Tip with splitting the vectors and then rebuilding them to isolate one of the vector axises (axese? no idea how to spell that). You can achieve that with a single Vector Math node - use a Vector Math Multiply against a vector with 1 in all the axises(sp) you want to keep, and a 0 in all the ones you want to ditch.
@@ArtisansofVaul I'm slowly refreshing myself on Vector math because it's so useful in CGI, but it's been nearly 25 years and I can't say I understood it much the first time around :D I'm targeting Refraction and Projection next to understand what in the blazes they are and what they're used for.
Thank you :D This is exactly what I was trying to do but I was doubting about the method, turns out you have the same method but with the solution (separate XYZ + combine XYZ at 5:40)
@@ArtisansofVaul while I was trying I thought "it's too complicated", there must be another way. But no, THIS is the way :D If you're interested, in my case, I'm placing stones vertically on the sides of a window (cube) with an instance alternance between a large and a small stone instance.
Very helpfull. I was thinking of how to cslculate the circumference of a tire for a geo nodes tire set up. I was thinking a bounding box of some sort will give me the diameter for the calculations
Hi. So you're amazing. Had no idea I'd actually been following your tutorials for a while. Came here for the horns. Stayed for the towers. Bless. JDF, the one who portrayed the Green Ranger has recently passed away and I was wondering if there's any possible way you could do a tutorial regarding making helmets? Even if not, big fan. I regret not subscribing to you sooner.
A video on making helmets could be done for sure. The only things that's tricky is there are so many types of helmet styles each one needs a potentially different approach. I'll have a think about a way to approach something and find a relatively general helmet to us that would work for a tutorial.
@@ArtisansofVaul That would be so appreciated. No pressure though. Your videos on stone walls and making horns have completely changed how I look at Blender and I’m happy to watch anything you put out
@@ArtisansofVaul okey, but i am using a rock generator. So the bounding box i suppose is as big as the original cube before it gets all the modifications via the geometry nodes. Would there be any way around that by any chance? Thanks for the reply!
@@ArtisansofVaul i want to change the size of another mesh instance based on the length of the edge it's attached to. i managed to make it work by using that same method but i did some booleans to apply only the size to either X or Y
@@MNightshade Ah, I see what you mean. So the issue is that the edge isnt the whole length of the object. Sorry, I was only half awake when I saw your message. I think you can calculate the distance between points but its selecting the points consistently that is tricky. Maybe something using a vertex group?
Maybe you can help as i cant figure something out, i thought this vid might help but its not what i need I have a mesh to points set to faces and an instance to points node the input geometry is a plane of faces not all the same size(different size faces) What i want is for the instances that are placed with the instance to points node to scale the x and y to fit to each face the point is on/from Any ideas?
Hmm... that's a cool idea. I'm not totally sure. At the moment I'm thinking something using either a proximity node (though I don't know if that will work for a single point) or something like a raycast node from the point to select the face as a target (though this last one seems a very inelegant solution and I don't know if it would work). This actually seems pretty tricky as a Geometry Nodes beginner. I'll have a think but if you find an answer/idea please do let me know.
So Ive been having a look into it and the answer is "not easily" from what I can find. If you just have all the faces being exactly square its probably possible using the "face area" node as you can just square root it to get the size of the face. Otherwise it gets a lot more tricky.
@@ArtisansofVaul You got further then me so far then, iv not found much on how to do this my self. Whats annoying is i sware i had seen a video of it being done but can i find it now :/
hi i ve been enjoying your sculpting stone series i have a query is there any decent way to turn images to brush alpha i tried using materialize and laighter but its nor really working out for me? and hope ur flu gets cured soon
Thanks a lot. I have got a video on that but it also uses materialize: ua-cam.com/video/xASRPmXre38/v-deo.html Not sure if that helps with whatever the issues you've been having with it? Otherwise you could use some other free software such as GIMP but that would probably be less simple to do.
Um, Blender will display the length of mesh edges (Edit Mode) in the Viewport Overlays options. If you only want general XYZ extents, look at the object Dimensions in the Properties.
🤣🤦 I think you've completely missed the point. There are a lot of geometry node setups that the sizes are needed and this will allow you to set it up once and use on any object.
Tip with splitting the vectors and then rebuilding them to isolate one of the vector axises (axese? no idea how to spell that). You can achieve that with a single Vector Math node - use a Vector Math Multiply against a vector with 1 in all the axises(sp) you want to keep, and a 0 in all the ones you want to ditch.
Oh that's a time saver
@@ArtisansofVaul I'm slowly refreshing myself on Vector math because it's so useful in CGI, but it's been nearly 25 years and I can't say I understood it much the first time around :D I'm targeting Refraction and Projection next to understand what in the blazes they are and what they're used for.
