Oh. I changed my mind I purchased your bend and twist at blender market. I have already installed it. and I discovered something: I just need to manipulate the bending on the panel of modifiers. When I opened it the first time, I did not see anything so I searched around and I saw all the nodes. I was overwhelmed by the number of nodes. It does not look like the group you showed in the tutorial, Then I tried clicking the modifier and then I tested rotation. And it works. .... But I will still continue doing the tutorial. I will still be completing bend on y and z.
@@beautyrhett Thanks for the purchase 💝 I'm impressed that you are taking the difficult route to rebuild the node yourself - but I'm sure that you'll learn a lot of new things in this journey. Btw, the tutorial was created for version 1.0 of this node group. Later we made several changes to the node group. Currently what you see is version 1.4 so it is quite different from what we have in the tutorial. However, the basic working principle remains the same.
Brilliant. I was just using Simple Deform a few weeks ago to create a cigar label with a logo bending around the cigar. All in all about seven elements that all needed to bend in the same way. As you say Simple Deform does not make this as easy as it should be and essentially impossible without using an Empty. Nevertheless amazing how complex your setup is and how much time you needed to invest to get it working. Hats off for that and thanks for sharing. I certainly will look into this because this is really useful.
Thank you so much for the appreciations! Yes, it literally took a lot of time to build it from the scratch, but the outcome was very satisfying. Like you, I too always wished that bending was this simple 🙂
Thanks for putting these node groups together for others at a reasonable price, considering all the obvious work put into it! I decided to purchase the package even though I am currently working on reproducing what you are showing in the video so that I have a better understanding of Geometry Nodes. Hopefully, it will still work with the approaching Blender 3.5-4 update!
That's great! Thank you so much for the purchase ❤️ Yes, we have checked the nodes with 3.5 beta and 3.6 alpha versions and they seem to work fine. However, once an official release is available we will do a complete testing. And wish you all the best with your own project too 👍
Thank you for the purchase and I'm glad that you found it useful 💝💝 Technically it's not difficult to bend a collection, the software has to just repeat the same action for all the objects in the selected collection. But except a few specific cases, each of these objects may need a different settings for the bend to work correctly. Otherwise some of them will bend, some won't, and some will bend in the wrong way. So bend for a collection can become unusable for many users, they can even think that the tool is not working correctly 🙁
Hi, If by any chance we would like to reproduce your node, what would be the difference between BendOnX, BendOnY and BendOnZ nodes ? Thanks in advance.
The working principle is same on all three. We basically made a BendOnZ node only. The other two are just a copy of BendOnZ. For BendOnX or BendOnY, we first rotate the object such that it becomes a BendOnZ-case. Then we apply the BendOnZ method. Then we rotate it again in the reverse direction. That's what BendOnX or BendOnY is all about.
You can get the blend file that we had shared with our members. But the addon has gone through a lot of changes later and the latest versions are available on our online stores. There is a sale going on currently where you get 25% discount. Once you purchase our products, you get a lifetime free upgrade for any revision we make to the same.
Id like to set some random value for bending but i cant just plug in a random value node into any of the axis inputs. Im looking to have a bunch of instances spawned in with a instance on points node How best should i do this, the goal is each instance spawned has a random bend amount based in a min and max Another use I need is to have a mesh bend based on the proximity of two empties. If i have several cylinders spawned in a group(several spawned in the space of a plane using instance on points) and i have two empties either side of the cylinders the cylinders bend towards one of the emptied depending on the distance. Separately can we output the middle section of the bend as i would like to be able to scale and have the middle section squish/flatten so the cylinder gets flattened in the centre part of the bend. Some things when they bend will flatten in the bend area
The Bend Geometry node does take a random value input for the bend angles. However, by default the Random Value node generates an index based number which you cannot use for bending of a whole object. Connect an integer Value node to the ID socket of the Random Value node. Then it will generate a single random value per object (based on the min & max you enter) and now you can very much connect it to the bend angle input of the Bend Geometry node. This behavior of the Random Value node is not very obvious, so I think you could not figure it out. Now your problem is to only derive a random value based on the location, distance, proximity etc. of the objects which I think you can take care of separately.
4.1 Yes. For 4.2 we will release a new version when 4.2 is officially published. We always keep our add-ons updated for the latest Blender version, and all such upgrades are always free once you make a purchase. But you can wait a bit to see a release for Blender 4.2 and then purchase it.
Probably dumb question...Got the tutorial, am able to open it, can see the Group->Bend On...etc But how do I get access to these bend options with a new blender file or existing blend file? Thanks for making this btw.
Hi, you can import the plane with Bend nodes into your new file or any existing project. The nodes will be then available in the new file. Better would be to import it into the default composition of Blender and save it as the new default. So whenever you start a new project in Blender, you have the Bend nodes by default. I will publish a small walkthrough on this for our members next week.
OK, yeah some step by step of how to import that into the default config would be nice. I'll look into it and maybe figure it out, but resources upstairs are severely limited.
@@HoldenArt Prepared an instruction tutorial on how to "install" this node. Please download it from here 👉 bit.ly/5mbins178 We did not include it in the default libraries because it would be then difficult to remove or undo. This simple technique can be reversed anytime you wish.
Now we have added this feature - you can restrict the bend with a Start and an End position. You can check out the latest version from Blender Market 👉 www.blendermarket.com/products/easy-bend
Glad to know you liked it 💝 This node setup is available for our members. When you join this channel, you get access to our tutorial files. That includes the original file having this node setup which you can freely use in your project. So it is immediately available to you. Apart from that we are trying to also publish it on Blender market, should be done soon. Thank you for considering this!
