Thank you very much for all the explanations! I just put a map range between the combine xyz and the named attribute store, and now I can further correct the stretching at different resolutions of the spiral curve, without any seams! It turned out perfect s2
Best video explaining the subject, thank you. Beginning straight to the point for the ones wanting the result, then more explanations. What every video of this type should be.
Absolutely brilliant! Was ripping out my hair trying to figure out how to do the UVs for a twisted circle and this was exactly what I needed! Life saver 😅
Mindblowing! I was searching for method something like this, but it's better than i exepted. I runned into extreme performance loss in my case by using UV Unwrap node with seams. 64k vertices, created 1 edge loop seam along wire object and 1-1 seams for caps by edge angle, then the time is around 10-15 sec for counting one frame of node tree, and whole Blender freezing until. Your method is a treasure, real time again with correct UV. Thank you so much!
Do you have any suggestions on how to go about filling the caps while using this technique? The spiral is a great idea but it looses the fill cap functionality that comes with the circle@@leonardoromero4709
Great tutorial. Can you show the technique applied to a torus? also how to create a 2D map of the UV to display in the viewport similar to how UVs are displayed in the UV editor would be useful.
Thanks for the video. Is it possible to always have the same uv size/proportions regardless of the length of our curve? I am mapping different-length pipes, and the uv looks different for each. Thank you!
Hi 👋, thanks for your comment. Yes, it is possible to have the same proportions for the uv map, for that in the minute 1:53 instead of connecting the factor connect the length and if you want more control over the proportions use a math node with multiplication operation, I hope this helps you 🙂👍
Great tutorial, if I apply this to group of animated curves the merge by distance node causes the lines to merge together. Would your node tree work if I merged the points of the spiral before the mesh to curve node?
The merge by distance node only works in mesh, that's why you need to use it after the curve to mesh node. I suggest changing each curve into a different object so they don't interact with each other in the geometry nodes. You can do this by selecting one curve and then pressing "P" to separate that curve into a new object that will use the same geometry nodes.
Yes, it can work with moving curves. You only need to be careful with how much you move your curve because it is going to stretch the texture. Good luck 👍
Pro Tip: Merge by distance needs to be a lot smaller or else your textures will look pixelated. This is because a portion of your resolution (polygon density) is deleted by the merge by distance if making something high resolution.
That's a great approach but what if the profile is a cyclic curve? the last section of the V stored data get mirrored and squashed in the last column of the mesh. Is there a solution for Cyclic curves?
To use a cyclic curve as a profile curve it is necessary to transform it into a real cyclic curve, try to do it like this i.ibb.co/vk06YqS/Real-cyclic-curve.png
Thanks for your comment. For the moment this is the easiest way of doing UV map in curves, meaby in the future blender will have more options for UV mapping in geometry nodes.
I was wondering if there is a way to just edit the automatically created UV map for the beveled curves. I've many pipes done this way and I'd like to separate each UV map for them in the same texture (for allowing ambient occlusion baking), by scaling them down and offsetting them differently, without converting to mesh. Is it possible by using geometry nodes of my curve objects? Thanks in advance.
I guess you're trying to make a texture atlas for your pipes, if that is the case I think it is possible with geometry nodes, but for the moment editing UV maps in geometry nodes is a pain in the ass 😅, this video is a good example of it because all this work is just to edit one UV map, so I recommend that you transform the curves to mesh, select all the pipes, go to edit mode, select all the geometry, press U, and select the option smart UV project, this should make different UV maps that don't touch each other. Hope this helps you 👍
Yes, if you use a cyclic curve, the last two points of the curve will have the same problem I show in 5:41, to solve this you need to convert the curve into a real cyclic curve, try to do something like this i.ibb.co/vk06YqS/Real-cyclic-curve.png
This works great but now I'm stuck with endcaps that don't follow the same map. How to I get the end caps (hemispheres instanced on the start and end points) into the same flow? Edit: Nevermind. I moved the first capture attribute to before the Trim Curve node and it's working great. THANKS!
Using a Spiral instead of a Curve Circle breaks the End Caps option on the Curve to Mesh. Doesnt seem to allow non-cyclic curves as profile curves and have the End Caps still work .
Unfortunately yes, meaby some alternative is creating copies of the profile curve at the start and end of the curve, but that's the only solution i can think of.
@@leonardoromero4709 Actually I found that setting Set Spline Cyclic on the Spiral before it goes into Curve To Mesh allows caps to appear. They are not perfectly UVed at all, but at smaller visible sizes or simple materials it wouldn't matter, you just want there not to be a hole in the end. For larger sizes, a instance on points with a Circle Mesh at the start and end points would also work.
