Free Floorplanner Geometry Node Asset

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  • Опубліковано 20 сер 2024
  • In this video, I'll show you a new Geometry Node Asset that allows you to turn a simple mesh of a floorplan into a model of those rooms. It is available for you to play with in your own projects from my Gumroad page listed below.
    Get the asset for free here:
    johnnygizmo.gu...
    Get the video project file at my Patreon:
    / johnnymatthews
    The image paste addon I reference in the video can be obtained here:
    yeetusblenditu...
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КОМЕНТАРІ • 60

  • @swyggon5149
    @swyggon5149 Рік тому +3

    Brilliant man, thanks a lot!! ... just to optimize a bit, the "extend Edge End...." part that you do twice, can be done only once, and much sorter if you use scale elements node. From the Edge Vertices node you can obtain the center (pos1+pos2) / 2, and the scale (distance pos1-pos2 + wall width) / distance pos1-pos2) .... and thats all :)

  • @cekuhnen
    @cekuhnen 10 місяців тому +2

    th eonly thing missing is extrrior and interior wall thickness differences !
    really nice system !

  • @mfrazeehvacc5012
    @mfrazeehvacc5012 Рік тому +2

    This is one of the best addons I have ever used. Thanks for creating it. I t saves me so much time!😀

  • @prrao97
    @prrao97 Рік тому

    Oh my god, thank you soo much! i’m an interior designer and i use blender almost everyday for modeling and rendering designs for clients, this would save me a lottt of time, thank you so much for giving it as a free download, you’re amazing!!

    • @JohnnyMatthews
      @JohnnyMatthews  Рік тому +2

      You're very welcome! I've been working on a second version already that I hope will be even better and more powerful! So keep an eye out!

    • @prrao97
      @prrao97 Рік тому

      @@JohnnyMatthews wow, sounds great! Will definitely keep a look out!

    • @JohnnyMatthews
      @JohnnyMatthews  Рік тому +1

      Go check out the newest video!

  • @someul
    @someul 7 місяців тому

    It already save tons of time with this. Would be a huge improvement if it also works with non-right-angle wall connections.

  • @dinoreyes
    @dinoreyes Рік тому

    Maybe i dont make 3D floorplan houses, but after seeing your video ill give it a try. Thanks for sharing it and your clear explanations as always. 👏👏👏

  • @RobertLeachman
    @RobertLeachman Рік тому

    This is cool! Right now my escape room house only has 2 rooms plus a bathroom but some day, who knows? Nice tool :) thanks!

  • @MuhammadKashif-wp2hh
    @MuhammadKashif-wp2hh Місяць тому

    excellent job..thanku

  • @Safetyman99
    @Safetyman99 Рік тому

    This is great, thank you so much. I'm getting ready to move into a new house and I've been wanting to make a 3d model of it.

  • @zentriceggofficial
    @zentriceggofficial 6 місяців тому

    Pretty amazing. Saves a massive amount of time. I will make a donation.

  • @Lattamonsteri
    @Lattamonsteri Рік тому

    :P seems pretty nice for interiors. I was gonna suggest creating a stairbuilder nodegroup but i guess blender's internal addons can do them well enough. That edge-to-wall workflow looks easier than using archimesh with its weird wall creation menus.

    • @JohnnyMatthews
      @JohnnyMatthews  Рік тому +1

      Yeah, I primarily made it to speed up my interior workflow, but to keep it as flexible as possible.

  • @ginescap
    @ginescap Рік тому +1

    Great, Johnny, as always, and it seems easy to use, and time saver :)

  • @SkeleTonHammer
    @SkeleTonHammer Рік тому +1

    Interesting. I need to do a lot of interiors for a game I'm working on and this might help, especially since I may need to iterate on layouts occasionally and remaking them from scratch is currently a nightmare.
    If you can figure out how to maybe get this to generate more details, like optional moldings and such, I feel like that would be a big deal too.
    And as others said, there's a strong possibility you could set it up so doors and windows are defined in the node itself, referring only to placements of empties, and then defining door/window dimensions in the node group. Something like that.
    Totally unrelated to the node group, you showed me something I stupidly never tried, which is just adding a bunch of crossed cuts and then cutting out the parts that aren't walls at the beginning. I've been just trying to meticulously draw each room's outline.

    • @JohnnyMatthews
      @JohnnyMatthews  Рік тому

      The next version should have better options for basic doors and windows.