@@DataJuggler You can click here to join us 👉 ua-cam.com/users/5MinutesBlenderjoin You can stop the membership anytime you wish, so no recurring payment after that. Since the payment is handled by Google, there is no risk. In parallel, we are trying to publish this node setup as a one-time purchase on Blender market, it should be done soon. If you prefer that, I will inform you once it is up. Or you can take the membership now and stop the recurring payment. Thank you so much!
@@5MinutesBlender Thank you. Let me see if I have $2.99 somewhere. Sounds better than spending a month trying to put together nodes from your screenshots. Thanks
Within a geometry node group, you can click and drag a line connector to connect your desired output socket to the group output node. It will not only connect them, it will dynamically add a new output socket in the group output node. You can add as many output sockets in the group output as you need (same goes for the input sockets in the group input node).
@@5MinutesBlender When I connect the Vector to the open socket in the Group Output, the new socket is called Vector. I still do not see how to have the Group Output node to resemble yours at 4:32 :\
@@pat2e215 Whatever name it gets by default (or even if you rename it), the functionality will remain the same. But how to rename it? Press N on your keyboard to bring the N panel. There you can go to the output properties and rename any socket. You can do much more stuff here like define the data types of each field, change their value range or the default value etc.
I am done with bending x part. May I ask if in doing bending y and z there wont be a need to change arc x length to either arc y or arc Z because the axis correction will handle it? If what I have done do not work, how would I know in which part is the error? Or, in doing bending Y or Z I should start from the very beginning to complete the bending tool?
The arc length does not need a change for Y or Z because the rotation of the object will handle it before bending. If you get an error it is easy to identify where the error is. Bend it along each of the 3 axes separately. The one which gives a wrong result has some problems.
Are you good at modeling in blender version 2.79 too? Because that's the one I unfortunately have access to as the new versions arent working with my discontinued computer drivers and graphic card. So I would like to try these same methods using the older version of blender like 2.79..
Hi, unfortunately Geometry Nodes are not available prior to version 3.0 and this technique is created based on Geometry Nodes only. So we cannot execute this in 2.79 version, I am sorry bro 🙁
To start with Geo nodes, you can refer to the foundation tutorial 👉 ua-cam.com/video/niNJcTiQOyw/v-deo.html But it is not a subject someone can master in a day. It needs practice and there are more tutorials that can help you. Check our playlist on Geo nodes.
Hi, that Bend Geometry node and all other supporting nodes are not part of the standard Blender implementation. You need to download it to use it. Or you can create the same looking at our node tree - it will take a good amount of time. If you want them in ready to use form, you can take our membership through the Join button. We have shared this node setup with our members, all our tutorial Blend files are available to our members. We are also trying to publish this node on Blender Market, it should be available there very soon!
Are you trying to install our Easy Bend add-on? That's compatible with the latest Blender version and tested as well. Please send me an email (5minblender@gmail.com) with the details of the issues (whether you are getting an error or getting some unexpected results), we will certainly help you to resolve the issues.
In the group translate center I am intrigued in that connection between the attribute statistic and the first subtract. It appears that you are sending the min and max simultaneously to the 2nd subtract without performing any operation. I tried connecting the noodles the way you did, I could not. How were you able to put that connection there? What was it that could make blender understand that you want to subtract simultaneously the min and max from the quotient?
No, the 2nd Subtract only gets the min value. That intersection where it seems the min & max both are meeting each other, is actually not a junction. The wire from the min value is jumping over the max wire 😂
Hey, that Bend Geometry node and all other supporting nodes are not part of the standard Blender implementation. You need to download it to use it. Or you can create the same looking at our node tree - it will take a good amount of time. If you want them in ready to use form, you can take our membership through the Join button. We have shared this node setup with our members, all our tutorial Blend files are available to our members. We are also trying to publish this node on Blender Market, it should be available there very soon!
Hi, this Bend geometry node is not available with the standard installation of Blender. You need to acquire the node group. The members of this channel has access to the node group, otherwise you can purchase the same on Gumroad or BlenderMarket.
Which version of this node are you using? We have released version 1.3 now on Blender Market that has got more features and some bug fixes. Coming to your question, did you set the origin of the object correctly? This is not required for our latest version of this node, but if you are using an older version, the location of the origin can impact the output. Also I hope you have added subdivisions for the object you are trying to bend. If you are still clueless why it is disappearing, please send your blend file to 5minblender@gmail.com We will check and get back to you at the very earliest. Thank you!
@@PeterWillard The above issue was resolved via email, the person had a version mismatch. Once the version was updated, it was all set. I cannot comment on the Gumroad product because I do not own that. You can try updating your product with the latest version if that helps. Hopefully in the future, we will publish our products on Gumroad as well.
Please fix the bug and update the addon. I've purchased this addon, because you don't show here the "Bend on Y" and "Bend on Z" node trees, and I just don't know how to set them up correctly. I copied everything else, but it's not working even on X Axis which tree you showed us here. Actually I've purchased the simple deform nodes pack, where this bend node is included. And, unfortunatelly, I discovered a significant omission. When I try to bend any object, let's say a cylinder, to make a ring out of it (360 degrees rotation), the end faces from each side don't meet completely, leaving an empty gap between several vertices, which is quite disappointing. While in the default modifier "Simple deform" everything fits together perfectly, NO GAPS! Also you show here very well packaged node trees one inside the other, but the product you sell isn't orginized, when you try to open the Bend Geometry tree, you see there total chaos, and I wish to have it well orginized as you show this it here. I guess you should atleast rename it, because it doesn't have all features from "Simple deform" modifier. But Idealy you should fix it, so when I bend it 360 degrees - both ends will meet perfectly without those ugly gaps left behind. I would very much appreciate that!
