I think this is a general good tip on inporting an "SVG mesh", which in this case is a text mesh. I'm a huge fan of 2d to 3d vector graphics, and this is a great tip on getting your geometry right for further processing. Thanks!
Pro tip: if you create text with Geometry Nodes, you have to include "Realize instances" node to be able to apply modifiers to the results. That will allow you to apply e.g. solidify to turn the text into proper 3D object if you wish to use that instead of geometry nodes.
Had no problems following the tutorial to it's conclusion, but being brand new to geometry nodes I wasn't sure what to do next in order to take things further. I wanted to add some bevels and materials so I applied the geometry node modifier and went back to a more familiar workflow (yes, before anybody comments I I realise that kinda defeats the non-destructive purpose of nodes 😀) I first shaded smooth and checked the auto smooth box in normals. After that I applied a bevel modifier, lowered the amount and raised the number of segments. This is when I noticed that while the majority of text looked really good, I did have a few glitches with the shading in a couple of areas. If I left the number of segments at 1 they were not at all noticeable, but as soon as I hit 2 they appeared and steadily got worse with the more segments I added until getting to around 7-8. If I kept increasing the number then the shading issue resolved itself once I reached 14+ segments. I guess it has something to do with the topology I created using nodes, but I'm by no means knowledgeable enough to work out how to adjust things in the node editor so I don't have this issue if I choose to use my cheap and dirty method in future . Definitely going to learn a lot more about procedural nodes because even though I'm still pretty much a Blender noob in many areas, I can already see what a powerful tool they'll be.
Edit, the sequel where we add beveling: ua-cam.com/video/J8XdTlkECzE/v-deo.html Thanks for the comment :) It is possible to do custom beveling of text with nodes, although it can get a bit hairy. Maybe it’s time for a sequel on this one :)
Good to learn new things about geonodes. Another way to get the same good result is using the text object with the modifiers Solidify and Decimate (with Planar option).
You could also try using regular Text object with following modifier: Decimate with Planar setting (e.g. angle limit 0.1). You can also add Triangulate with Beauty/Beauty setting but unfortunately Blender doesn't have a modifier to go from triangles to quads so you either have to use n-gons or triangles if you want to keep the text modifyable (non-destructive editing). Of course, if you don't need non-destructive editing, you convert to mesh and apply the modifiers, you can then use Tris to Quads (alt+J) command in object edit mode.
it would be exthremely helpful to see your keyboard shortcuts on screen as a newbie i can't follow you more then a few seconds without bouncing to other tutorials, Information is great though, Thank you :)
I wonder if there's plans to do similar with SVG images? Blender's SVG image import looks a lot like the same sort of mess you get with fonts. A similar process would be pretty good to help fix it. I haven't found a geonode that imports SVG though :(
I tried this by importing an SVG image, and then trying this trick but swapping text to curve node with an object info node, and nothing worked. 3.0, not 3.1, but I don't think that makes a difference. Hrm :(
I followed this exactly, and it worked great. But, when I try to edit the vertices, edges and faces in edit mode in layout afterward to personalize with color and tecture, Blender will not allow me to do so. How can I correct this?
That’s because Geonodes give you a fully non-destructive generative workflow. You can snap out of that by applying the geonodes modifier. That will make the mesh editable but you lose the ability to change the text
Yep, you should be able to add this once the mesh is generated. Result might not look great though, I think it needs some more loop cuts for that to work well.
Thanks so much for a great tutorial - Question - how do I turn the result of the process into an object that I can export as a .fbx? When I convert to mesh the result disappears...
Another question...could I apply this same technique to an imported svg file, i.e., convert a logo into an SVG. in either Illustrator or Inkskape, import it into Blender, and proceed to use this same procedure, for the purpose of creating good topography, for said logo? If so, how would I go about doing it, if you have the time to explain it. Thank you in advance.
Wow it's really different. It's better than Text + Decimal modifier. But How can i add material on GeoText before Apply it into Mesh? Cuz I want to animate text...
