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
Control Groups is a cool tip. I had a great idea today that I'd thought I'd share with the community which is the equivalent concept of "small functions" in programming, which helps to understand code much easier. The equivalent in Geometry Nodes would be having small node setups, and lots of geometry nodes modidiers in the stack - each performing a portion of the overall operation. You can't do everything this way, but combining groups and stacked operations, we should be able to get each operation down to just a few nodes, which is the equivalent of "just a few lines of code" (in a good/small function). That becomes its own documentation as well (no need for panels) if you name each of the modifiers well. Could just use attributes for data that needs to carry forth for each operation.
@jeffg4686 a modifier is just a container for a node group so if you built up an asset library of these generic functions you could easily string together larger node trees with them 🙌
@@Erindale of course not , but because I know the truth about hell , I try to save people giving warnings , in fact if you want to know the true origin of all human civilization, is the transfer of information from the hell dimension to the physical reality , mathematics, geometry , physics , medicine , arts , culture , music and more have being transfer using special technology , using people who can open mental link to connect with the mind of demonic entity in the other dimension. You might ask if that is truth how much have human gain in advance science and technology and more , the answers is a lot , but there is cost , because the nature of reality is artificial, meaning design by a Supreme Being we call God , all this act are criminal offenses and get a severe punishment after the people die . Dying is not the end , when people use powers like this they become collaborators with demonic entity , while they are alive they get advantages , power , fame ,talents , etc but the end result is terrible , after death the body die but consciousness continue , is some form of energy filed , non human being capture and transfer humans to be judge , this is the beginning of a terror that make horror movies seem like children games . I can tell you much more , consider talking to me a gift from the best friend anyone could have ,not that I am different from any one else but what I can share is unique . Jesus is actually real , but the images are all fake.
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!
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
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.
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!
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!
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 💪
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
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!
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 👍
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).
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
@Erindale bit stuck on using geometry nodes for making strings of n number that would be instanced on mesh line having n points, so like if there are 5 points on mesh line then string with value 1 should go on point 1 on line , point 2 should have string with value 2, I got away with this using repeat zone, string to curves node and some bunch of other nodes but as soon as it gets to 10 points thus having 10 as value sting at point 10 the curves treat 10 as two instances ie 10 gets interpreted as combination of 1 and 0 and each of those becomes a separate instance , now it's possible to sort this as well but I feel it's too complicate as compared to what I want to achieve so can this be really done with current node setups? Or should I consider going for python scrip!?
Please start a complete series on sverchok from beginner to advance because Sverchok is much useful for architectural and precision modelling than geometry nodes. The updated version is very similar to Grasshopper.
I’ve made a complete Sverchok course before but being a community made add-on it was frequently being unsupported in various areas. Especially since geometry nodes came out it’s had far fewer updates. Realistically I’m probably not going to be returning to Sverchok content
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.
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
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.
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?
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.
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. 🥰
Use 2 align rotation to vector nodes in series with the curves tangent and normal. Either you’ll sample the curve to find one position tangent and normal or you can instance your plane on the curve and use the curve tangent and normal input nodes.
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 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. :(
Hey Erin 👋 got a serious question. I am working in a setup that can turns curves into Profile walls. Nothing special. Just a curve to mesh with the Profile as object input. Now he Problem is, that i want it in a 90 degree angle. Imagine the model curve just as a rectangle. As long as the curve is closed all the points (and the modelled Profile) has the same scale. But when I delete one Segment (like you have a [_] shape left) the 2 endpoints are stetched. This happens because the Profile is rotate by 45 degree in each corner. So the corners are basically scaled down. I tried it with curves in 2d and 3d and even with geo node. Nothing works. Do you know a solution so that my shaped wall has the same scale on each point?
Oh your issue is actually the opposite. The open end points have the correct scale and the rotated one have the smaller scale. I guess actually it’s more correct to say that the profile is correct in the corners but its rotation means the wall itself is too thin. Anyway the solution is to create a node group that lets you find the angle at each point. Best way is to use two sample curve nodes, one sampling at length-epsilon and the other at length+epsilon. Then you can find the accurate tangent before and after by doing the position of the point (position node) subtract the sampled position, and sampled subtract position for the other one so the direction is consistent. Then you can do the dot product of the normalised tangents and the arccosine of that to get the corner angle. It’s hard to get the scale fixed for 3D curves but for 2D you can use that angle with some trig to find what you need to scale the corners by. For example if it was a 90 degree corner then you would need to scale it by 1/sin(45) to get the 1.41 to scale it by
@@Erindale you are absolutly right. If i convert it to mesh and scale the corner on x and y it's exactly 1.41. Only issue, I have absolutly no clue how to set this up in geo nodes 😮💨 could you maybe... Short content... Tutorial? Or Download 😅 🙏 this stuff drives me crazy for 5 days straight now 🙈
@dertobbe1176 I’ll try and throw something together soon! But ask on my discord help channel. This kind of thing comes up every now and then so you might find a nodegroup made for it
Hi Erin! is it fine to get your advanced GN course from canopy? coz blender 4.3 is here and course is about version 3. I want to learn all the concepts to that GN has to offer. and also, where are you man?! it's been 5 months out from youtube.
