Incredible tutorial. You do an amazing job at teaching and explaining why you're doing things. Definitely one of my favorite blender teachers thank you so much for what you do!!
This is pretty cool, especially the trick for expanding selections! For the angle measurements, I found it simpler to set the spline type to Bezier and use the dot product on the normalized relative handle positions -> a bit simpler and for cyclic curves you do not have to deal with the overflow at the start and end points.
I had seen erindale use the dot product, but I never understood the fundamentals. Thanks to your great explanation I understood it pretty good!!! you are a great teacher! thank you!
just so you are aware, around 7:04 you accidentally routed from "face count" for one of the field at index nodes and around 7:33 you jump cut to the corrected version but with no verbal acknowledgement. For someone following along with your actions this can be very confusing, so I would suggest in the future either re-filming the segment or just mention you made a mistake. There is no shame in it! Thank you for the tutorial overall though very very useful 👍
life saver lol, i didn't notice... great tutorial though thanks, easy mistake!... the odd name has changed by 4.0 but it's still compatible so far then
Thank you Johnny for exposing these concepts. I was looking for a way to generate streets with automatic intersections and roundabouts and I think you set me onto the right way!
Genius tutorial! I'm going to try this one tonight. If you notice the pipe fittings all have differing arm lengths as they are at the mercy of where their neighboring verts happen to be. I will try to control the arm lengths by pulling or pushing the neighbor verts along their splines (wish me luck - I'm just a dumb noob :))
Hey Johnny, you added the vertical climb to demonstrate the T junction at just below light-speed. I assumed you just extruded up in Edit mode using vertices, and extruded right and left on the horizontal, but when I implemented the T junction section, I get the 3 lines selected when I set my Boolean to OR, but when I set it to NOR, it's inverted. I'm using 3.5.0 alpha. Would that make a difference? The reason I mentioned the quick adding of the vertical section, is maybe you created yours by adding vertices and not extruding, but would that make a difference?
NM. I figured it out. Ultimately, if you don't go back to Object mode in the Layout panel, you will never see anything disappear in the Delete Geometry node. I found one difference for 3.5.0: When you group the nodes to create the Extrude group, it does NOT automatically connect the input to the Join Geometry node twice.
I tried making this work for almost an hour but ran into issues at 3:00 - when I group, the new origin group does not produce a Mesh output, only a Geometry. So frustrating.
YOur explanation is very detailed which is great! I have to watch it a lot to understand it like the others. Would it be possible to do this with Sci-fi Corridors or Dungeons? Like a Ring Habitat in Sci-fi, or Dungeon maze?
Very useful tutorial. Saved it for the little tricks. Is there a way to make the T joints such that the interior of the pipe is smooth? Maybe with mesh boolean? I'm trying to do something like this for procedural roads but can't get the intersections to work...
I have a question related to the geometry node How can i create road with all intersections. Like if i have to create a city roads and want to create with geometry node. Please make a tutorial on it in your spare time or give me some tips (internet links) how can i do this .
Hi Jonny, great build! I am acually modeling a complex piping and to be more realistic I would like to add a detailed shape of the joint. so, I am trying to insert on the edges of the blue connectors, a finishing element using the object info node, linked to an instance on pont. the result is is promsing but so far I am struggling with the orientation of the instances, since each connector may have 2 or three edges. any idea how to integrate it? thanks!
tNice tutorials actually was, and I'm just starting myself, I have no idea what I'm doing but I have a ton of ideas in my head. Ti to figure tNice tutorials out
Recently I saw interesting question selection related. Is it possible to get the highest point of every face at Z axis on displaced grid, I mean with for each face loop this would be easy, but is it even possible now? Btw more selections tutorial would be awesome, for example how to select points with some conditions per mesh island cause since mesh island is not a domain how could we even approach this?
@@JohnnyMatthews Wow you really are ahead of events. Thank you for all your work, field at index seems still a bit mysterious to me, this tut was very helpful.
That was not a straight technique (lol) had to watch twice.. I learnt a lot today...I always failed to grasp the Field at Index node's function.. Thanks a lot Johnny... Keep 'em coming...