Hi, I understand that you found 2 issues here. Let me respond to them one by one. 1) You could not get a perfect ring while bending a cylinder 360 degrees. This happens perfectly in the default simple deform modifier. But did you notice how the cylinder gets deformed while bending with the simple deform modifier? Add a simple deform modifier and slowly increase the bend angle to 90 degree, then to 180 degree. You'll see how the cylinder gets elongated, becomes almost double its length. When you make it 360 degree, it makes a perfect ring surely, but its total perimeter is nowhere similar to the original one, you get a much bigger object. On the contrary, with our bending tool, the geometry of the object is roughly maintained as that of the original object. With 360 degree bend, you get a ring whose perimeter is same as the length of the original cylinder, but the ends don't perfectly mesh with each other. We don't deform the object for a visual beauty, we are true to the geometry. If you take a physical cylinder and bend it like this in real life, the ends won't match correctly unless you taper them - the bottom part (inner side) will meet before the outer side. Same is the case with our add-on. We are doing it in the correct geometrical way, Blender's default simple deform modifier does not follow the law of physics or geometry. It's simple, but it's neither perfect nor realistic. There lies the difference with our add-on. If creating a simple ring is the sole purpose, you should use the simple deform modifier and scale it down to the correct size. We can surely change our add-on such that it makes a perfect ring with a 360 degree bend, but we have to let go the geometrical accuracy we try to maintain, that will take away many other functionality or accuracy it does have (which the simple deform modifier lacks). So I don't think it will be beneficial for anyone. 2) The node structure looks very complex, it is not modular inside the add-on as you see in this tutorial. Yes, we purposefully changed that modularity. With the modular structure, there are many sub-node-groups, so it looks beautiful and easy to understand. But those node groups also appear in the menu option. This is done by Blender and we have no way to stop it. There are more than 15 sub-groups and they make the menu very ugly and unusable. In order to avoid that, we changed the modular structure and kept everything within a single node group, so that we get only one entry in the menu. It is simple, and useful for 99% people because mostly everyone will only use the menu, no one goes inside the node group to study the node structure except some brilliant scholars for academic purpose. Also please note that this tutorial was created for version 1.0 of this add-on, and now we have version 1.4 which is a re-write, we changed many things in the node, some completely new structures are added, many new functions are added, so there is very little similarity with the 1.0 version node structure. It does not impact the functionality of the add-on, but inside we have a different beast now.
Thanks for your reply. I see what you’re saying and explaining. I’m not looking for correct geometry in terms of math or whatsoever, I’m looking for the same thing that I can make with modifier, but from geometry nodes. The ring perfectly connected with both ends is not the final product I want to create of course, that would be very weird thing to do to buy an addon for that😂 But yeah, I want at this stage, where it becomes as a ring, have both ends perfectly merged with all vertices. It would be amazing to have extra check mark field like “merge” or something like that, for non-math perverts like me 😂 I tried to figure out how to make the nodes myself, but it’s to complicated for me, and I was very happy to find you on youtube and your addons, but they didn’t have this tiny feature I really want to have. Is it possible to update the addon? 🙏
@@iratewatcher I acknowledge that it is a good thing to have the required function even if it slightly distorts the geometry. I will look into this and investigate if it can be done without affecting any other functionality like bending of text objects, positional bending, multiple bends etc. that otherwise work perfectly today. I cannot commit when it can be done but I will surely look into this and see if we can do this.
Ha ha 😂😂 No my dear, there is nothing like that. When I was using the default bend operation in Blender, I found that it was very cumbersome. So I developed this node tree and shared over here. The node tree is complex, if you miss even a small part, the entire node tree will stop working. However, with newer Blender versions, things might have changed. We have updated our add-on, and in fact now we have completely changed the node tree, keeping the same functions. The add-on is always up-to-date. So the version we have today is significantly different from the one you see in this tutorial (this should still work with earlier Blender versions like 3.0 or 3.2) if you can reproduce it verbatim i.e. exactly as shown. There is no trick here.
@@5MinutesBlender Effectively I found some bugs in my development (My bad). I watched the video more times to debug. I'm a .Net developer so I use to debug every days... But I wonder witch parameter change in the Y & Z nodes, because I don't understood the math rules... Is there a way to simplify this ? (I just need au sword hilt bender...) Since I'm French, buying the node is not possible because of bank penalty pour $ payment. Sorry for my bad English. I have to practice more often to improve it... 😅
The Y and Z nodes are exactly the same as the X. For Y & Z directions, we first rotate the object such that the Y or Z axis becomes the X axis of the object. Now we apply the same logic as the original X bending. Finally, we again rotate it back to make its new X as the old Y or old Z axis (basically undoing the first rotation). If you're not able to purchase the add-on, see if you can send a donation to our donation link. A donation of the same amount would be enough for us to share the node with you. If that also does not work, send me a mail. Money is not everything, we can still help you with the node my friend.
@@Remembadaname55 Ok great, you can also connect to us through Blender Market Product Support for a quicker response. Anyway, can you please confirm which version of Blender are you using? Yesterday another person complained the same but later he said that the node is working perfectly once he switched over to Blender 3.4 version.
@@5MinutesBlender I have 3.4 and i think i understand what that user is saying. When i use the bend geometry and change any of the XYZ values, the object dissapears after changing the values, when in the tutorial, your object bends when changing values.