If you're using this geometry nodes in a curve object, then you need to connect the geometry output of the group input node instead of the bezier segment node. I hope this helps you 👍
"Why is blender not replacing Maya or Houdini???" This... this is why... and a thousand other things like this. Not hating on blender, Love it and have used it for a long time. But that's the reality. And until the devs give us basic utility nodes for these VERY common use cases it will NEVER be used when time is money. I find it interesting that in some videos that showcase things that are being developed we see the devs have actually built these common node structures for testing purposes. Why is it they are just abandoned instead of included? (they DID do it with the new hair system... so it's not verboten) Even some kind of official "Utility Nodes" addon that you had to enable like node wrangler would address some of the shortcomings. Anyway, thanks for the Tutorial!
@@leonardoromero4709 Agreed, folks like you helping us all out is a big thing. I don't think ANY 3d software is beginner friendly (it can't be and still be fully featured). Geometry nodes in its current state forces you to learn some fundamental vector math stuff that applies everywhere in 3d though if you want to look on the bright side.
Thank you very much for all the explanations! I just put a map range between the combine xyz and the named attribute store, and now I can further correct the stretching at different resolutions of the spiral curve, without any seams! It turned out perfect s2
You're welcome 😀
Best video explaining the subject, thank you.
Beginning straight to the point for the ones wanting the result, then more explanations. What every video of this type should be.
Thank you for your comment 🙂
You are a good teacher, your way of explaining things in a simple way is incredible. Could listen to this all day.
Thank you 😄
quick, concise, effective, and with subs for easy reading! subbed.
Thanks 🙂
Absolutely brilliant! Was ripping out my hair trying to figure out how to do the UVs for a twisted circle and this was exactly what I needed! Life saver 😅
I'm glad this video was helpful for you 🙂👍
Very helpful video - thank you!
You're welcome 👍
Mindblowing! I was searching for method something like this, but it's better than i exepted. I runned into extreme performance loss in my case by using UV Unwrap node with seams. 64k vertices, created 1 edge loop seam along wire object and 1-1 seams for caps by edge angle, then the time is around 10-15 sec for counting one frame of node tree, and whole Blender freezing until. Your method is a treasure, real time again with correct UV. Thank you so much!
You're welcome 😀👍
Thank you very much, this is exactly what I need. Only you can explain this issue in such detail.
I'm glad you found it helpful! 👍
I had to search all day until i find a good explanation and a print of the nodes, thank you very much!
You're welcome 🙂
You are total genius! Thank you so much, I struggled 2 days with this. such a relief. Thank you again.
You're welcome 🙂👍
Wow, you did a really good job explaining everything. the visual examples were especially helpful. 10/10!
Thank you for your comment 🙂
Incredibly helpful, clearly explained. Thank you so much!
You're welcome 😀
Do you have any suggestions on how to go about filling the caps while using this technique? The spiral is a great idea but it looses the fill cap functionality that comes with the circle@@leonardoromero4709
Excelente, gracias por la explicación!
De nada! 🙂
Excellent ! The trick with the spiral node is very clever :)
Thank you :D
just what I was looking for - thank you!
Your welcome 🙂
thanks for helping me understanding why
You're welcome 😀👍
提出问题,然后解答,这让我对原理有了更深入的理解
Thank you for your comment 🙂, I'm glad the video helped you, and It's good that we have translators.
Thank you for your tutorial. It helps me alot.
You're welcome 🙂👍
THANK YOU! Saved me from a lot of frustration :-)
You're welcome 👍
Thank you!! Exactly what I needed!
You're welcome 😀
This video is fantastic. Thank you.
You're welcome 🙂
@@leonardoromero4709 Hope you make some more videos mate. Have a great day.
Wow Thank you for the tutorial , really helped a lot.
You're welcome 😀
LEGEND!! THANK YOU!
You're welcome 😀
very high quality video wit all the animations. Must have taken long time to make.
Thank you for your comment 🙂, and yes It took me some weeks to do it, especially because it was my first video 😅
Great tutorial. Can you show the technique applied to a torus? also how to create a 2D map of the UV to display in the viewport similar to how UVs are displayed in the UV editor would be useful.
The torus and the UV display are interesting ideas 🤔. Maybe someday I will make a video about them 🙂👍
So useful, thank you.
You're welcome 😀👍
Great finding, really good explanation!! keep on doing that!
Thanks 🙂
fantastic! Clean and simple explanation!
Thank you 🙂
Thank you!!!!! Finally i got my brush stroke effect
Your welcome 🙂
Thanks for the video. Is it possible to always have the same uv size/proportions regardless of the length of our curve? I am mapping different-length pipes, and the uv looks different for each. Thank you!
Hi 👋, thanks for your comment. Yes, it is possible to have the same proportions for the uv map, for that in the minute 1:53 instead of connecting the factor connect the length and if you want more control over the proportions use a math node with multiplication operation, I hope this helps you 🙂👍
Thank you for your work!
You are welcome 🙂
Great tutorial, if I apply this to group of animated curves the merge by distance node causes the lines to merge together. Would your node tree work if I merged the points of the spiral before the mesh to curve node?
