5 Basic Methods to Make a Selection in Geometry Nodes
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- čas přidán 25. 07. 2024
- I wanted to make a short and simple geometry nodes tutorial for the beginner level.
In this video, I want to show you 5 basic methods to make a selection in geometry nodes that I use the most.
Want to buy me some coffee? ;) ko-fi.com/retroshaper
0:00 Intro
0:11 Building Example Setup
1:35 Method 1 - Random
2:08 Method 2 - Textures
3:17 Method 3 - Normal
4:33 Method 4 - Position
5:35 Method 5 - Index or ID
Thank you soooo much for these fantastic geometry nodes tutorials. You're such a great teacher, I'm learning loads from them 😃
And thank you so much for watching! Really appreciate the feedback! 😃😃
Finally, a video that helped me understand selection!! Thank you so much!
Thank you so much for the feedback! I'm so happy the video helped ☺
Ong this is excellent. Short and direct with great examples. Thankyou
Thank you so much for the feedback! 😊I’m glad you’ve enjoyed the video ☺️
Great! thanks so much!
Straight to the point, thank you for uploading this ^_^ !
Thank you so much for the feedback! I'm happy you enjoyed the video! ☺
Your videos are really good, keep going mate
Thank you so much for the support! 😃😃
This helped understand selections a lot more than some other videos I watched. I didn't know you could combine selections with the Math node. That's exactly what I wanted for my current project. And selecting faces based on a texture is perfect for part of another project I have.
Still having a hard time understanding how the index works, but the info here is one more piece of the puzzle to help with that. I thought an index was a type of data that came from a mesh, so I was frustrate that the index node only had an output, leading me to assume that only the object the geometry nodes were applied to could provide an index to work with. But seeing it used here in this way, for a mesh primitive; I'm now thinking it's some kind of generic list of numbers. Very different from how I thought it worked.
Thank you very much for the feedback! 😃I’m so happy you enjoyed the video and that it helped you with your projects 😊 As geometry nodes being developed, there’s a lot of new features are coming in) and you basically can experiment with everything) btw , it even shows you if the connection between the nodes is impossible) so, what I usually do, is just, go to the manual and check what each node does, then try to understand how it can be used in regards of a particular field or action;)
I'd certainly appreciate any of these simple clear explanations with alternatives fir use cases that you'd produce. Xlnt quality
Thanks for the feedback! I was thinking about making more of similar videos in future ☺
Thank you!! easy to follow
Thank you very much for the feedback!
Thank you 👍
Great video and very useful for a beginner like me. ❤❤ thanks for sharing.
Thank you so much for the feedback! I'm glad you enjoyed the tutorial! ☺☺☺
Very useful, thanks!
Thanks for the feedback! 😃
this video is solid gold, no doubt
Thank you so much! I'm glad you enjoyed it! 😃☺
Usefull
subscribed! :D
Thank you so much! Btw, the new video is coming next week 😊
i love this style of tutotial . unlike the other channals they rap like emenim then they explane the nodes 😑
Than you so much for the feedback! 😊😊😊 Trying to do my best!))
Is it possible to make a selection with respect to a stored named attribute?
Hey! Thanks for the comment! Haven’t tried this yet, but I think it is possible
What if i want to select exactly vertices index 13, 17, 30, 49 ?
Well, with geometry nodes it is much easier to work with patters rather than exact numbers while selecting. If there is a pattern in the indexes of vertices, you may use módulo operation in the math node. If you want specific vertices to be selected, you may add integer node for each node, Add them with math nodes and use the result as a selection of vertices.
You know whats good about geometry nodes?! The poor box doesn't get deleted :)
lol. So true))
@@retroshapervery informative and helpful. thank you.
@@user-ev5ur7fw4t Thank you so much for the feedback☺
Bro, you missed weight painting a selection... and ytube search isn't helpful to find that, cause it conflates rigging weight painting with geonodes weight painting. That being said, definitely helpful, so saved video! Most of the selection methods though will pick different selections if the geometry being worked on is moved, correct? My objects are animated, so they move...
Thank you so much for the feedback and the suggestion on the weight painting! Answering your question, yes, when object is moved, transformed or modified, the selection is going to change, since it is real time selection.
@@retroshaper Hmmm, but like pain, "it only hurts when I move," isn't the selection changing on movement fubar'ing most of the reasons for making a selection?
In Houdini, I can make a selection by point, edge or "primitive" i.e., faces. I select like we can select a subgroup in edit mode, but in Houdini I can assign it to a group, and operate on it super easy, barely and inconvenience... Idk why Blender can't do that simple task... I have gotten to the point of "vertex" painting the faces I want and then using that group as the selection, given it doesn't change on movement...
Still haven't refound the tut of the "german sounding" guy painting an A on one side of a cube... not happy... that's a little different because it's interactive compared to my chosen method... I'm gonna assume the weight painting method to use to select where you want to scatter stuff in GN's is the same process and experiment...
@@jeffreyspinner5437 Well, I’m not saying it is impossible in Blender. Just a bit more complex math operations needed than shown in the video. E.g. use ids or indexes of edges, vertices or faces to make a selection or do some math operations on the normal or position of those based on the center of the object. Just wanted to highlight the basic ways ))
@@retroshaper Interestingly or sadly, unlike Houdini where you can just highlight the primitives (faces) you want and make a group, the vertex selection for faces only works if you vertex paint, filling faces first, (otherwise it choses the two adjacent faces, not one), and then use that to select what you want to operate on in the GN tree choosing the "vertex group." Otherwise, I cannot select an arbitrary subset of faces, AND most of the time the selections would change if I changed the location of the object I was selecting on...
But I get your point. My comment was mostly tongue in cheek, but I was searching for weight painting at the time... and saw yours and then said, hey the search was wrong!
@@jeffreyspinner5437 those are great points to think about;) absolutely!) thanks for the comments;) and sorry for late replies. I have terrible connection for the last few days
ultracool ! does your neighbors know, who are they live near
о добрий день
@@in2fractalout Добрий день! Велике дякую за відгук!)
I have liked this video. However, be aware of some potential confusion.
As I look at my Blender 3.5 on April 3, 2023, it appears that the Utilities-Color-Mix node has changed at least twice since this video. See 3:07.
In this video the Mix has Color1 and Color2 inputs and a Color output.
In today's documentation the Mix has Image1 and Image2 inputs and an Image output.
In my 3.5 the Mix has inputs A and B and an output of Result.
I'm not saying the trend is bad. I am asserting that the trend may be confusing. Be wary of what you are looking at.
Separately I have also noticed that many of the shortcut keystroke sequences have changed in the 3.5 Add Menu of the Geometry Nodes Editor. Be wary again.
Thank you for the feedback! Yes, it true. Blender is constantly changing and introduces new features and sometimes even some concepts. Especially, geometry nodes ) This thing moves fast in progress.
Thanks for the advice! 😃
BRUH👍
5 way of selection
01: Random Value;
02:Texture based;any texture node/ ColorRamp(linear,Constant)/ Mix RGB
03:by_ Normal/ Separate XYZ/ Match(compare,add,sub)/ Combine XYZ;
04:by_ Position/ Separate XYZ/ Match(compare,add,sub)/ Combine XYZ;
05:by_ Index/ compare(equal/etc)