@@samanthaalvarezzzz It is indeed a version problem even though you may have 3.4 on your machine. I am not sure where you have received the nodes from, but on our official store we made 4 revisions to the node setup since the original version was released. More options and more functionalities are added, but the newer versions work with 3.4 onward while the older versions work with 3.2 or 3.3. Now here is the catch. If you install an old version and later switch over to this 3.4 version, the addon may not work until you clean up everything from the old version. The easiest way is to uninstall the addon and reinstall it. But if you have some objects that are still using the old version, simply uninstalling the addon won't remove all bits and pieces. Then the new version with correct 3.4 version may also not work. This is exactly what happened with one of the users. He told me about this same issue, the node was not working in his 3.4 version. I explained to him what may be the cause. He cleaned up everything, did a fresh install of the latest version of Blender and then installed our addon. It worked like a charm! So somewhere something was messed up when he tried to upgrade earlier. But a fresh install of everything worked as expected. You may try that.
Hey, that Bend Geometry node is not part of the standard Blender implementation. You need to download it to use it. Or you can take our membership through the Join button. We have shared this node setup with our members, all our tutorial Blend files are available to our members. Plus we are giving one such Blender 3D asset free to our members every month. You can join here ua-cam.com/users/5MinutesBlenderjoin or download the node from Blender Market www.blendermarket.com/products/easy-bend thank you!
This still doesn't look like a proper bend, though, as it changes the length of the object in certain cases. Just look at the cylinder at 3:40, which clearly gets much longer once it gets bent into a ring.
You have a very valid observation. Since this demonstration was recorded (version 1.0), we made several enhancements to the original node. We totally changed the node setup and re-built it. The current version is 1.4 which is free from any such anomalies. Plus there are some more functionalities now added. You can get the latest version on Blender market 👉 www.blendermarket.com/products/easy-bend
This is a custom node that we made, it does not come with stock Blender. You need to download it and install it in Blender. We shared it for free with our members in the past. If you need it now, you can purchase it from our stores, the links are given below the video.
@@macnavi In Blender you usually use the standard way to bend geometry using modifiers (as any 3D program). This is Geometry Node that's more similar to procedural graphics like Houdini Side Fx. This as anything to do with Cinema4D and CAD...
And this folks is why professionals look at Blender and laugh. No one has time for that and its built into pretty much all DCC's without having to spend a week to do some crazy shit like this.
@5MinutesBlender dude, I will never give you those 7 bucks, as soon as I defeat Sin, Cos and especially Arctan2 function I will win this node tree. In any case, congratulations for this cherry you created.
If you're really poor and can't afford the fee for our membership, send me a mail from your mail ID. Will help you with this Blend file as an exception 💝
𝐃𝐨𝐰𝐧𝐥𝐨𝐚𝐝 𝐭𝐡𝐢𝐬 𝐄𝐚𝐬𝐲 𝐁𝐞𝐧𝐝 𝐆𝐞𝐨𝐦𝐞𝐭𝐫𝐲 𝐧𝐨𝐝𝐞 𝐟𝐫𝐨𝐦 𝐆𝐮𝐦𝐫𝐨𝐚𝐝 👉 5minblender.gumroad.com/l/easy-bend 𝐨𝐫 𝐟𝐫𝐨𝐦 𝐁𝐥𝐞𝐧𝐝𝐞𝐫 𝐌𝐚𝐫𝐤𝐞𝐭 👉 www.blendermarket.com/products/easy-bend Thank you 😊
In following your tutorial I learned about make group. Became interested in parabola. So, I would prefer following the tutorial.
Oh. I changed my mind I purchased your bend and twist at blender market. I have already installed it. and I discovered something: I just need to manipulate the bending on the panel of modifiers. When I opened it the first time, I did not see anything so I searched around and I saw all the nodes. I was overwhelmed by the number of nodes. It does not look like the group you showed in the tutorial, Then I tried clicking the modifier and then I tested rotation. And it works. ....
But I will still continue doing the tutorial. I will still be completing bend on y and z.
@@beautyrhett Thanks for the purchase 💝 I'm impressed that you are taking the difficult route to rebuild the node yourself - but I'm sure that you'll learn a lot of new things in this journey. Btw, the tutorial was created for version 1.0 of this node group. Later we made several changes to the node group. Currently what you see is version 1.4 so it is quite different from what we have in the tutorial. However, the basic working principle remains the same.
Thanks for being kind enough to share it with the rest of us. It's a very useful NodeGroup.
Glad to know that you like it! 😊💝💝 You can also check our Quick Bloom add-on which we shared for free with everyone 😊
Complicated stuff. I’ll impressed that you figured this out. This should be a default in Blender!!
Thank you so much for the appreciations 💝 Glad you liked it!
Brilliant. I was just using Simple Deform a few weeks ago to create a cigar label with a logo bending around the cigar. All in all about seven elements that all needed to bend in the same way. As you say Simple Deform does not make this as easy as it should be and essentially impossible without using an Empty. Nevertheless amazing how complex your setup is and how much time you needed to invest to get it working. Hats off for that and thanks for sharing. I certainly will look into this because this is really useful.
Thank you so much for the appreciations! Yes, it literally took a lot of time to build it from the scratch, but the outcome was very satisfying. Like you, I too always wished that bending was this simple 🙂
Thanks for putting these node groups together for others at a reasonable price, considering all the obvious work put into it! I decided to purchase the package even though I am currently working on reproducing what you are showing in the video so that I have a better understanding of Geometry Nodes. Hopefully, it will still work with the approaching Blender 3.5-4 update!