You can apply the material to the Object instead of the Mesh/Data, then the entire object will have the same material. If you need multiple materials applied to multiple parts of the text you could use a Set Material node in Geometry Nodes.
Changing the material can be done like any other object, or with a Set Material node if you need a bit more control over setting different materials to different parts of the text. For texturing, it depends on what kind of texture. If you're looking for a fully procedural pipeline you could simply add a procedural texture with Cycles nodes. If you need to do texture mapping, it might be good to apply all the Geo Node modifiers and work with the resulting mesh.
I find the Resample Curve node to be useless for text. It randomly cuts off sharp corners, and you never end up with the original corners on the text, unless you turn the resolution of the Resample way up, but that negates the purpose of Resampling.
Yeah true, for 3D printing this might be fine. Another way for adding more consistent resolution to straight edges while keeping the corners sharp, is by using a "Set Spline Type" and setting it to "NURBS" and then a "Set Spline Resolution"
Nice... Thx.. I struggle with with 3d in blender. often. C4d handle this better...But works this nodesetup with 3d Text thats be animated with deformation...Doesn t find a good solution and workflow in blender without artefacts from the wrong topology... A handmade time cosuming remeshing is most regular? An Idea for Good add ons O tun her Programms...?!
Yeah actually the reason I was experimenting with this is because I wanted to deform the text in 3D. If you use the triangulated version it works a lot better than the default Blender text in my experience.
I really hope they will be adding the ability to do kerning, and some better way to do beveling than using a modifier after the Geo Nodes modifier. You can do kerning in a regular text object, it would be nice to be able to do it in geometry nodes. Beveling geo nodes text with the bevel modifier yields really poor results. Blender would become a lot more useful for mograph if they had these features.
I second that! There is a way to do more neat bevelling of the text inside of geonodes. But you have to repeat a bunch of nodes for every “level” which is a bit of a pain. A way to repeat or loop nodes would solve this.
There are nodes that can turn a text string into actual text curves in Geometry Nodes, so you could try to animate the literal text input and let Geometry Nodes do its magic :)
@@Blendergrid Hi! I'm new in Blender and I don't have so much experience. I love typography and I apply this method to the end but when I applied Shade Smooth the final result is bad because the typo doesn't have enough geometry. Greetings.
@Angela-ll3zi I'm publishing a new and updated tutorial on Geometry Nodes text this week. And we'll also cover bevelling! ua-cam.com/video/J8XdTlkECzE/v-deo.html
THANK YOU! I was struggling with boolean insersect operation and it turned out that I just needed to add the "realize instances" node.
Hahah yep, it's a good habit to try to plug that node in when something unexpected is going on
I think this is a general good tip on inporting an "SVG mesh", which in this case is a text mesh. I'm a huge fan of 2d to 3d vector graphics, and this is a great tip on getting your geometry right for further processing. Thanks!
Cool, you’re welcome! I haven’t tried this with SVG data yet but would be a cool follow up perhaps:)
Pro tip: if you create text with Geometry Nodes, you have to include "Realize instances" node to be able to apply modifiers to the results. That will allow you to apply e.g. solidify to turn the text into proper 3D object if you wish to use that instead of geometry nodes.
You can get better regular blender text by using a decimate modifier set to planar.
Had no problems following the tutorial to it's conclusion, but being brand new to geometry nodes I wasn't sure what to do next in order to take things further. I wanted to add some bevels and materials so I applied the geometry node modifier and went back to a more familiar workflow (yes, before anybody comments I I realise that kinda defeats the non-destructive purpose of nodes 😀)
I first shaded smooth and checked the auto smooth box in normals. After that I applied a bevel modifier, lowered the amount and raised the number of segments. This is when I noticed that while the majority of text looked really good, I did have a few glitches with the shading in a couple of areas. If I left the number of segments at 1 they were not at all noticeable, but as soon as I hit 2 they appeared and steadily got worse with the more segments I added until getting to around 7-8. If I kept increasing the number then the shading issue resolved itself once I reached 14+ segments. I guess it has something to do with the topology I created using nodes, but I'm by no means knowledgeable enough to work out how to adjust things in the node editor so I don't have this issue if I choose to use my cheap and dirty method in future .
