hopefully this tutorial gives you the knowledge to make your own procedural primitives (and more!) howevverrrrr - if you do want to pick it up it's here blendermarket.com/products/better-primitives (DO NOT PAY FULL PRICE there is a 50% discount until Sunday as an early bird thing)
I understand that this is a sales pitch, but I truly appreciate how you’re also sharing your knowledge and techniques so we can create the tool ourselves. Your attitude really enriches the Blender community, and it’s a blessing to have someone like you with us. Thank you for all that you do!
@@Just3D-h4f I assume this comment means, it would be good to have this set of features as an out-of-the-box possibility in stock Blender installation. In contrast to the add-on shown in this video. We do not have primitive controlling gizmos in vanilla Blender.
You can put math nodes on the double lines as well, so in the cases where the gizmos are moving off of the geometry as you move them, you can change the math so its stuck to the edge.
For people having trouble understanding why you slot the value into the gizmo and not vice versa: The reason it passes the output into the input is because you're passing in a reference, not the value. This is why there's a pointing symbol next to it; it acts as a pointer to the value in memory. The reason here is "because computers."
5:06 Can also slap an Absolute node between Group Input and Vertices X input, so it will increase vertex count in negative direction too. Doesnt solve the problem of the operation being inverted when looking from the other side, but oh well.
I am very interested in using gizmos in some of my tools but have been waiting for someone to figure them out and explain them to me at a modified speed
Agree I watched a bunch of tuts and just followed recipes and didn’t think uch then focused on one specific thing I liked for a while to have fun, the all these other ideas started happening 😂
Sounds cool, id like to see this in action. like it being used in an actual workflow. Does it stay non destructive if I add an inset and an extrude or does the modifier have to be applied, so that I can edit the mesh?
I recently made specific models of tables that I almost always use in my viusalisation work and they have objects acting as hooks for the height, width and length, which saves me a lot of time. If you were to make lets say a kitchen cabinet set with geo nodes non-destructive settings for the length, width, height, amount of shelves, types of handles etc. that would be very very valuable in the blender archviz world. Same thing with standardised windows. That would be absoulutely amazing. To give you an idea ;)
Quick question, cos I just bought your Better Primitives but I'm still a noob - I notice that when I assign a material to a Better Cube (specifically one of the carbon fibre materials from Ducky3D's Realtime Materials set), it doesn't show any of the "weave", but only the base colour. When I drag the same material onto a standard cube, it textures it fine. Is there any intermediate step to quickly get the UVs back?
I saw a description of how gizmos work, but this is obviously the first step to a long collection of great uses. Very cool! There's probably a reason the outputs are on the left of the node, but I can't imagine why. :-) Unless it's because the thing it's affecting is going to be on the right side of *that* node?
this feature isn't really there yet. Right now there's an experimental branch of Blender that has RBD inside of Geo Nodes. That one allows to spawn rigid bodies. But it is still in its early days and has a lot of problems. It looks promising though and has a good chance to be integrated into the main build.
This is amazing, but the most mind blowing part of this to me is the existence of the dial gizmo. Does any default tool in Blender use this kind of gizmo? This seems really interesting to me.
I've been learning Blender after knowing many other 3D programs for decades. This is a great plug in, but this should be a NORMAL FEATURE in Blender. How could Blender have left this feature out? Its been standard in other apps since the 1990s!
@ OpenGL was a sets of graphical features that were used to standardize the industry so that any compliant software can have compliant features be accelerated by compliant acceleration hardware.. The standard got old, so they made a new standard called Vulkan that comes with newer features for modern needs and technologies
Unpopular opinion: I would prefer completely "houdinified" Blender, with all primitives and legacy modifiers converted to geo nodes alternatives. If you need to tweak preset a bit - you just expose graph and add what you need.
That's more or less the plan under the Everything Nodes project. The difference from Houdini (besides scope) will be that all traditional modelling, sculpting, rigging, animation, etc. tools will remain as well, so that you can go either route.
hopefully this tutorial gives you the knowledge to make your own procedural primitives (and more!)
howevverrrrr - if you do want to pick it up it's here blendermarket.com/products/better-primitives (DO NOT PAY FULL PRICE there is a 50% discount until Sunday as an early bird thing)
I understand that this is a sales pitch, but I truly appreciate how you’re also sharing your knowledge and techniques so we can create the tool ourselves. Your attitude really enriches the Blender community, and it’s a blessing to have someone like you with us. Thank you for all that you do!
This looks like something to be integrated into base Blender, wow.
Wdym
@@Just3D-h4f I assume this comment means, it would be good to have this set of features as an out-of-the-box possibility in stock Blender installation. In contrast to the add-on shown in this video. We do not have primitive controlling gizmos in vanilla Blender.
@@Alex-le1kt We do, this is a new feature in blender 4.3.0 which is out now
You're a wizard, mate. I hope almost all your days are truly excellent.
This needs to be canon 🎉🎉🎉
You can put math nodes on the double lines as well, so in the cases where the gizmos are moving off of the geometry as you move them, you can change the math so its stuck to the edge.
For people having trouble understanding why you slot the value into the gizmo and not vice versa:
The reason it passes the output into the input is because you're passing in a reference, not the value. This is why there's a pointing symbol next to it; it acts as a pointer to the value in memory. The reason here is "because computers."
man i didn't even know they've added gizmos!! thanks a lot for making goodies from unseen stuff!
I've been waiting for non-destructive primitives for years now...