That's great! Thank you so much for the purchase ❤️ Yes, we have checked the nodes with 3.5 beta and 3.6 alpha versions and they seem to work fine. However, once an official release is available we will do a complete testing. And wish you all the best with your own project too 👍
❤. He has become blender god
I'll be using this from now on.... Thanks for Sharing!!
Glad you found it useful 😊
thanks! it is amazing that you did this!!! just bought it. would it be possible to bend a Collection?
Thank you for the purchase and I'm glad that you found it useful 💝💝 Technically it's not difficult to bend a collection, the software has to just repeat the same action for all the objects in the selected collection. But except a few specific cases, each of these objects may need a different settings for the bend to work correctly. Otherwise some of them will bend, some won't, and some will bend in the wrong way. So bend for a collection can become unusable for many users, they can even think that the tool is not working correctly 🙁
Hi,
If by any chance we would like to reproduce your node, what would be the difference between BendOnX, BendOnY and BendOnZ nodes ?
Thanks in advance.
The working principle is same on all three. We basically made a BendOnZ node only. The other two are just a copy of BendOnZ. For BendOnX or BendOnY, we first rotate the object such that it becomes a BendOnZ-case. Then we apply the BendOnZ method. Then we rotate it again in the reverse direction. That's what BendOnX or BendOnY is all about.
hello can i get this after taking youtube membership
You can get the blend file that we had shared with our members. But the addon has gone through a lot of changes later and the latest versions are available on our online stores. There is a sale going on currently where you get 25% discount. Once you purchase our products, you get a lifetime free upgrade for any revision we make to the same.
This is an excellent work. I'm joining up!
Thank you so much 💝 Welcome aboard!
This was very helpful i kept trying to do things wirh Bezier curves and it wasnt really working
Glad to know that you found it useful 😊
Id like to set some random value for bending but i cant just plug in a random value node into any of the axis inputs.
Im looking to have a bunch of instances spawned in with a instance on points node
How best should i do this, the goal is each instance spawned has a random bend amount based in a min and max
Another use I need is to have a mesh bend based on the proximity of two empties. If i have several cylinders spawned in a group(several spawned in the space of a plane using instance on points) and i have two empties either side of the cylinders the cylinders bend towards one of the emptied depending on the distance.
Separately can we output the middle section of the bend as i would like to be able to scale and have the middle section squish/flatten so the cylinder gets flattened in the centre part of the bend. Some things when they bend will flatten in the bend area
The Bend Geometry node does take a random value input for the bend angles. However, by default the Random Value node generates an index based number which you cannot use for bending of a whole object. Connect an integer Value node to the ID socket of the Random Value node. Then it will generate a single random value per object (based on the min & max you enter) and now you can very much connect it to the bend angle input of the Bend Geometry node. This behavior of the Random Value node is not very obvious, so I think you could not figure it out. Now your problem is to only derive a random value based on the location, distance, proximity etc. of the objects which I think you can take care of separately.
Do you know if this works with the current version of Blender 4.1 or 4.2? I want to get this from Blendermarket.
4.1 Yes. For 4.2 we will release a new version when 4.2 is officially published. We always keep our add-ons updated for the latest Blender version, and all such upgrades are always free once you make a purchase. But you can wait a bit to see a release for Blender 4.2 and then purchase it.
@@5MinutesBlender Super!! 👌
Damn, that is a lot of work :D
Thanks! Yes, it took a complete week for me to build 🙂
Probably dumb question...Got the tutorial, am able to open it, can see the Group->Bend On...etc But how do I get access to these bend options with a new blender file or existing blend file? Thanks for making this btw.
Hi, you can import the plane with Bend nodes into your new file or any existing project. The nodes will be then available in the new file. Better would be to import it into the default composition of Blender and save it as the new default. So whenever you start a new project in Blender, you have the Bend nodes by default. I will publish a small walkthrough on this for our members next week.
OK, yeah some step by step of how to import that into the default config would be nice. I'll look into it and maybe figure it out, but resources upstairs are severely limited.
@@HoldenArt Prepared an instruction tutorial on how to "install" this node. Please download it from here 👉 bit.ly/5mbins178 We did not include it in the default libraries because it would be then difficult to remove or undo. This simple technique can be reversed anytime you wish.
In the simple deform/bend modifier, you can restrain the bend - is this an option with this node setup?
Now we have added this feature - you can restrict the bend with a Start and an End position. You can check out the latest version from Blender Market 👉 www.blendermarket.com/products/easy-bend
That looks better than Simple Bend. When will this be available and how much does it cost? Can I buy it now?
Glad to know you liked it 💝 This node setup is available for our members. When you join this channel, you get access to our tutorial files. That includes the original file having this node setup which you can freely use in your project. So it is immediately available to you. Apart from that we are trying to also publish it on Blender market, should be done soon. Thank you for considering this!
@@5MinutesBlender How do you join a channel? I have only heard of subscribing. I only pay one time fee for anything, so never mind if it is recurring.
@@DataJuggler You can click here to join us 👉 ua-cam.com/users/5MinutesBlenderjoin You can stop the membership anytime you wish, so no recurring payment after that. Since the payment is handled by Google, there is no risk. In parallel, we are trying to publish this node setup as a one-time purchase on Blender market, it should be done soon. If you prefer that, I will inform you once it is up. Or you can take the membership now and stop the recurring payment. Thank you so much!
@@5MinutesBlender Thank you. Let me see if I have $2.99 somewhere. Sounds better than spending a month trying to put together nodes from your screenshots. Thanks
@@5MinutesBlender i also want it
In the Translate Center node, how did you get Group Output to have Displacement? Mine only has Geometry.
