etc etc my wall height struggle, its always ok with even-numbered (2, 10, 16, 22, 28 etc).
Comunque grazie, i tuoi video sono sempre spettacolare!
Grazie mille! That's correct, this setup works when your meshes with an odd Index number are placed on a odd row (like row 1 --> meshes 1, 3, 5) and viceversa (row 2 --> meshes 2, 4, 6) which only happens when your total number of rows (or height) is an even number. A potential workaround would be, when you feed the index into the second modulo, to adjust the index value as to make it an even or odd number depending on whether it will be placed on an even or odd row. Cheers!
Id like to see more of those systems used for unreal engine instead of blender! to create modular assets, i think you have something really cool but only for cg renders
You could easily create a pack of modular assets to sell on the unreal engine marketplace
When you apply the geo nodes modifier on the columns, the drums disappear and only the cap and base remain. Anyone know how to fix this? The same thing happens if an array modifier is applied after the geo nodes.
Wow, how long did this take to make
I can't find horizontal stack node.. on 4.1
You gatta create it yourself bro, just go back to the beginning and use same right up until the tepering. where all the drums were lined up straight.
@@ismailabdulkarim210 thanks so much will try it again
@@mhsldddd I got stuck somewhere else too man
Im surprised he hasnt put the finished file up for ppl to buy along with his other work. does someone fancy giving me there finished file 🙏
Grande, anche se qualche video in italiano non mi dispiacerebbe
Ahh quanto sarebbe più facile 😂
👏👏👏
Ты великий деятель
Are you really human?
I like ypur italian accent when saying modularity.
im really happy I stumbled opon your channel, just stunning - I did some 3d before but moved on to developing instead. btw tab+g+y+1 (or -1 don't remember)
Sir, for some time now I've stopped believing you were born in Italy. You probably came from outer space to study classical and medieval Earth architecture. 🫢 Probably you are rather bored here and that's why you amuse the natives by creating arabesques of geometric nodes.
What else can I think, because ordinary people at this time dress up in ancient Roman armour and celebrate 2777 years of the founding of Rome or ... doing bad things to other people. 😳
Dear Sir, I always read your comments with joy 😃. I'm glad you are liking the content so far! 🙏
@@hbitproject Thank you very much for your reply, I was beginning to worry if I had offended you. In fact, I am endlessly amazed and delighted by your skills. And if I belong to the species Homo sapiens sapiens, then you are certainly a representative of the next evolutionary species. 👏