"Field at Index" is now called the "Evaluate at Index" at the time of writing this (Blender 3.6.2). Utilities > Field > Evaluate at Index
The lesson in the end wasnt how to make pipes but the -friends- tricks we learnt on the way.
Excellent tutorial. Thanks so much
Incredible tutorial. You do an amazing job at teaching and explaining why you're doing things. Definitely one of my favorite blender teachers thank you so much for what you do!!
Wow, thank you!
This is pretty cool, especially the trick for expanding selections! For the angle measurements, I found it simpler to set the spline type to Bezier and use the dot product on the normalized relative handle positions -> a bit simpler and for cyclic curves you do not have to deal with the overflow at the start and end points.
Great idea!
This is awesome, i found very interesting the bit about finding angles, without finding the angle perse. Loved it
If there is a roundabout way to do something, I’ll find it…eventually 🤣
A lot of great info on making selections
Impressive, both what blender is capable of and what you achieve with it
will get it. Just don't get burnt out. Whenever you need a break, take one.
I had seen erindale use the dot product, but I never understood the fundamentals. Thanks to your great explanation I understood it pretty good!!! you are a great teacher! thank you!
Thanks 😊
Fab tutorial - answered several things I was trying to figure out!
just so you are aware, around 7:04 you accidentally routed from "face count" for one of the field at index nodes and around 7:33 you jump cut to the corrected version but with no verbal acknowledgement. For someone following along with your actions this can be very confusing, so I would suggest in the future either re-filming the segment or just mention you made a mistake. There is no shame in it! Thank you for the tutorial overall though very very useful 👍
Was not trying to hide anything, I just missed that my edit went back that far.
life saver lol, i didn't notice... great tutorial though thanks, easy mistake!... the odd name has changed by 4.0 but it's still compatible so far then
Thank you Johnny for exposing these concepts. I was looking for a way to generate streets with automatic intersections and roundabouts and I think you set me onto the right way!
Awesome! Good luck on that. Sounds like a fun project 😊
交差してる点を選択しやすく、数も変えれることがとてもいいと思いました🤔
ありがとうございます☺️
Genius tutorial! I'm going to try this one tonight. If you notice the pipe fittings all have differing arm lengths as they are at the mercy of where their neighboring verts happen to be. I will try to control the arm lengths by pulling or pushing the neighbor verts along their splines (wish me luck - I'm just a dumb noob :))
Hey Johnny, you added the vertical climb to demonstrate the T junction at just below light-speed. I assumed you just extruded up in Edit mode using vertices, and extruded right and left on the horizontal, but when I implemented the T junction section, I get the 3 lines selected when I set my Boolean to OR, but when I set it to NOR, it's inverted.
I'm using 3.5.0 alpha. Would that make a difference?
The reason I mentioned the quick adding of the vertical section, is maybe you created yours by adding vertices and not extruding, but would that make a difference?
NM. I figured it out. Ultimately, if you don't go back to Object mode in the Layout panel, you will never see anything disappear in the Delete Geometry node. I found one difference for 3.5.0: When you group the nodes to create the Extrude group, it does NOT automatically connect the input to the Join Geometry node twice.
future! Great tutorial and wholeso community! Stay safe in these tis and keep your heads up! Do what you want that inspires you,
Thank you so much for all these tutorials bro. So much valuable knowledge
Glad you like them!
His explanation is super amazing and crystal clear
Pls? Grab or means he select "these" but which nodes and group them gives nonsensical result. I see three highligted, but thats it.
followed the tutorial exactly right, but still different. Using trial version. Thank you*
I tried making this work for almost an hour but ran into issues at 3:00 - when I group, the new origin group does not produce a Mesh output, only a Geometry. So frustrating.
My brain exploded like Nagasaki but i slowly understood the whole video the more i watched it
Super cool 😎 how did I miss this one 👀
Lol I don't know there are a LOT of videos out there, I guess you're bound to miss some!
What curve did you used? I got overlapping points in TJunction
Thanks Johnny, your channel is a treasure, I've appreciate the Solidify Group trick as well of the rest of the tutorial :)
Yeah that’s handy 😊
now 4 hours later, jajaj, i've understand the Field at Index, thanks, that opens much the perspectives
Nice tutorial.... Very helpful
Glad I could help!