Within a geometry node group, you can click and drag a line connector to connect your desired output socket to the group output node. It will not only connect them, it will dynamically add a new output socket in the group output node. You can add as many output sockets in the group output as you need (same goes for the input sockets in the group input node).
@@5MinutesBlender When I connect the Vector to the open socket in the Group Output, the new socket is called Vector. I still do not see how to have the Group Output node to resemble yours at 4:32 :\
@@pat2e215 Whatever name it gets by default (or even if you rename it), the functionality will remain the same. But how to rename it? Press N on your keyboard to bring the N panel. There you can go to the output properties and rename any socket. You can do much more stuff here like define the data types of each field, change their value range or the default value etc.
@@5MinutesBlender Thank you! You are a gentleman and a scholar! Please keep up the awesome work!
@@pat2e215 Thank you too! 💝💝
I am done with bending x part. May I ask if in doing bending y and z there wont be a need to change arc x length to either arc y or arc Z because the axis correction will handle it? If what I have done do not work, how would I know in which part is the error? Or, in doing bending Y or Z I should start from the very beginning to complete the bending tool?
The arc length does not need a change for Y or Z because the rotation of the object will handle it before bending. If you get an error it is easy to identify where the error is. Bend it along each of the 3 axes separately. The one which gives a wrong result has some problems.
@@5MinutesBlender I will just duplicate the simple bend? for y and Z?
@@beautyrhett Yes, the y & z bend are same as x-bend, but they have suitable rotations before and after the operations.
Are you good at modeling in blender version 2.79 too? Because that's the one I unfortunately have access to as the new versions arent working with my discontinued computer drivers and graphic card. So I would like to try these same methods using the older version of blender like 2.79..
Hi, unfortunately Geometry Nodes are not available prior to version 3.0 and this technique is created based on Geometry Nodes only. So we cannot execute this in 2.79 version, I am sorry bro 🙁
@@5MinutesBlender aw ok..thanks anyway 👍
Very useful tutorial. How to learn geometry nodes?
Link in description. Like it is being said in the video.
To start with Geo nodes, you can refer to the foundation tutorial 👉 ua-cam.com/video/niNJcTiQOyw/v-deo.html But it is not a subject someone can master in a day. It needs practice and there are more tutorials that can help you. Check our playlist on Geo nodes.
Fantastic, I will definitely download the node group you made, thank you very much! I have another question though: are you human or AI?
Human 😂
I am working in Blender 3.3.1 but dont get the Group sub menu for bending as you show??1
Hi, that Bend Geometry node and all other supporting nodes are not part of the standard Blender implementation. You need to download it to use it. Or you can create the same looking at our node tree - it will take a good amount of time. If you want them in ready to use form, you can take our membership through the Join button. We have shared this node setup with our members, all our tutorial Blend files are available to our members. We are also trying to publish this node on Blender Market, it should be available there very soon!
I am having a lot of trouble installing. Is this compatible with Blender 3.6 and Blender 4.0?
Are you trying to install our Easy Bend add-on? That's compatible with the latest Blender version and tested as well. Please send me an email (5minblender@gmail.com) with the details of the issues (whether you are getting an error or getting some unexpected results), we will certainly help you to resolve the issues.
In the group translate center I am intrigued in that connection between the attribute statistic and the first subtract. It appears that you are sending the min and max simultaneously to the 2nd subtract without performing any operation. I tried connecting the noodles the way you did, I could not. How were you able to put that connection there? What was it that could make blender understand that you want to subtract simultaneously the min and max from the quotient?
No, the 2nd Subtract only gets the min value. That intersection where it seems the min & max both are meeting each other, is actually not a junction. The wire from the min value is jumping over the max wire 😂
@@5MinutesBlender ok thanks.
Thanks for sharing your knowledge 😃
So nice of you! Glad you liked it 💝
When I click add/group I don't get the «Bend Geometry» option... Does this happen to anyone else or is it just me?
Hey, that Bend Geometry node and all other supporting nodes are not part of the standard Blender implementation. You need to download it to use it. Or you can create the same looking at our node tree - it will take a good amount of time. If you want them in ready to use form, you can take our membership through the Join button. We have shared this node setup with our members, all our tutorial Blend files are available to our members. We are also trying to publish this node on Blender Market, it should be available there very soon!
Wooo....nice....
Thank you!
When using this bend node does it snap to grid?
No, it does not. The bend is controlled by the angle you provide.
on blender 3.1.2, for some reason 'bend' or any of those other options appear under the group menu..
Hi, this Bend geometry node is not available with the standard installation of Blender. You need to acquire the node group. The members of this channel has access to the node group, otherwise you can purchase the same on Gumroad or BlenderMarket.
Somebody needs to make a morgan freeman voice to narrate videos
Hi, I buy your addon, but I cant find the Bend Geometry, Mac version, any help?
Hi, did you install the add-on? Once installed, the menu option will be created under the Object menu and also under the geometry node editor.
When i'm trying to change parameters (x, y or z rotation) in Bend Geometry like in a video, object is disappearing. What i do wrong? (blender 3.4)
Which version of this node are you using? We have released version 1.3 now on Blender Market that has got more features and some bug fixes. Coming to your question, did you set the origin of the object correctly? This is not required for our latest version of this node, but if you are using an older version, the location of the origin can impact the output. Also I hope you have added subdivisions for the object you are trying to bend. If you are still clueless why it is disappearing, please send your blend file to 5minblender@gmail.com We will check and get back to you at the very earliest. Thank you!
