Blender 3.0: Geometry Nodes Fields - Endpoints and Alignment
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- čas přidán 27. 08. 2024
- In this video we revisit working with endpoints in Geometry nodes by making some pipes, but this time with Blender 3.0 fields!
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oh you are a very good teacher thank you
Thank you! 😃
Here we go another good one.
Thanks!
Thank you for the tutorial. That was very helpfull. Been working on a suspension system for a truck with geo nodes. This will come in handy
This is a great explanation. Makes a ton of sense while watching... Though I'm going to have a tough time remembering it. Fortunately I can revisit this later. Thanks for explanation!
Wow! Amazing and crystal clear explanation. Thank you!
You're very welcome!
Such a clear tutorial! thank you!
Thanks Johnny this was a great help for me. A good explanation of how it actually works, not just that it works.
Glad it helped
Nice math explanation! more easy to learn a node
Glad it helped!
I spent probably 6 hours trying to figure this out on my own and barely got any good results, so this video was extremely helpful for me. Thank you very much!
You’re very welcome!
As for 2024 instead of ('Position' and 'Curve Handle Position' and 'Substruct') block, use 'Curve Tangent' node and connect it directly to 'Align Euler to Vector'
Good information here.
13:43 That's gotta be a band name. Thanks for the tutorials! Really helpful.
Aahahhahaa
i really appreciate your explanations, not that many people bother to explain how this stuff works, great work man, you sure deserve some more attention, thank you so much
Glad to help
Man!
You're amazing!
Thank you for simplifying this!
Thanks for watching!
Yesss! 👏 Finally someone who makes complex things simple, even for non native English speakers! 😁
Not that other CZcamsrs can't explain well, but your videos are really clear!
Thanks so much! 👍👍👍
Glad it was helpful!
Thank you for all your wonderful content about geometry nodes. I have started following your tutorials recently and totally enjoy all of them. It's great to have nodes explained by someone who actually has had contributed to geometry nodes development.
You're very welcome!
Very helpful thanks
This video couldn't have been better timed. I was trying all day to figure out how this is done now.
Thanks for all your great tutorials, they're a huge help!
Glad that they are helpful!
1:12 I did not know you could just enter in the feet of inches even though you were in metric. That's so helpful to know I don't have to swap back and forth between units because I work in both metric and imperial. Such a time saver.
Also in settings turn on "Default to Advanced Numeric Input" under the Input tab. Then you can use measurements when you use the G shortcut.
Thanks for another great tutorial! I just started watching your youtube tutorials and I have already learned a couple new Blender tips & tricks. Glad to see a Blender developer here on CZcams. Keep up the amazing work!
Thanks for checking out the channel! Glad that I can help.
Had no clue that these features existed. Was working on a project that will be vastly improved because of start and endpoints. Great video!
Such videos remember me, that I always loved geometry math! Thanks!
Glad you liked it!
Thank You! Learning from curve specialist with a clear definition. If you able explain every node fields , wow soon I'm able to achieve something that I call it impossible for me. Keep it up , sir.
Glad it was helpful!
These videos are gold! Thank you. I haven't really had time to experiment with Geometry Nodes, yet I've watched all of your Geometry Nodes videos :D
Glad you like them!
Super thank you :)
You're very welcome!
A wonderfull demonstration. more and more I'm starting to be interested in mathematics.
Thanks for another great tutorial!
My pleasure!
Nice demo. Thank you 😊
You’re welcome 😊
You could have just used the Curve Tangent node with Align Euler to Vector.
Through Vector Math node with Scale at -1 for the reversed flange.
So cool to see first hand explanation from the node developer, thank you! The Start/End Size was especially useful for me.
Is there other Blender devs here on CZcams? Not only for geometry nodes, like in general.
Not sure, I've not really seen any active core devs on CZcams.
thats cool and all but you can just use the curve tangent and then use a second end point selection to invert the vector of one end
Thank you very much; it is more than helpful. Is it possible to align the flange with the exact orientation of the handles?
Very helpful! I am wondering tho how I can put flanges on every new Curve Extrusion/Point that I add? Do you have any suggestions?
Trying to figure out the same thing...
Congratulations for this tutorial. I would like to make a French version of it for my colleagues. Do you allow me?
why not just use the Curve Tangent node? or wasn't that available yet?
👍👍👍
Great tutorial. Can you have a mesh object along the curve instead of the curve circle? It would be good to use a mesh that is uved and textured instead of a curve.
this tutorial is so helpful and came at the perfect time! I was wondering, what is the best way to subtract the endpoints from a selection of points? Id like to use a curve to points to instance metal rungs on the pipes.
Use the Boolean math node to do a NOT on the endpoint selection
@@JohnnyMatthews do you mean to put it before the endpoints or after?
Adding a NOT to a Boolean field will invert it, so after the selection.
I have a question: Is it possible to also do this the other way around? I have a range of arbitrary shaped curve wire sections that I instance in my node tree. So I now want to align their endpoints to each other to get a smooth transition between the sections (that I later put together with Curve to mesh & Merge by distance) To attach the curves to each other I also instanced vertices between the sections. These vertices I use to snap the endpoints of the curves to. I used Position & Attribute Statistic nodes to get the origin of the vertices, can I now use you method somehow to transfer these coordinates as rotation to the curve handles? I also tried transforming one of each handles to type vector and the other one to type aligned with varying success. (btw It would be really ultra cool if there was a standard node in Blender to quickly connect 2 curves together)
These have been extremely useful to me, thank you :D How can you invert the endpoints selection to include all points except the start/end?
Drop a Boolean math node after the selection in NOT mode
@@JohnnyMatthews ah, beautiful, thank you!
Hello! Does using "Curve Handle Positions" over "Curve Tangent" has some additional benefit or it's a personal preference/different approach?
Curve Tangents are normalized (length of 1) while the relative position can be any length vector.
@@JohnnyMatthews so it's more general. If the curve is given, Curve Tangent is sufficent but if the handles edited/set parametrically than it's better. Or I get this wrong?
When I connect the endpoints selection to my instance on points node it just makes all my instances disappear :/
Endpoint selection is for curves.
@@JohnnyMatthews So... I need to convert my points to curve before feeding into the instance on points node then?
Hi Johnny! Thanks for the tutorial! I have a question 🙋🏽♂️ can’t you use the tangent of the point to extract the information needed to solve this problem?
I think I ran into a problem with that when I was working on this tutorial. Maybe I just messed it up. Theres multiple ways to do some things. Try it and let me know!
To do the opposite I just compare the index with 0 (which means is the first point of the curve) then rotated the already aligned instance 180 degrees.
Does that not work in path curves ?
I would just use the curve point tangent instead of calculating it from the handles. That is probably an easier method than I did in this video.
Hey, Johnny i wonder why you choose "duplicated nodegroup approach" rather than switching vectors? I tried it and it seems to be working (i'm switching by EndpointSelection->EndSize1).
Also just adding them works too (WHY).
There's certainly more than one way to skin a nodegroup 🤣
Is there a way to invert endpoint selection?
Yup, Boolean math node, set to ‘not’
@@JohnnyMatthews works like a charm! Thank you :)