The merge by distance node only works in mesh, that's why you need to use it after the curve to mesh node. I suggest changing each curve into a different object so they don't interact with each other in the geometry nodes. You can do this by selecting one curve and then pressing "P" to separate that curve into a new object that will use the same geometry nodes.
Thanks, setting the merge by distance tolerance to a lower value worked for me
great video, will this with a curve that is moving (like a tentacle) ?
Yes, it can work with moving curves. You only need to be careful with how much you move your curve because it is going to stretch the texture. Good luck 👍
Awesome!
Thanks 🙂
Pro Tip: Merge by distance needs to be a lot smaller or else your textures will look pixelated. This is because a portion of your resolution (polygon density) is deleted by the merge by distance if making something high resolution.
Thanks for the tip 🙂👍
That's a great approach but what if the profile is a cyclic curve? the last section of the V stored data get mirrored and squashed in the last column of the mesh. Is there a solution for Cyclic curves?
To use a cyclic curve as a profile curve it is necessary to transform it into a real cyclic curve, try to do it like this i.ibb.co/vk06YqS/Real-cyclic-curve.png
@@leonardoromero4709 Great, I'll give it a try with the complex tree I have. Thank you Leo
very clear, thank you. have you had any success with clean cyclic splines ?
Thanks for your comment. For the moment this is the easiest way of doing UV map in curves, meaby in the future blender will have more options for UV mapping in geometry nodes.
I was wondering if there is a way to just edit the automatically created UV map for the beveled curves. I've many pipes done this way and I'd like to separate each UV map for them in the same texture (for allowing ambient occlusion baking), by scaling them down and offsetting them differently, without converting to mesh. Is it possible by using geometry nodes of my curve objects? Thanks in advance.
I guess you're trying to make a texture atlas for your pipes, if that is the case I think it is possible with geometry nodes, but for the moment editing UV maps in geometry nodes is a pain in the ass 😅, this video is a good example of it because all this work is just to edit one UV map, so I recommend that you transform the curves to mesh, select all the pipes, go to edit mode, select all the geometry, press U, and select the option smart UV project, this should make different UV maps that don't touch each other. Hope this helps you 👍
What if you close the curve? The uv of the last Segment is smooshed?
Yes, if you use a cyclic curve, the last two points of the curve will have the same problem I show in 5:41, to solve this you need to convert the curve into a real cyclic curve, try to do something like this i.ibb.co/vk06YqS/Real-cyclic-curve.png
This works great but now I'm stuck with endcaps that don't follow the same map. How to I get the end caps (hemispheres instanced on the start and end points) into the same flow?
Edit: Nevermind. I moved the first capture attribute to before the Trim Curve node and it's working great. THANKS!
You're welcome 👍, and I'm glad you found the solution to your problem 🙂
thank you
You're welcome 🙂
If you set your Store Named Attribute to 2D Vector instead of Vector you don't need to convert attribute to UV map after converting geonode to mesh
😲 Thanks for the tip 🙂
Using a Spiral instead of a Curve Circle breaks the End Caps option on the Curve to Mesh. Doesnt seem to allow non-cyclic curves as profile curves and have the End Caps still work .
Unfortunately yes, meaby some alternative is creating copies of the profile curve at the start and end of the curve, but that's the only solution i can think of.
@@leonardoromero4709 Actually I found that setting Set Spline Cyclic on the Spiral before it goes into Curve To Mesh allows caps to appear. They are not perfectly UVed at all, but at smaller visible sizes or simple materials it wouldn't matter, you just want there not to be a hole in the end. For larger sizes, a instance on points with a Circle Mesh at the start and end points would also work.
Great and funny.
Thanks 🙂
I lose the ability to edit the curve in edit mode
If you're using this geometry nodes in a curve object, then you need to connect the geometry output of the group input node instead of the bezier segment node. I hope this helps you 👍
This video is Public Utility
😉👍
"Why is blender not replacing Maya or Houdini???" This... this is why... and a thousand other things like this. Not hating on blender, Love it and have used it for a long time. But that's the reality. And until the devs give us basic utility nodes for these VERY common use cases it will NEVER be used when time is money. I find it interesting that in some videos that showcase things that are being developed we see the devs have actually built these common node structures for testing purposes. Why is it they are just abandoned instead of included? (they DID do it with the new hair system... so it's not verboten) Even some kind of official "Utility Nodes" addon that you had to enable like node wrangler would address some of the shortcomings. Anyway, thanks for the Tutorial!
You're welcome 🙂, and yes, Blender is not really beginner friendly. The good thing is that the community is really huge and really helpful 😀👍.
@@leonardoromero4709 Agreed, folks like you helping us all out is a big thing. I don't think ANY 3d software is beginner friendly (it can't be and still be fully featured). Geometry nodes in its current state forces you to learn some fundamental vector math stuff that applies everywhere in 3d though if you want to look on the bright side.