@@5MinutesBlender using ver 1.3. I send you a screen video and blend file on email
@@5MinutesBlender I'm having this issue as well, I did not get from Blender Market, I got it from Gumroad.
@@PeterWillard The above issue was resolved via email, the person had a version mismatch. Once the version was updated, it was all set. I cannot comment on the Gumroad product because I do not own that. You can try updating your product with the latest version if that helps. Hopefully in the future, we will publish our products on Gumroad as well.
Please fix the bug and update the addon.
I've purchased this addon, because you don't show here the "Bend on Y" and "Bend on Z" node trees, and I just don't know how to set them up correctly. I copied everything else, but it's not working even on X Axis which tree you showed us here.
Actually I've purchased the simple deform nodes pack, where this bend node is included.
And, unfortunatelly, I discovered a significant omission. When I try to bend any object, let's say a cylinder, to make a ring out of it (360 degrees rotation), the end faces from each side don't meet completely, leaving an empty gap between several vertices, which is quite disappointing. While in the default modifier "Simple deform" everything fits together perfectly, NO GAPS!
Also you show here very well packaged node trees one inside the other, but the product you sell isn't orginized, when you try to open the Bend Geometry tree, you see there total chaos, and I wish to have it well orginized as you show this it here.
I guess you should atleast rename it, because it doesn't have all features from "Simple deform" modifier. But Idealy you should fix it, so when I bend it 360 degrees - both ends will meet perfectly without those ugly gaps left behind.
I would very much appreciate that!
Hi, I understand that you found 2 issues here. Let me respond to them one by one. 1) You could not get a perfect ring while bending a cylinder 360 degrees. This happens perfectly in the default simple deform modifier. But did you notice how the cylinder gets deformed while bending with the simple deform modifier? Add a simple deform modifier and slowly increase the bend angle to 90 degree, then to 180 degree. You'll see how the cylinder gets elongated, becomes almost double its length. When you make it 360 degree, it makes a perfect ring surely, but its total perimeter is nowhere similar to the original one, you get a much bigger object. On the contrary, with our bending tool, the geometry of the object is roughly maintained as that of the original object. With 360 degree bend, you get a ring whose perimeter is same as the length of the original cylinder, but the ends don't perfectly mesh with each other. We don't deform the object for a visual beauty, we are true to the geometry. If you take a physical cylinder and bend it like this in real life, the ends won't match correctly unless you taper them - the bottom part (inner side) will meet before the outer side. Same is the case with our add-on. We are doing it in the correct geometrical way, Blender's default simple deform modifier does not follow the law of physics or geometry. It's simple, but it's neither perfect nor realistic. There lies the difference with our add-on. If creating a simple ring is the sole purpose, you should use the simple deform modifier and scale it down to the correct size. We can surely change our add-on such that it makes a perfect ring with a 360 degree bend, but we have to let go the geometrical accuracy we try to maintain, that will take away many other functionality or accuracy it does have (which the simple deform modifier lacks). So I don't think it will be beneficial for anyone. 2) The node structure looks very complex, it is not modular inside the add-on as you see in this tutorial. Yes, we purposefully changed that modularity. With the modular structure, there are many sub-node-groups, so it looks beautiful and easy to understand. But those node groups also appear in the menu option. This is done by Blender and we have no way to stop it. There are more than 15 sub-groups and they make the menu very ugly and unusable. In order to avoid that, we changed the modular structure and kept everything within a single node group, so that we get only one entry in the menu. It is simple, and useful for 99% people because mostly everyone will only use the menu, no one goes inside the node group to study the node structure except some brilliant scholars for academic purpose. Also please note that this tutorial was created for version 1.0 of this add-on, and now we have version 1.4 which is a re-write, we changed many things in the node, some completely new structures are added, many new functions are added, so there is very little similarity with the 1.0 version node structure. It does not impact the functionality of the add-on, but inside we have a different beast now.
Thanks for your reply. I see what you’re saying and explaining. I’m not looking for correct geometry in terms of math or whatsoever, I’m looking for the same thing that I can make with modifier, but from geometry nodes. The ring perfectly connected with both ends is not the final product I want to create of course, that would be very weird thing to do to buy an addon for that😂 But yeah, I want at this stage, where it becomes as a ring, have both ends perfectly merged with all vertices. It would be amazing to have extra check mark field like “merge” or something like that, for non-math perverts like me 😂 I tried to figure out how to make the nodes myself, but it’s to complicated for me, and I was very happy to find you on youtube and your addons, but they didn’t have this tiny feature I really want to have. Is it possible to update the addon? 🙏
@@iratewatcher I acknowledge that it is a good thing to have the required function even if it slightly distorts the geometry. I will look into this and investigate if it can be done without affecting any other functionality like bending of text objects, positional bending, multiple bends etc. that otherwise work perfectly today. I cannot commit when it can be done but I will surely look into this and see if we can do this.
Thanks. Would be awesome.@@5MinutesBlender
I tried to reproduce this, but It doesn't work... Is there a tric to force us to by it ?
Ha ha 😂😂 No my dear, there is nothing like that. When I was using the default bend operation in Blender, I found that it was very cumbersome. So I developed this node tree and shared over here. The node tree is complex, if you miss even a small part, the entire node tree will stop working. However, with newer Blender versions, things might have changed. We have updated our add-on, and in fact now we have completely changed the node tree, keeping the same functions. The add-on is always up-to-date. So the version we have today is significantly different from the one you see in this tutorial (this should still work with earlier Blender versions like 3.0 or 3.2) if you can reproduce it verbatim i.e. exactly as shown. There is no trick here.
