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Supercharge Your Geometry Nodes Workflow - Blender Tutorial

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  • Опубліковано 15 сер 2024
  • Get 40% off the Bundle: www.nodegroup....
    I'm going to show you my special technique that opens the door to infinitely more complex, more integrated procedural workflows in Blender. Super easy to do. Super effective.
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    Contents:
    00:00 - Introduction
    00:22 - New Procedural Modelling Courses
    00:56 - Simple Example
    05:43 - Solar Trees Example
    07:15 - Chhatrapati Example
    08:05 - Boids Example

КОМЕНТАРІ • 67

  • @Erindale
    @Erindale  Місяць тому +5

    I hope this method opens endless possibilities for you!
    While you're here, take a look at the new courses: www.nodegroup.xyz/procedural-columns-masterclass-bundle

  • @NEEDCheese
    @NEEDCheese Місяць тому +23

    Let the ads play for this man!

  • @leonardsiebeneicher5550
    @leonardsiebeneicher5550 8 днів тому

    Wow … the idea of control groups could be very useful!
    Thank you for sharing.

  • @MaxSonicUA
    @MaxSonicUA Місяць тому +3

    Brilliant idea. Thank you!

  • @Dhruv1223
    @Dhruv1223 Місяць тому +2

    Amazing to see bombay is getting love from you :) that's an amazing airport! Cheers from India!

    • @Erindale
      @Erindale  Місяць тому +1

      My favourite column designs! Such a beautiful piece of architecture

  • @andreyshell
    @andreyshell 17 днів тому

    Wow, brilliant ideas! Thank you Erin!

    • @andreyshell
      @andreyshell 17 днів тому

      I was focused on using Named attributes and Sample it from Object Info. Transmitting parameters between objects is important

  • @DXPL1C4T3
    @DXPL1C4T3 Місяць тому

    Ngl. I didn't see the point entirely at first but then you showed the advanced examples of making instanced controls of field values like curves and my mind was blown. Super clever and great way to instance complex data!

    • @Erindale
      @Erindale  Місяць тому +1

      It gets so powerful the more complex you’re building. When you get into large scale asset generators and you have objects as scaffolds and other objects generating various parts and lots of nested groups and shared scaffold objects being referenced between different objects… having the control group makes it actually viable to work that big in Blender

  • @jeffbb22
    @jeffbb22 3 дні тому

    GENIUS MAN

  • @kenziemac130
    @kenziemac130 Місяць тому +10

    The size of the cursor is giving me quite a bit of discomfort for some reason. Idk why.

    • @Erindale
      @Erindale  Місяць тому +12

      Submit to the cursor overlord

    • @Bulborb1
      @Bulborb1 Місяць тому +1

      It's just hovering there... Menacingly!!!

  • @skatehansen
    @skatehansen Місяць тому +1

    Did not fully grasp the use case at first, but as soon as I saw the examples... Ahh, it's just the same as storing parameters on a empty null in Houdini. Still trying to wrap my head around how blender handles stuff. Layering geo nodes in the modifier stack etc.

    • @Erindale
      @Erindale  Місяць тому +3

      I am still sad that geo nodes is a moodier with an object rather than at scene or file level able to output to multiple objects. Seems like it sold itself a bit short. That said, these tricks with data blocks do let you work around a lot of that!

  • @theguyshetellsunottoworryabout
    @theguyshetellsunottoworryabout Місяць тому

    J'ai l'impression que c'est tellement de haut niveau que je devrai encore pratiquer un peu avant de revenir et réellement m'en imprégner
    Merci à vous de partager votre savoir avec nous

    • @Erindale
      @Erindale  Місяць тому

      It’s definitely a technique that you can leverage as you improve!

  • @galdocstutorials
    @galdocstutorials Місяць тому +1

    If I might be so bold, I actually take this one step further. :)
    My use case is that I have a bunch of materials and geo nodes groups that use common driver values -- in my case, it's things like palettes that capture the color of a metal, its oxides, and other related shades for rocks and dust and such. The aim is to render similar things but with different palettes for game icon art (a factorio mod; go figure). What I do is I collect them into a group as you did here -- but then, I group one more level deep into a 'generic' group. That one 'generic' has a reference to whichever material I'm using at that moment, and changing it in that one group changes it for every material that uses that group. Thus, to render out a set of images using that material, I just have to change one geo nodes group and one shader nodes group, and I can Ctrl+F12 my way to victory. Dunno how many people really wanna automate batches of things where this'd be useful, but figured I'd share. Thanks for all you do!

