this is definitely a solution, but its also kinda overcomplicating the problem - although that might be the simplest solution if you have to use nodes…? if you define 4 points on each shape that you want to line up across both shapes, you can write those into 4x4 matrices (fill last row with 1s), then find M x Mtarget^-1, apply that result as a transformation matrix. its as precise as can be handled by floating point, so select points that are spread out across your shape, and make sure all 4 points do NOT fall along the same plane, or else its unsolvable. i used this method to attach culled sections of a map with camera projections warping the geometry, worked perfectly.
You could technically implement submatrix logic, like the kind of algorithms you would use to break down giant matrices that are too big to fit in memory and still be able to do an operation in subchunks, using the new Blender matrix datatype, but it's sad that they limit you to 4x4. I haven't used them at all because I just don't want to deal with the fact that they are so small :P Edit: like, it's great that we can now manipulate transforms as true transforms, but it's pretty easy to just handle four vectors as if they are a matrix. Matrices become powerful when you can throw a whole dataset in one and do cool shit!
Lot's of question obviously, but the most important is: why is the video like 33% speeded up, by default? Weird... the video at 0,75% speed is kinda normal speed, tricky trick.
Here is a harder problem: Maximize the overlapping volume or Area if 2d, for two shapes (or sets or points that don't have exactly matched features (vertices) and possibly a different number of features (vertices)). For instance, say the cylinders points weren't numbered so you could access them the same way for each shape, and also say each cylinder had different number of points but still was a cylinder, in other words one cylinder had a higher resolution and therefor more vertices that defined it. There is an algorithm that does this called ICP, iterative closest point, but it is trying to minimize the average distance between points in each shape/set.
HEY yOU AR GOOD IN THIS.. i HAVE A TASK FOR YOU :) can you create node based displacement using another object but not only in Z direction but in all directions? result could be like sculpting with another object like spoon or tool ... like more complex sculpting ... when displacement on Z direction is created then vertexes are far from each other and there is novertex betwen to move so nodes need to create extra vertexes between this empy space only line without vertexes to be able to push them in different directions then Z axes too. do you understand it?
Uhm, thank you but I'll stick with shapeshifting 🙈
This is sick. I didn't think this could possibly be done in Blender.
i am viciously, helplessly watching my son descent into madness
Thank you for explaining each step, you are a fantastic teacher
Turning into a mathematical optimization channel and I'm here for it 🤓. How soon before we've re-created Chat GPT in Blender Geometry Nodes?
I like the way your brain works !
this is definitely a solution, but its also kinda overcomplicating the problem - although that might be the simplest solution if you have to use nodes…? if you define 4 points on each shape that you want to line up across both shapes, you can write those into 4x4 matrices (fill last row with 1s), then find M x Mtarget^-1, apply that result as a transformation matrix. its as precise as can be handled by floating point, so select points that are spread out across your shape, and make sure all 4 points do NOT fall along the same plane, or else its unsolvable.
i used this method to attach culled sections of a map with camera projections warping the geometry, worked perfectly.
I dont use Blender, I just watch this to see the host nerdount about his passion. Great content.
Damn, you did it before me 😂 Great tut as always 😀!
I watched the whole video. I have no idea what I just watched. I gave it a like, though.
You could technically implement submatrix logic, like the kind of algorithms you would use to break down giant matrices that are too big to fit in memory and still be able to do an operation in subchunks, using the new Blender matrix datatype, but it's sad that they limit you to 4x4. I haven't used them at all because I just don't want to deal with the fact that they are so small :P
Edit: like, it's great that we can now manipulate transforms as true transforms, but it's pretty easy to just handle four vectors as if they are a matrix. Matrices become powerful when you can throw a whole dataset in one and do cool shit!
I think you would find geodesy an interesting career, you have the concept very well understood. Bravo on this video, great content.
Lot's of question obviously, but the most important is: why is the video like 33% speeded up, by default? Weird... the video at 0,75% speed is kinda normal speed, tricky trick.
Here is a harder problem: Maximize the overlapping volume or Area if 2d, for two shapes (or sets or points that don't have exactly matched features (vertices) and possibly a different number of features (vertices)). For instance, say the cylinders points weren't numbered so you could access them the same way for each shape, and also say each cylinder had different number of points but still was a cylinder, in other words one cylinder had a higher resolution and therefor more vertices that defined it.
There is an algorithm that does this called ICP, iterative closest point, but it is trying to minimize the average distance between points in each shape/set.
over my head like listening to hieroglyphics 👍😊
The guy who make the game Jelly Car did a great video about how to do just this. The translation and rotation thing by matching points
Omg thank you been working on a stewart platform
Party Crashers Reference!!
Mr.Genie the Genius just make a Boolean tool that creates what is asked it!!
didn't understand shit, still cool
Very nice
HEY yOU AR GOOD IN THIS.. i HAVE A TASK FOR YOU :) can you create node based displacement using another object but not only in Z direction but in all directions? result could be like sculpting with another object like spoon or tool ... like more complex sculpting ... when displacement on Z direction is created then vertexes are far from each other and there is novertex betwen to move so nodes need to create extra vertexes between this empy space only line without vertexes to be able to push them in different directions then Z axes too. do you understand it?
Can you do this with quaternions?
I dont able to understand any of these.. but i like it.
Sounds awesome ! but I fail to see a use case for this :o
the matrix nodes won't make this easier?
Noice!
Is the video actually sped up
i'll buy the addon if u explain clearly how it helps in simulations haha
Oh, geometry nodes. 😊
Bless you... wait wut?
@bastian6173 I am trying to stay positive here...
Why not allow more than 4 by 4
Demand on a procedurally modeled hand
who said you need blender to create a matrix node to be able to do matrix math? 😈😈😈
Jesus chirst, this whole geometry nodes is madness oh god no please no
albert einstein of blender, or oppenblender! no!!!!
First 🥇 like and comment 😅🎉❤
WHY!??
Bro.. stop speeding up your clips it’s not enjoyable it watch . You sound terrible
is this only for 2 shapes that have the same number of vertex? how about the one which have different number of vertex?