@@5MinutesBlender Effectively I found some bugs in my development (My bad). I watched the video more times to debug. I'm a .Net developer so I use to debug every days...
But I wonder witch parameter change in the Y & Z nodes, because I don't understood the math rules...
Is there a way to simplify this ? (I just need au sword hilt bender...)
Since I'm French, buying the node is not possible because of bank penalty pour $ payment.
Sorry for my bad English. I have to practice more often to improve it... 😅
The Y and Z nodes are exactly the same as the X. For Y & Z directions, we first rotate the object such that the Y or Z axis becomes the X axis of the object. Now we apply the same logic as the original X bending. Finally, we again rotate it back to make its new X as the old Y or old Z axis (basically undoing the first rotation). If you're not able to purchase the add-on, see if you can send a donation to our donation link. A donation of the same amount would be enough for us to share the node with you. If that also does not work, send me a mail. Money is not everything, we can still help you with the node my friend.
@@5MinutesBlender you said to swap xyz axis? Everywhere? X->Y->Z->X ?
It doesnt work. it just makes my model invisible
Hi, the latest version of Bend Geometry works on Blender 3.4 and later versions. By the way, did you purchase it from our official store?
@@5MinutesBlender i got it on blender market
@@Remembadaname55 Ok great, you can also connect to us through Blender Market Product Support for a quicker response. Anyway, can you please confirm which version of Blender are you using? Yesterday another person complained the same but later he said that the node is working perfectly once he switched over to Blender 3.4 version.
@@5MinutesBlender I have 3.4 and i think i understand what that user is saying. When i use the bend geometry and change any of the XYZ values, the object dissapears after changing the values, when in the tutorial, your object bends when changing values.
@@samanthaalvarezzzz It is indeed a version problem even though you may have 3.4 on your machine. I am not sure where you have received the nodes from, but on our official store we made 4 revisions to the node setup since the original version was released. More options and more functionalities are added, but the newer versions work with 3.4 onward while the older versions work with 3.2 or 3.3. Now here is the catch. If you install an old version and later switch over to this 3.4 version, the addon may not work until you clean up everything from the old version. The easiest way is to uninstall the addon and reinstall it. But if you have some objects that are still using the old version, simply uninstalling the addon won't remove all bits and pieces. Then the new version with correct 3.4 version may also not work. This is exactly what happened with one of the users. He told me about this same issue, the node was not working in his 3.4 version. I explained to him what may be the cause. He cleaned up everything, did a fresh install of the latest version of Blender and then installed our addon. It worked like a charm! So somewhere something was messed up when he tried to upgrade earlier. But a fresh install of everything worked as expected. You may try that.
Why can't blender just be a higher polygon tinkercad with some upgraded tools.
HELLO SORRY I CAN'T FIND THE BEND GEOMETRY NODE
Hey, that Bend Geometry node is not part of the standard Blender implementation. You need to download it to use it. Or you can take our membership through the Join button. We have shared this node setup with our members, all our tutorial Blend files are available to our members. Plus we are giving one such Blender 3D asset free to our members every month. You can join here ua-cam.com/users/5MinutesBlenderjoin or download the node from Blender Market www.blendermarket.com/products/easy-bend thank you!
Tutorial : how to render layers separately...
Thanks for the tutorial suggestion 👍
This still doesn't look like a proper bend, though, as it changes the length of the object in certain cases. Just look at the cylinder at 3:40, which clearly gets much longer once it gets bent into a ring.
You have a very valid observation. Since this demonstration was recorded (version 1.0), we made several enhancements to the original node. We totally changed the node setup and re-built it. The current version is 1.4 which is free from any such anomalies. Plus there are some more functionalities now added. You can get the latest version on Blender market 👉 www.blendermarket.com/products/easy-bend
Is this node gone?
This is a custom node that we made, it does not come with stock Blender. You need to download it and install it in Blender. We shared it for free with our members in the past. If you need it now, you can purchase it from our stores, the links are given below the video.
Impressive, truly.
But you can bend whatever you like within 3 seconds in Cinema. 🤣
I think with most CAD programs. Just Blender seems to want to make it complicated.
@@macnavi In Blender you usually use the standard way to bend geometry using modifiers (as any 3D program). This is Geometry Node that's more similar to procedural graphics like Houdini Side Fx. This as anything to do with Cinema4D and CAD...
And this folks is why professionals look at Blender and laugh. No one has time for that and its built into pretty much all DCC's without having to spend a week to do some crazy shit like this.
Blender users are bound to agree here 🙂
I found no Bend Geometry in Blender 3.3?
You didn’t watch the whole video, obviously. Its not part of Blender.
Pay $4.9 to unlock this feature
@@ElenaBG3 Worth it, though! But if he can do, so could Blender. It has been proven now it can be much easier.
Everything is just a primitive form of bending.
Lettuce.
Thanks but it should be built into Blender 😡
Glad you liked it. Honestly, I too always wished for the same!
Easy? Bro do you got a degree in linear algebra? This Node Tree made me feel miserable
😂😂 No I am not a degree holder in mathematics but the node structure in Blender is really fascinating and I keep on playing with it 😊
@5MinutesBlender dude, I will never give you those 7 bucks, as soon as I defeat Sin, Cos and especially Arctan2 function I will win this node tree. In any case, congratulations for this cherry you created.
Poor Blenderer need to pay for bend?
If you're really poor and can't afford the fee for our membership, send me a mail from your mail ID. Will help you with this Blend file as an exception 💝