Definitely going to learn a lot more about procedural nodes because even though I'm still pretty much a Blender noob in many areas, I can already see what a powerful tool they'll be.
Edit, the sequel where we add beveling: ua-cam.com/video/J8XdTlkECzE/v-deo.html
Thanks for the comment :) It is possible to do custom beveling of text with nodes, although it can get a bit hairy.
Maybe it’s time for a sequel on this one :)
Good to learn new things about geonodes.
Another way to get the same good result is using the text object with the modifiers Solidify and Decimate (with Planar option).
i love the way you typed wonderful , like literally XD
You could also try using regular Text object with following modifier: Decimate with Planar setting (e.g. angle limit 0.1). You can also add Triangulate with Beauty/Beauty setting but unfortunately Blender doesn't have a modifier to go from triangles to quads so you either have to use n-gons or triangles if you want to keep the text modifyable (non-destructive editing). Of course, if you don't need non-destructive editing, you convert to mesh and apply the modifiers, you can then use Tris to Quads (alt+J) command in object edit mode.
Whoa, ty didn't know I didn't have to do everything manually to get clean text to extrude and stuff.
it would be exthremely helpful to see your keyboard shortcuts on screen as a newbie i can't follow you more then a few seconds without bouncing to other tutorials, Information is great though, Thank you :)
Noted!
Your got my sub thanks for the tips
I wonder if there's plans to do similar with SVG images? Blender's SVG image import looks a lot like the same sort of mess you get with fonts. A similar process would be pretty good to help fix it. I haven't found a geonode that imports SVG though :(
I tried this by importing an SVG image, and then trying this trick but swapping text to curve node with an object info node, and nothing worked. 3.0, not 3.1, but I don't think that makes a difference. Hrm :(
resample curve doesn't seem to work on an object info node with a curve from an SVG selected.
Interesting! Thanks for sharing. I haven’t messed with svg in Blender in a while to be honest.
I have now done a series on managing SVG files with Geometry Nodes :)
ua-cam.com/play/PL5btHXNNW1KRxEvKo0BpqjHvh5m9ZYMnP.html
@@Blendergrid Nice! Thank you
I followed this exactly, and it worked great. But, when I try to edit the vertices, edges and faces in edit mode in layout afterward to personalize with color and tecture, Blender will not allow me to do so. How can I correct this?
That’s because Geonodes give you a fully non-destructive generative workflow. You can snap out of that by applying the geonodes modifier. That will make the mesh editable but you lose the ability to change the text
but what happen when you try to bevel using extrude mesh node using top?
In part 2 we bevel the text :) ua-cam.com/video/J8XdTlkECzE/v-deo.html
Can Geometry Nodes text become an object (mesh) that can interact with scene physics, like knock over Rigid Body objects, etc?
If you apply the Geometry Nodes modifier, then yeah for sure. You will just turn it into a regular mesh object that way!
Can you add a bevel to make the corners of the text more rounded?
Here's part 2 where we bevel the top edges of the text: ua-cam.com/video/J8XdTlkECzE/v-deo.html
How can I change letters from an array randomly?
There is a node in Geometry Nodes called "String to Curves" which can take in a text string, and turn it into text geometry!
using blender 3.0.1, no exturde or merge node here. Is that a build version?
Yeah this is 3.1, in Beta at the moment
there is a way to include the 'set shade smooth' node ? thank you
Yep, you should be able to add this once the mesh is generated. Result might not look great though, I think it needs some more loop cuts for that to work well.
@@Blendergrid yes, the result is not that great, is it possible to make a bevel and shadesmooth effect with the nodes?
@@nicolanarracci It is possible but a bit complex, would be a good part 2 for this tutorial I guess :)
@@Blendergrid yeah
Yes, not being able to auto smooth by a set angle is a deal breaker really,
no matter what the benefits, janky sides not acceptable in most cases
how do you add color to text?