@@EmilySmirleGURPS Lmao. Well if you do you'll be far above where I am 😯
@@ArtisansofVaul If I figure anything out I'll be sure to share, but no promises! 😆
Thank you :D This is exactly what I was trying to do but I was doubting about the method, turns out you have the same method but with the solution (separate XYZ + combine XYZ at 5:40)
😁 Great to hear it helped and I'm not the only one trying out these possibly crazy things 🤣
@@ArtisansofVaul while I was trying I thought "it's too complicated", there must be another way. But no, THIS is the way :D If you're interested, in my case, I'm placing stones vertically on the sides of a window (cube) with an instance alternance between a large and a small stone instance.
@kazes Oh cool. Great use of it! I'd love to see a picture of how it works out if you don't mind.
Very helpfull. I was thinking of how to cslculate the circumference of a tire for a geo nodes tire set up. I was thinking a bounding box of some sort will give me the diameter for the calculations
👍🏻 Glad I could be of help.
@@ArtisansofVaul me to. A coworker of mine has been watching your videos and has found them very helpful for him as well
@@wadeeliason969 😁That's awesome to hear.
Hi. So you're amazing. Had no idea I'd actually been following your tutorials for a while. Came here for the horns. Stayed for the towers. Bless. JDF, the one who portrayed the Green Ranger has recently passed away and I was wondering if there's any possible way you could do a tutorial regarding making helmets? Even if not, big fan. I regret not subscribing to you sooner.
A video on making helmets could be done for sure. The only things that's tricky is there are so many types of helmet styles each one needs a potentially different approach. I'll have a think about a way to approach something and find a relatively general helmet to us that would work for a tutorial.
@@ArtisansofVaul That would be so appreciated. No pressure though. Your videos on stone walls and making horns have completely changed how I look at Blender and I’m happy to watch anything you put out
Hey! What if my bounding box is bigger than the actual object? Can i change the size of the bounding box without affecting the geometry?
It shouldn't be bigger, it will go to the furthest point on each direction.
@@ArtisansofVaul okey, but i am using a rock generator. So the bounding box i suppose is as big as the original cube before it gets all the modifications via the geometry nodes. Would there be any way around that by any chance? Thanks for the reply!
I'm making a stone wall if ever it helps ahah
@antoineoscar Oh that's interesting. I wonder if it will only work off the original geometry for the sizing 🤔
still thinking how to get the length of an edge
@@MNightshade What do you mean? You need to set an edge length?
@@ArtisansofVaul i want to change the size of another mesh instance based on the length of the edge it's attached to. i managed to make it work by using that same method but i did some booleans to apply only the size to either X or Y
@@MNightshade Ah, I see what you mean. So the issue is that the edge isnt the whole length of the object. Sorry, I was only half awake when I saw your message. I think you can calculate the distance between points but its selecting the points consistently that is tricky. Maybe something using a vertex group?
Very helpful, thank you!
😁👍🏻 Cheers. Great to hear.
Wonderful Tip thanks a lot!
Thanks 😁
Maybe you can help as i cant figure something out, i thought this vid might help but its not what i need
I have a mesh to points set to faces and an instance to points node the input geometry is a plane of faces not all the same size(different size faces)
What i want is for the instances that are placed with the instance to points node to scale the x and y to fit to each face the point is on/from
Any ideas?
Hmm... that's a cool idea. I'm not totally sure. At the moment I'm thinking something using either a proximity node (though I don't know if that will work for a single point) or something like a raycast node from the point to select the face as a target (though this last one seems a very inelegant solution and I don't know if it would work). This actually seems pretty tricky as a Geometry Nodes beginner. I'll have a think but if you find an answer/idea please do let me know.
So Ive been having a look into it and the answer is "not easily" from what I can find. If you just have all the faces being exactly square its probably possible using the "face area" node as you can just square root it to get the size of the face. Otherwise it gets a lot more tricky.
Ive got to the point I can do it for a single face by itself. Just not when there are multiple faces in an object.
@@ArtisansofVaul You got further then me so far then, iv not found much on how to do this my self. Whats annoying is i sware i had seen a video of it being done but can i find it now :/
hi i ve been enjoying your sculpting stone series i have a query is there any decent way to turn images to brush alpha i tried using materialize and laighter but its nor really working out for me? and hope ur flu gets cured soon
Thanks a lot. I have got a video on that but it also uses materialize: ua-cam.com/video/xASRPmXre38/v-deo.html
Not sure if that helps with whatever the issues you've been having with it? Otherwise you could use some other free software such as GIMP but that would probably be less simple to do.
@@ArtisansofVaul thanks i'llcheck it out
Hey, what's the red texture name? Do you have a download/purchase link?
Its not a "texture", its just the matcap with some settings tweaked. Ive got a short video on the setup here: ua-cam.com/video/GcNHZILKl3I/v-deo.html
@@ArtisansofVaul Thx
nice
Cheers. 😁
Um, Blender will display the length of mesh edges (Edit Mode) in the Viewport Overlays options. If you only want general XYZ extents, look at the object Dimensions in the Properties.
🤣🤦 I think you've completely missed the point. There are a lot of geometry node setups that the sizes are needed and this will allow you to set it up once and use on any object.
Thank you, that's what I needed.