  • @C1ankY
    @C1ankY Рік тому

    You can create 2 more objects- doors (with edges only on doors) and windows (edges only on windows) and make it empty much faster. Sry for my english, hope you understand what i mean=)

  • @LawrenceAaronLuther
    @LawrenceAaronLuther Рік тому

    great idea, thank you for sharing

  • @AngweenAnnora
    @AngweenAnnora Рік тому

    thank you, really appreciate this

  • @myztazynizta
    @myztazynizta Рік тому +2

    How about one object to define the exterior walls and another to define the interior walls and allowing interior walls to have a different thickness

    • @Jahkrel
      @Jahkrel Рік тому

      yeah that would be nice for if u need to model the exterior as well or need to decorate inside the model in rendered mode having interior walls hidden is the best so u can see the lighting.

    • @JohnnyMatthews
      @JohnnyMatthews  Рік тому +2

      I suppose you could just make a second object for the outside and apply the asset to it as well with different settings.

    • @blenderpete
      @blenderpete Рік тому

      @@JohnnyMatthews Maybe you can make the outliner-attribute using the different thicknesses…

  • @salahalwattar8627
    @salahalwattar8627 Рік тому

    Thank you so much ❤❤❤❤

  • @myztazynizta
    @myztazynizta Рік тому

    How about a collection named Doors and in there you add rectangular planes to define the location and width of the door but the actual height of the door is defined by the node group.
    Same for windows. A collection named tall windows and short windows. So the definition data can all be nice and 2 dimensional from a birds eye view instead of needing to manually create boolean cubes.

  • @nickberckley
    @nickberckley Рік тому +1

    Just what I was trying to make for my project. Is it possible to get an outline procedurally? Instead of making an attribute

    • @JohnnyMatthews
      @JohnnyMatthews  Рік тому

      I was trying to think of a good way, but this was the best thing I could think of at the moment.

    • @bromine35
      @bromine35 Рік тому

      Can you just select all edges

  • @Leukick
    @Leukick Рік тому

    Brilliant. Any way to create an additional exterior [brick] wall to to this?

  • @eclecticgamer5144
    @eclecticgamer5144 Рік тому

    Unfortunately Mesh booleans don't scale well, at all. They are fine for a single house, but if you're planning on making 20+, it'll start lagging badly. I'd suggest building the cubes around the window/door instead.

    • @JohnnyMatthews
      @JohnnyMatthews  Рік тому

      If you were doing that many, I’d recommend separate objects and modifiers for each. But yes, it could be more efficient, but less flexible.

    • @eclecticgamer5144
      @eclecticgamer5144 Рік тому

      @@JohnnyMatthews P.S. Not meant as an attack or even criticism of you. It's an exacerbation with how poorly "Mesh Boolean" is implemented. Just wanted to help, and I encourage you to keep going. Geometry nodes is Insanely powerful.
      I'm currently in the process of writing a translation addon that translates Geometry nodes to Unreal's Geometry Scripting so that Games have edit models during runtime and sources for infinite # of unique characters and objects. ^_^

    • @JohnnyMatthews
      @JohnnyMatthews  Рік тому +1

      Check the next video. It’s better.

  • @LuzAngelo-hh3cm
    @LuzAngelo-hh3cm Рік тому

    Hi, first thank u for giving this for free. I have a problem, crash blender when opening the file. Can u help me too make that working... Thank you

  • @etma_
    @etma_ Рік тому

    is mesh is editable after drawing first lines? thank you! looking forward to fun projects like these

  • @martinkaiser5263
    @martinkaiser5263 Рік тому

    Great ! Will this work with metric system also ?

    • @JohnnyMatthews
      @JohnnyMatthews  Рік тому

      Any Blender input that has distance indicators can accept input in metric or imperial at any time.

  • @AhmadHossam
    @AhmadHossam 2 місяці тому

    Just use screw modifer into a solidify n u get exact same result
    N for door holes boolean into a collection pretty usless node i think
    Maybe with some work it could be useful
    But still fun little peojecr tho have a nice day

  • @Latvian3Dman
    @Latvian3Dman Рік тому

    wait, why I can not save to my "lists" this...

  • @Grindelon
    @Grindelon Рік тому

    Hi! How do I install it?

    • @JohnnyMatthews
      @JohnnyMatthews  Рік тому

      Just save the file into one of your asset library folders.

  • @fatenal-hadha8339
    @fatenal-hadha8339 9 місяців тому

    😍😍😍😍😍

  • @josephvanwyk2088
    @josephvanwyk2088 Рік тому

    This feels like a very very lengthy process.

    • @JohnnyMatthews
      @JohnnyMatthews  Рік тому +1

      Compared to doing it all manually it’s not so bad 🙂

    • @josephvanwyk2088
      @josephvanwyk2088 Рік тому

      @@JohnnyMatthews Working off that floorpan, you simple use solidify with a single edge-vertex. Block out the doors and windows all together with boolean. Adding floor and roof = Shift+edge and fill.