A lot of the core logic is still very much relevant but you’ll have to do some thinking to update to some new nodes like the Capture node etc. You might find that engagement helps the learning though? Ah yeah I need to make videos again! Just been tied up with a big work contract and a house renovation
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?
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
@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.
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
Hm I’m not sure honestly. Best to ask the developers I think. Nvidia have a usd branch of blender that they support but I’m not sure how much of that support ended up in the main branch. You could try exporting alembic, reimport, and then export USD if the animation isnt coming through
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
Control Groups is a cool tip.
I had a great idea today that I'd thought I'd share with the community which is the equivalent concept of "small functions" in programming, which helps to understand code much easier. The equivalent in Geometry Nodes would be having small node setups, and lots of geometry nodes modidiers in the stack - each performing a portion of the overall operation. You can't do everything this way, but combining groups and stacked operations, we should be able to get each operation down to just a few nodes, which is the equivalent of "just a few lines of code" (in a good/small function). That becomes its own documentation as well (no need for panels) if you name each of the modifiers well.
Could just use attributes for data that needs to carry forth for each operation.
@jeffg4686 a modifier is just a container for a node group so if you built up an asset library of these generic functions you could easily string together larger node trees with them 🙌
Hell is real is another dimension you should do all you can to believe in Jesus.
Jesus won’t help you with Geometry Nodes 👍
@@Erindale of course not , but because I know the truth about hell , I try to save people giving warnings , in fact if you want to know the true origin of all human civilization, is the transfer of information from the hell dimension to the physical reality , mathematics, geometry , physics , medicine , arts , culture , music and more have being transfer using special technology , using people who can open mental link to connect with the mind of demonic entity in the other dimension.
You might ask if that is truth how much have human gain in advance science and technology and more , the answers is a lot , but there is cost , because the nature of reality is artificial, meaning design by a Supreme Being we call God , all this act are criminal offenses and get a severe punishment after the people die .
Dying is not the end , when people use powers like this they become collaborators with demonic entity , while they are alive they get advantages , power , fame ,talents , etc but the end result is terrible , after death the body die but consciousness continue , is some form of energy filed , non human being capture and transfer humans to be judge , this is the beginning of a terror that make horror movies seem like children games .
I can tell you much more , consider talking to me a gift from the best friend anyone could have ,not that I am different from any one else but what I can share is unique .
Jesus is actually real , but the images are all fake.
Thanks for the insanly quick help!
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!
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
¡Gracias!
Thank you so much!
Thanks!
Thank you so much!
Let the ads play for this man!
Super useful. Would be great if there was a more official control panel eventually, but this works well.
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.
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!
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.
Yes definitely! Pinned UI is one of the best things in Blender vs other software
Amazing to see bombay is getting love from you :) that's an amazing airport! Cheers from India!
My favourite column designs! Such a beautiful piece of architecture
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!
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 💪
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
It’s definitely a technique that you can leverage as you improve!
Wow … the idea of control groups could be very useful!
Thank you for sharing.
Brilliant idea. Thank you!
I would have thought that there was a NoOp node somewhere as default. Weird that there isn't, good to have a way to do it.
7:27 it seems like same structure we have in our Country India at "Mumbai Internation Airport" alomost totally same
It is indeed that airport! I think the name I used is the name of the terminal itself but it’s Mumbai 🙌
@@Erindale yes
Wow, brilliant ideas! Thank you Erin!
I was focused on using Named attributes and Sample it from Object Info. Transmitting parameters between objects is important
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!
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 👍
@@Erindale Nice! I'm already on your discord so I'll have a lookout for it there :)
@gurratell7326 nice! I’ll ping you when it’s done
Amazing Bro!!!Colud you make a video for blender py to import custom geo nodes groups,pls!
I think I can yeah 🤔
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).
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
@Erindale bit stuck on using geometry nodes for making strings of n number that would be instanced on mesh line having n points, so like if there are 5 points on mesh line then string with value 1 should go on point 1 on line , point 2 should have string with value 2,
I got away with this using repeat zone, string to curves node and some bunch of other nodes but as soon as it gets to 10 points thus having 10 as value sting at point 10 the curves treat 10 as two instances ie 10 gets interpreted as combination of 1 and 0 and each of those becomes a separate instance , now it's possible to sort this as well but I feel it's too complicate as compared to what I want to achieve so can this be really done with current node setups? Or should I consider going for python scrip!?
that is super cool! thanks for sharing
Really beautiful way. Thank you
I hope it’s useful!
The size of the cursor is giving me quite a bit of discomfort for some reason. Idk why.
