Cool. Maybe as an idea for your addon you could add the geometry node primitives and add easy to tweak parameters like with the other settings...? I'm not sure but I think also from a performance perspective utilizing geometry nodes for tasks like arrays for example might be the better option...?
Hey, thanks for your interest and suggestions. Integration with geometry nodes is in our longer term plans for ND. At this stage we're building some fundamental non-destructive modeling tools that are sort of like a an extension of a traditional modifier stack/parametric workflow. We think there is a need for a tool that sits somewhere between these different paradigms, as each approach has different uses and suitability depending on what you are trying to achieve. We're on the journey of learning and experimenting ourselves, so stay tuned!
Great tutorial, i also like how you did the setup for working in Blender, looks very nice for the eyes, how did you do the floor with a nice dark and a bit of a circular gradient?... Thanks in advance. Greetings.
The 3D viewport background effect is just a slightly darker version of the default Vignette, which can be found in Edit > Preferences > Themes > 3D Viewport > Theme Space > Gradient Colors. I've then also lowered my overall world grid color opacity, which can be found in the same 3D Viewport settings (at the top).
Yup possibly. We already have plans for smart object alignment, etc. You can suggest and vote on new features & enhancements here: hugemenace.co/nd/feedback
@@HugeMenace yes, you are right, I've tried a bit, it was just a disaster : 0 , not friendly for a newbie, it's also not intuitive, unlike ND which allows me to get what I see directly : D
@@HugeMenace By the way, do we have a quick way to make a pipe with ND? Cause I want to keep non-destructive modeling, but I can only use spline to make a pipe, when I need to use it to boolean with a mesh, I need to convert it to mesh first. That is actually away from the non-destructive way :(
There are a few different ways you could do it. It's hard to describe in a UA-cam comment. If you join our Discord server I'll be happy to walk you through it there. Otherwise maybe I'll make a video on it sometime. - Tristan
Inventive, but the sphere has problems. It's not a proper quad sphere and has triangles at the corners, and is not perfectly spherical. You can best evaluate its geometry using a reflective Matcap.
It has triangles at the corners because I selected 7 segments in the bevel modifier, select an even number and you've got yourself a quad sphere. I tried what you suggested and created a sphere using the technique described here, and then added in a traditional quad sphere, selected a reflective mapcap, and here's the end result: imgur.com/a/YFCM8oD - I am unable to tell them apart.
@@HugeMenace Yes, 8 segments works, and looks the same as a subdivided cube with a Cast Modifier added. The best way to evaluate the smoothness is to apply the vertical stripes Matcap, then rotate the sphere around Z, to see the surface variations. They do appear the same, but the subdivided cube looks very slightly better. What I did discover is that you don't want to subdivide the Beveled cube for higher resolution since that exaggerates the uneven surface. Best to set the resolution in the Bevel Modifier.
Left hand side is the sphere from the video, right hand side is a cube with a subdivide & cast modifier applied. I'm using the vertical lines matcap & rotating each around their z-axis: imgur.com/a/A5oH8ng - there's definitely more visual distortion on the right. Anyways, we're probably just splitting hairs at this point. If you're keen to keep chatting though, feel free to jump in our Discord server, the link is in the video description 👍
Not specifically... I would classify this as being in the realm of procedural modelling - we just happen to demonstrate it in regards to some fundamental geometric shapes.
AMAZING!! OMG dude mind blown
Huh. That was interesting. I can see how this would be helpful if I wanted to make something parametric in blender, I can already think of a use case.
Cool. Maybe as an idea for your addon you could add the geometry node primitives and add easy to tweak parameters like with the other settings...? I'm not sure but I think also from a performance perspective utilizing geometry nodes for tasks like arrays for example might be the better option...?
Hey, thanks for your interest and suggestions. Integration with geometry nodes is in our longer term plans for ND. At this stage we're building some fundamental non-destructive modeling tools that are sort of like a an extension of a traditional modifier stack/parametric workflow. We think there is a need for a tool that sits somewhere between these different paradigms, as each approach has different uses and suitability depending on what you are trying to achieve. We're on the journey of learning and experimenting ourselves, so stay tuned!
Great tutorial, i also like how you did the setup for working in Blender, looks very nice for the eyes, how did you do the floor with a nice dark and a bit of a circular gradient?... Thanks in advance. Greetings.
The 3D viewport background effect is just a slightly darker version of the default Vignette, which can be found in Edit > Preferences > Themes > 3D Viewport > Theme Space > Gradient Colors. I've then also lowered my overall world grid color opacity, which can be found in the same 3D Viewport settings (at the top).
@@HugeMenace Oh, thank you so much, yeah looks amazing and makes you feel like is a very comfy place to work, also feels nice to the eyes. Greetings.
Very cool
Is there a chance to see some of Qblocker functionalities within Nd
Yup possibly. We already have plans for smart object alignment, etc. You can suggest and vote on new features & enhancements here: hugemenace.co/nd/feedback
Nice tutorial! So, theoretically, we can do non-destructive hard surface modeling all in one Geometry Nodes right?
Whatever how complicated it is
Yes, you could technically. Though it's typically a lot more work overall. - Tristan
@@HugeMenace yes, you are right, I've tried a bit, it was just a disaster : 0 , not friendly for a newbie, it's also not intuitive, unlike ND which allows me to get what I see directly : D
@@HugeMenace By the way, do we have a quick way to make a pipe with ND? Cause I want to keep non-destructive modeling, but I can only use spline to make a pipe, when I need to use it to boolean with a mesh, I need to convert it to mesh first. That is actually away from the non-destructive way :(
There are a few different ways you could do it. It's hard to describe in a UA-cam comment. If you join our Discord server I'll be happy to walk you through it there. Otherwise maybe I'll make a video on it sometime. - Tristan
Inventive, but the sphere has problems. It's not a proper quad sphere and has triangles at the corners, and is not perfectly spherical. You can best evaluate its geometry using a reflective Matcap.
It has triangles at the corners because I selected 7 segments in the bevel modifier, select an even number and you've got yourself a quad sphere.
I tried what you suggested and created a sphere using the technique described here, and then added in a traditional quad sphere, selected a reflective mapcap, and here's the end result: imgur.com/a/YFCM8oD - I am unable to tell them apart.
@@HugeMenace Yes, 8 segments works, and looks the same as a subdivided cube with a Cast Modifier added. The best way to evaluate the smoothness is to apply the vertical stripes Matcap, then rotate the sphere around Z, to see the surface variations. They do appear the same, but the subdivided cube looks very slightly better. What I did discover is that you don't want to subdivide the Beveled cube for higher resolution since that exaggerates the uneven surface. Best to set the resolution in the Bevel Modifier.
Left hand side is the sphere from the video, right hand side is a cube with a subdivide & cast modifier applied. I'm using the vertical lines matcap & rotating each around their z-axis: imgur.com/a/A5oH8ng - there's definitely more visual distortion on the right. Anyways, we're probably just splitting hairs at this point. If you're keen to keep chatting though, feel free to jump in our Discord server, the link is in the video description 👍
I decide refund paid modeling addon because of you. Thanks.
Is this what they call "reverse engineering" ?
Not specifically... I would classify this as being in the realm of procedural modelling - we just happen to demonstrate it in regards to some fundamental geometric shapes.