5:06 Can also slap an Absolute node between Group Input and Vertices X input, so it will increase vertex count in negative direction too. Doesnt solve the problem of the operation being inverted when looking from the other side, but oh well.
There's a huge problem: these primitives do not have procedural UVs...
there was an update, it apparently has procedural UVs now. BUT PLEASE CAN I GET THAT SEXY ROUNDED CUBE UPDATE.
Such sweet geometric nodes writer! I bet the girls are chasing you around!
You are doing the Lord's work.
This should be added into the mainline release tbh
can we still edit it in "edit" ?
I am very interested in using gizmos in some of my tools but have been waiting for someone to figure them out and explain them to me at a modified speed
I dont use geometry nodes at all and i feel so behind
I started using gn for one simple task. Then another specific thing… it worked out well starting off that way for me.
Agree I watched a bunch of tuts and just followed recipes and didn’t think uch then focused on one specific thing I liked for a while to have fun, the all these other ideas started happening 😂
Thank you so much! Gizmos were so weird for me hahahaha
Did they fix the gizmos yet so they work with auto key?
It would be nice if you could round off the "Cylinder"👍
such a awesome tool - is thera a way to kind of make a break point in the mod setup to edit the verts for example - like in 3dsmax?
does gizmo work with "for each element"? So for example I can have gizmo for every face so I can scale it individually?
Would love to see Better Primitives get "rounded cube" as an option!
Sounds cool, id like to see this in action. like it being used in an actual workflow.
Does it stay non destructive if I add an inset and an extrude or does the modifier have to be applied, so that I can edit the mesh?
I recently made specific models of tables that I almost always use in my viusalisation work and they have objects acting as hooks for the height, width and length, which saves me a lot of time. If you were to make lets say a kitchen cabinet set with geo nodes non-destructive settings for the length, width, height, amount of shelves, types of handles etc. that would be very very valuable in the blender archviz world. Same thing with standardised windows. That would be absoulutely amazing. To give you an idea ;)
Very good. Nice job!
Quick question, cos I just bought your Better Primitives but I'm still a noob - I notice that when I assign a material to a Better Cube (specifically one of the carbon fibre materials from Ducky3D's Realtime Materials set), it doesn't show any of the "weave", but only the base colour. When I drag the same material onto a standard cube, it textures it fine. Is there any intermediate step to quickly get the UVs back?
Nice work and thanks for the video:)
More of a side-note question: How does this go together with f.e. Patent # 6,061,067 by Autodesk?
Do you also have a mesh line tool?
I saw a description of how gizmos work, but this is obviously the first step to a long collection of great uses. Very cool!
There's probably a reason the outputs are on the left of the node, but I can't imagine why. :-) Unless it's because the thing it's affecting is going to be on the right side of *that* node?
You could teach us how to use particles with collision like Rigid Body. Something like a spawner but spawns rigid body objects instead of particles.
this feature isn't really there yet. Right now there's an experimental branch of Blender that has RBD inside of Geo Nodes. That one allows to spawn rigid bodies. But it is still in its early days and has a lot of problems.
It looks promising though and has a good chance to be integrated into the main build.
super demo, thanks :)
This is amazing, but the most mind blowing part of this to me is the existence of the dial gizmo. Does any default tool in Blender use this kind of gizmo? This seems really interesting to me.
Spin tool in edit mode
It would be nice if the gizmo had a tooltip showing the value
Sir you are genius. Purchased. Thnx.
Can you keyframe/animate the gizmos somehow?
how far is your camera
Life Saver
I've been learning Blender after knowing many other 3D programs for decades. This is a great plug in, but this should be a NORMAL FEATURE in Blender. How could Blender have left this feature out? Its been standard in other apps since the 1990s!
The thumbnail was too cute to ignore so here I am
My guy just invented crank windows but for spheres
💪💥🗯🔥💭❤💨🕊
One step closer to vanilla procedural primitve objects ....
Thank you 😀👍
What is Vulkan ?
Modernized OpenGL
@jmssun What will it help in ?
@ OpenGL was a sets of graphical features that were used to standardize the industry so that any compliant software can have compliant features be accelerated by compliant acceleration hardware..
The standard got old, so they made a new standard called Vulkan that comes with newer features for modern needs and technologies
@@jmssun vulcan still has major input response time issues
@@jmssun oh ok bro thank you 😊
It's weird that this isn't a default feature in Blender🤔🤔
this makes me kinda think that we can finally have CAD-like design in Blender?
This guy has a PhD in blender
Mathematician👌
I wonder what Blender would be if Default Cube was part of the Blender team.
9:08 When the coke starts to hit 😎
Unpopular opinion: I would prefer completely "houdinified" Blender, with all primitives and legacy modifiers converted to geo nodes alternatives. If you need to tweak preset a bit - you just expose graph and add what you need.
That's more or less the plan under the Everything Nodes project. The difference from Houdini (besides scope) will be that all traditional modelling, sculpting, rigging, animation, etc. tools will remain as well, so that you can go either route.
There is a 3ds Max feature video from 25 years ago where they had this.
Exactly! This is not new and its unthinkable that Blender doesn't have this as a standard feature.
...checks playback speed - oh cool
I can't believe that this isn't a built-in feature of blender yet!
looks more and more like c4d
👑👑👑
Gizmo
yeah.. its very counter intuitive
New feature.🎉🎉🎉🎉
W
why do you sound like kwebblekop
paid software does not exist