Submit to the cursor overlord
It's just hovering there... Menacingly!!!
GENIUS MAN
Please start a complete series on sverchok from beginner to advance because Sverchok is much useful for architectural and precision modelling than geometry nodes. The updated version is very similar to Grasshopper.
I’ve made a complete Sverchok course before but being a community made add-on it was frequently being unsupported in various areas. Especially since geometry nodes came out it’s had far fewer updates. Realistically I’m probably not going to be returning to Sverchok content
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.
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
@@Erindale Thank you, great idea, going to try that out.
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.
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 😅
@@Erindale yes
This is really clever way
I hope it’s useful!
Great technique👍🏻❣️❣️
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?
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.
Hey do u have any course about the new matrix nodes how to use them and how to understand them ? Thank u
Not yet but I’ll do a tutorial on them. They’re very simple once you get your head around the basics
I actually need a complex system for Muqarnas , this is will be mind blowing to do in geonodes
Good luck!
Thank you for the tutorial
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. 🥰
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
How to align any plane perpendicular to spline point. ##as we see perpendicular frames in rhino
Use 2 align rotation to vector nodes in series with the curves tangent and normal. Either you’ll sample the curve to find one position tangent and normal or you can instance your plane on the curve and use the curve tangent and normal input nodes.
Once I had needed a common color for a few materials.
It was before Geometry Nodes had appeared.
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??????
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.
@@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. :(
Hey Erin 👋 got a serious question. I am working in a setup that can turns curves into Profile walls. Nothing special. Just a curve to mesh with the Profile as object input. Now he Problem is, that i want it in a 90 degree angle. Imagine the model curve just as a rectangle. As long as the curve is closed all the points (and the modelled Profile) has the same scale. But when I delete one Segment (like you have a [_] shape left) the 2 endpoints are stetched. This happens because the Profile is rotate by 45 degree in each corner. So the corners are basically scaled down.
I tried it with curves in 2d and 3d and even with geo node. Nothing works. Do you know a solution so that my shaped wall has the same scale on each point?
Oh your issue is actually the opposite. The open end points have the correct scale and the rotated one have the smaller scale. I guess actually it’s more correct to say that the profile is correct in the corners but its rotation means the wall itself is too thin.
Anyway the solution is to create a node group that lets you find the angle at each point. Best way is to use two sample curve nodes, one sampling at length-epsilon and the other at length+epsilon. Then you can find the accurate tangent before and after by doing the position of the point (position node) subtract the sampled position, and sampled subtract position for the other one so the direction is consistent. Then you can do the dot product of the normalised tangents and the arccosine of that to get the corner angle.
It’s hard to get the scale fixed for 3D curves but for 2D you can use that angle with some trig to find what you need to scale the corners by. For example if it was a 90 degree corner then you would need to scale it by 1/sin(45) to get the 1.41 to scale it by
@@Erindale you are absolutly right. If i convert it to mesh and scale the corner on x and y it's exactly 1.41. Only issue, I have absolutly no clue how to set this up in geo nodes 😮💨 could you maybe... Short content... Tutorial? Or Download 😅 🙏 this stuff drives me crazy for 5 days straight now 🙈
@dertobbe1176 I’ll try and throw something together soon! But ask on my discord help channel. This kind of thing comes up every now and then so you might find a nodegroup made for it
Hi Erin!
is it fine to get your advanced GN course from canopy?
coz blender 4.3 is here and course is about version 3.
I want to learn all the concepts to that GN has to offer.
and also, where are you man?! it's been 5 months out from youtube.
A lot of the core logic is still very much relevant but you’ll have to do some thinking to update to some new nodes like the Capture node etc. You might find that engagement helps the learning though?
Ah yeah I need to make videos again! Just been tied up with a big work contract and a house renovation
@ should i buy the beginner first and then advanced?
@theshubhamdhage really depends on your confidence and how much you’ve already played with Geometry Nodes
Mind blown!
Where u busy man @Erindale? Ain't this the Time to click that upload button!
Yeah it’s been so long! I need to carve out some time for a new video
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?
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
@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.
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
Hello Erin! :) Do you have any way to turn animated geometry nodes into USDZ?
Hm I’m not sure honestly. Best to ask the developers I think. Nvidia have a usd branch of blender that they support but I’m not sure how much of that support ended up in the main branch. You could try exporting alembic, reimport, and then export USD if the animation isnt coming through
@@Erindale Thank you so much :)
for a noob you have blown my mind... wait what are we doing here?
They don't want you to know about this secret tehnique!
Ton will be coming after me for sharing this
@@ErindaleI love you man
Also this video was very useful, I can see myself using the datablocks all the time from now on
Blender Foundation HATES this man!
incrivel !!
Wow!
But can it blend?
(This might be a US-centric joke?)
Cool
Naa i think this can cause spagetti. and he selling the 'tutorial' just made a spagetti video for it.
Much less spaghetti this way 👌