Thanks man it helped a lot. I tested this on my s
Great to hear!
Don’t be afraid, just embrace it.
thank u helped me a lot
Glad to hear that!
Nice tutorial, i just cracked soft soft ;)
YOur explanation is very detailed which is great! I have to watch it a lot to understand it like the others.
Would it be possible to do this with Sci-fi Corridors or Dungeons? Like a Ring Habitat in Sci-fi, or Dungeon maze?
I feel you!
Very useful tutorial. Saved it for the little tricks. Is there a way to make the T joints such that the interior of the pipe is smooth? Maybe with mesh boolean? I'm trying to do something like this for procedural roads but can't get the intersections to work...
If tNice tutorials isnt the most true tNice tutorialng ive ever read
OMG THANKS SO SO MUCH THIS HELPED!!!
I'm so glad!
By chance do you have a file available for download? i have all but the last step working (it paints everything for me as a 'joint')
Much love
Guys it really works, I checked
Good choice!
I have a question related to the geometry node
How can i create road with all intersections. Like if i have to create a city roads and want to create with geometry node. Please make a tutorial on it in your spare time or give me some tips (internet links) how can i do this .
ur a fcking legend dude honestly
🤣in my own mind maybe
Excellent tutorial! But I dont have 'Named Attribute'. I'm using 3.1.2 Is there a replacement
Yes, use 3.2.1 😊
I can't get the angle fittings to work. the setup offsets my entire mesh. Using 3.3
thank you good sir
Hi Jonny, great build! I am acually modeling a complex piping and to be more realistic I would like to add a detailed shape of the joint. so, I am trying to insert on the edges of the blue connectors, a finishing element using the object info node, linked to an instance on pont. the result is is promsing but so far I am struggling with the orientation of the instances, since each connector may have 2 or three edges. any idea how to integrate it? thanks!
God bless u
am getting soft from your video, thx alot. how do i make my soft more than 50sec long? I clicked loop recording, pressed the record
dude tNice tutorials is super good! subbed
Thanks for the sub!
Thanks bro..
No problem
would love a blender 4.0 version, Im stuck after wasting 1hr lol Thanks anyways
YES! I LOVE YOU!
I'm just so lovable 😎
@@JohnnyMatthews sorry, it wasn't me
I am lost on 8:10. Is there any details? Thank you
between 8:10-8:20. How's it work
tNice tutorials actually was, and I'm just starting myself, I have no idea what I'm doing but I have a ton of ideas in my head. Ti to figure tNice tutorials out
Does soft soft co with the samples? And are these copyright free?
You can use these ideas however you like.
Is it for windows only? How Can I use it on my mac?
builder.blender.org/download/daily/ is where you can download the daily builds!
Wow! Great!
Thanks!
Recently I saw interesting question selection related. Is it possible to get the highest point of every face at Z axis on displaced grid, I mean with for each face loop this would be easy, but is it even possible now? Btw more selections tutorial would be awesome, for example how to select points with some conditions per mesh island cause since mesh island is not a domain how could we even approach this?
I had a patch for a grouped statistics node a while back, but it is on hold. That would allow for the cases you suggest here.
@@JohnnyMatthews Wow you really are ahead of events. Thank you for all your work, field at index seems still a bit mysterious to me, this tut was very helpful.
That was not a straight technique (lol) had to watch twice..
I learnt a lot today...I always failed to grasp the Field at Index node's function..
Thanks a lot Johnny... Keep 'em coming...
Yeah it got a little hairy 😊
nice tuto lmfaoo
i love u
Krazy , get out of here. That was funny, really funny
day.
"splendid " 🀄️ 💘 😾 🚮 🍚 🉑
Piedm
!!!!!!1
p♥r♥o♥m♥o♥s♥m ✨
hahsdhahah good
E!
Don't put water on it !
lmfaooo
sa lol
please give us your instagram id for further references,doubts and for clarification..
I'm @johnnygizmo on Twitter & Instagram (mostly Twitter)
It seems this is for windows users only, I will contact you for developing this project
thank u helped me a lot