    • @Erindale
      @Erindale  Місяць тому +1

      Heck yes! My actual workflow for generators is similar, I have the controls group with global variables and then nest that inside a “_hub” group that translates generic global controls to use specific outputs. Great to see other people finding this workflow 💪

  • @23lkjdfjsdlfj
    @23lkjdfjsdlfj Місяць тому +1

    Creating groups without inputs makes things harder for me. You can replace your _controls group with a main project group input that feed into the group inputs of all of your node tool components. This way a main project just has one place to control the main design parameters that affect the design end-end.
    What you lose with _controls is the ability to create encapsulated reusable asset library components - because you can not provide the required main project attributes to drive your library components (because _controls has no group input).

    • @Erindale
      @Erindale  Місяць тому

      It depends if you need per object variables or global variables. Using data blocks this way is the only way to instance global variables in multiple places. Your “main project input” approach only works on the assumption that you have a single object with a single node graph. Doing that severely limits what you can do as there will always be only a single object output which doesn’t work for a lot of BIM workflows, game asset exports etc

  • @Blendermodeldeaf-ry5nz
    @Blendermodeldeaf-ry5nz Місяць тому +1

    Hi there blender 4.2 lot change. Old Adonis remove screencast key then go get extension.install screencast key
    There is more than you think hehe. Extension is more high on Blender 4.2.

    • @Erindale
      @Erindale  Місяць тому

      I need to go through updating things properly. I was just waiting for 4.2 to release properly so I know things won’t change further 😅

    • @Blendermodeldeaf-ry5nz
      @Blendermodeldeaf-ry5nz Місяць тому

      @@Erindale yes

  • @Aaws424
    @Aaws424 Місяць тому +1

    This is really clever way

    • @Erindale
      @Erindale  Місяць тому

      I hope it’s useful!

  • @cintron3d
    @cintron3d Місяць тому +4

    ¡Gracias!

    • @Erindale
      @Erindale  Місяць тому +1

      Thank you so much!

  • @metamesh1
    @metamesh1 Місяць тому +1

    that is super cool! thanks for sharing

  • @Zhiznestatistiks
    @Zhiznestatistiks Місяць тому

    Oh yes. Putting curve controls inside node groups. It is so obvious now.
    It's also a good idea to pin this group somewhere on the interface.

    • @Erindale
      @Erindale  Місяць тому

      Yes definitely! Pinned UI is one of the best things in Blender vs other software

  • @kovalevskyalex
    @kovalevskyalex Місяць тому +1

    Really beautiful way. Thank you

    • @Erindale
      @Erindale  Місяць тому

      I hope it’s useful!

  • @gurratell7326
    @gurratell7326 Місяць тому +1

    Great tip! Now imagine having those controls on the outside of the group so you don't have to go inside of it every time you want to change one of them. You can of course open up another editor with it open and pin it, but something less finicky would be nice!

    • @Erindale
      @Erindale  Місяць тому +3

      I 100% agree. I am just putting together an addon that has a button to update a panel in the 3D viewport populated with any options on the output node of the control group. I’ll make a short/community post about it when I’m done 👍

    • @gurratell7326
      @gurratell7326 Місяць тому

      @@Erindale Nice! I'm already on your discord so I'll have a lookout for it there :)

    • @Erindale
      @Erindale  Місяць тому

      @gurratell7326 nice! I’ll ping you when it’s done

  • @BlenderFun_
    @BlenderFun_ Місяць тому

    Great technique👍🏻❣️❣️

  • @davidmcsween
    @davidmcsween Місяць тому

    Mind blown!

  • @victorfioravante6787
    @victorfioravante6787 Місяць тому

    incrivel !!

  • @arktessellator_10
    @arktessellator_10 Місяць тому +1

    hey man i am making a custom geometry node and in the group input node i am trying to make one input accept field values and not just single value, how TF i change it from single to field value??????

    • @Erindale
      @Erindale  Місяць тому

      On the N panel in that group you can see the different inputs. You’ll see the setting “Single Value” at the bottom of the socket settings.

    • @arktessellator_10
      @arktessellator_10 Місяць тому

      @@Erindale yeah I have clicked on the input for which I want to set it as field input in the input list by openening the N panel and i also see the single value option which rn is unchecked, so doesn't it mean that it should be accepting fields? But the socket has still circle and not diamond shape also when I try to connect some input value node it highlights as red connection. Ig I am missing some point/step. :(

  • @michaelvaughan2986
    @michaelvaughan2986 Місяць тому +1

    Would the control group method work for having multiple objects sharing a single material but with unique shader settings? Or would you need to store attributes in this case? Been hitting a limit in eevee where one material can only accept a certain amount of attributes.