Add a material to the text object. Just like you add color / materials to any object :)
Thanks so much for a great tutorial - Question - how do I turn the result of the process into an object that I can export as a .fbx? When I convert to mesh the result disappears...
you need to apply (Ctrl A -> Visual Geometry to Mesh or Modifier Properties -> Apply as any other modifier)
Another question...could I apply this same technique to an imported svg file, i.e., convert a logo into an SVG. in either Illustrator or Inkskape, import it into Blender, and proceed to use this same procedure, for the purpose of creating good topography, for said logo? If so, how would I go about doing it, if you have the time to explain it. Thank you in advance.
Disregard...I saw the comments below regarding the same question.
I think it should be possible yes :) Import it as a curves, and use the curves as the input for this process (instead of the text to curves node)
@@Blendergrid I will give it try...I am still new to Blender, but will see what I can do. Thank you.
Wow it's really different. It's better than Text + Decimal modifier. But How can i add material on GeoText before Apply it into Mesh? Cuz I want to animate text...
You can apply the material to the Object instead of the Mesh/Data, then the entire object will have the same material.
If you need multiple materials applied to multiple parts of the text you could use a Set Material node in Geometry Nodes.
How can we add color and texture this text? Thanks in advance.
Changing the material can be done like any other object, or with a Set Material node if you need a bit more control over setting different materials to different parts of the text.
For texturing, it depends on what kind of texture. If you're looking for a fully procedural pipeline you could simply add a procedural texture with Cycles nodes.
If you need to do texture mapping, it might be good to apply all the Geo Node modifiers and work with the resulting mesh.
I find the Resample Curve node to be useless for text. It randomly cuts off sharp corners, and you never end up with the original corners on the text, unless you turn the resolution of the Resample way up, but that negates the purpose of Resampling.
Yeah true, for 3D printing this might be fine.
Another way for adding more consistent resolution to straight edges while keeping the corners sharp, is by using a "Set Spline Type" and setting it to "NURBS" and then a "Set Spline Resolution"
Nice... Thx..
I struggle with with 3d in blender. often. C4d handle this better...But works this nodesetup with 3d Text thats be animated with deformation...Doesn t find a good solution and workflow in blender without artefacts from the wrong topology...
A handmade time cosuming remeshing is most regular? An Idea for Good add ons O tun her Programms...?!
Yeah actually the reason I was experimenting with this is because I wanted to deform the text in 3D. If you use the triangulated version it works a lot better than the default Blender text in my experience.
I really hope they will be adding the ability to do kerning, and some better way to do beveling than using a modifier after the Geo Nodes modifier. You can do kerning in a regular text object, it would be nice to be able to do it in geometry nodes. Beveling geo nodes text with the bevel modifier yields really poor results. Blender would become a lot more useful for mograph if they had these features.
I second that! There is a way to do more neat bevelling of the text inside of geonodes. But you have to repeat a bunch of nodes for every “level” which is a bit of a pain. A way to repeat or loop nodes would solve this.
Good evening. Great. And now how to make an animated text with five lines out of this beauty???)))
There are nodes that can turn a text string into actual text curves in Geometry Nodes, so you could try to animate the literal text input and let Geometry Nodes do its magic :)
Realy great
Sounds to me like blender Foundation needs to improve their text tools so it generates proper topology to begin with.
Why not same text
god bless thankyou sm
Blender Text models could be so much better if Blender supported N-gon holes on N-gon faces.
Yep, matter of priorities I guess. I don't mind noodling around a bit to get it done :D
This final mesh is not a good mesh and you know it.
Let me know if you found any improvements on the geonodes workflow 🙏
@@Blendergrid Hi! I'm new in Blender and I don't have so much experience. I love typography and I apply this method to the end but when I applied Shade Smooth the final result is bad because the typo doesn't have enough geometry. Greetings.
@Angela-ll3zi I'm publishing a new and updated tutorial on Geometry Nodes text this week. And we'll also cover bevelling!
ua-cam.com/video/J8XdTlkECzE/v-deo.html