    • @Erindale
      @Erindale  Місяць тому +1

      Same material with different settings would need to be stored attributes unfortunately as it’s mesh dependent rather than global settings. I’m impressed you’re hitting a limit though. I wonder if you can optimise by joining floats into vectors/colours to bundle to single attributes

    • @michaelvaughan2986
      @michaelvaughan2986 Місяць тому

      @@Erindale Thank you, great idea, going to try that out.

  • @nikitakashirin2117
    @nikitakashirin2117 Місяць тому

    Cool. Been using similar trick to control multiple materials. Blender allows to build real maze of data-block relations. Is there an addon to get stats about users of particular data-block? The only one i was able to find is Atomic Data Manager. Is there anything better than that?

    • @Erindale
      @Erindale  Місяць тому +1

      Not that I’ve seen. A few people have addons that print data but really you want a useable node-based, filterable depsgraph… not a simple thing to build. Even just a user map would be super useful. It’s very hidden in Blender.

  • @khalatelomara
    @khalatelomara Місяць тому

    I actually need a complex system for Muqarnas , this is will be mind blowing to do in geonodes

  • @germicidal6020
    @germicidal6020 28 днів тому

    Hi Erin! 😀 Can you suggest some books to understand advanced 3d vector matrices system or 3d in general for proceduralism, (useful to understand 3d more deeply)?? I come from engineering background so I know the basic vector calculus (people from science/engineering stream can relate, 😅) (I'm already an intermediate Geo Node User).
    Like in blender itself, we now have the power of manipulating matrices. This reminds me of stuff like Inverse, transpose, determinant, eigenvalues, etc etc learnt during college.
    It's just that if I can get a good structured textbook kind of reference, to understand all this advanced maths stuff for 3d, so that I can create complex procedural 3d stuffs with the power of 3d maths.
    Thanks, as always love your content. 🥰

    • @Erindale
      @Erindale  26 днів тому +2

      I can’t say I do. I’m not really into book learning for applied knowledge so I tend to just experiment until I understand how things work

  • @JulianRendell
    @JulianRendell Місяць тому

    Wow!

  • @RolandOnnaRiver
    @RolandOnnaRiver 3 дні тому

    I always thought that Drivers (and maybe even Attributes) nested within Groups were much laggier for Blender to populate than Drivers in the top--most layer of a Node Tree, so you had to pipe them into Groups that use them. Can anybody confirm or correct?

    • @Erindale
      @Erindale  2 дні тому

      I wouldn’t expect that but I’ve not tested. One thing that is worth doing (especially in shaders) is using custom properties through an attribute node rather than drivers

    • @RolandOnnaRiver
      @RolandOnnaRiver 2 дні тому

      @Erindale Oh... I was putting all my custom properties into a Collection for easy access and control over the whole scene no matter which object is selected. I guess moving them directly to the object would allow me to use the Attribute node? That definitely is more efficient.
      I'd still need drivers to spread the same value across multiple objects, though. Or to use the same value in geometry nodes and in a material. I'll think about it.
      I don't like switching between objects and manually setting different Custom Properties to the same value, because it introduces an element of human error. There's nothing more disheartening than waiting for a massive batch render, only to realize you forgot to tweak a W value or something and now this shot doesn't match the rest of the project.

    • @Erindale
      @Erindale  19 годин тому

      If you put them on the scene itself you can set the attribute node to view layer and pull the value by writing [“prop name”] in the attribute. Otherwise you can put them on a specific object if they’re only needed for one.
      You’re right though, for now you’d need drivers to put them into geo nodes

  • @serbanandrei7532
    @serbanandrei7532 Місяць тому +1

    They don't want you to know about this secret tehnique!

    • @Erindale
      @Erindale  Місяць тому +1

      Ton will be coming after me for sharing this

    • @serbanandrei7532
      @serbanandrei7532 Місяць тому

      ​@@ErindaleI love you man

    • @serbanandrei7532
      @serbanandrei7532 Місяць тому

      Also this video was very useful, I can see myself using the datablocks all the time from now on

    • @NotSoMuchFrankly
      @NotSoMuchFrankly Місяць тому +1

      Blender Foundation HATES this man!

  • @totheknee
    @totheknee Місяць тому

    But can it blend?
    (This might be a US-centric joke?)

  • @romanhorseman
    @romanhorseman Місяць тому

    Naa i think this can cause spagetti. and he selling the 'tutorial' just made a spagetti video for it.

    • @Erindale
      @Erindale  Місяць тому +1

      Much less spaghetti this way 👌