Blender 3.2 Geometry Nodes: Pottery / Lathe Node Tree
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- čas přidán 27. 08. 2024
- Here is a simple node tree to turn a bezier curve into a lathed solid. Great for making all kinds of pottery-type objects. Sorry, there were 5 extra minutes of blank screen at the end. I'm going to edit that out.
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I've been corrected that I should have called this 'lathe' and not 'loft'. My apologies.
Dated: 21-June-2022.
Blender Version: 3.2.0
Turns out some of the steps are not producing the same results.
Especially after the Extrude node. What I see is that the extrude node now actually adds on to the existing mesh as opposed to just the shifted geometry.
I was watching your newer lathe by spline index video and while great information, this simple setup was exactly what I was trying to learn about. Many thanks for all your help.
Watched a number of videos in the past 24 hours all aimed at doing a similar thing... But this one is pretty straight forward and provides the most control that someone who prefers working visually (vs with numbers) would want. Thanks for this. Also, I like the node wrangler tips you sneak in to your videos. Very helpful and a great way to do it.
*Also, I was searching for "lathe" or "bottle" type videos, which is why this didn't show up in searches first. Took a while but I finally found it.
Thanks! I am really looking forward to more of this "build your own modifier" type of setups, especially when we inevitably get more tools to control the layout of group inputs. No more begging the developers for a radial array modifier etc... just make one yourself!
Ya, array is super easy: Mesh Line + instance on points. ^_^ (or Grid for 2d array)
It’s amazing, they even said for their new hair tools in 3.3 they discovered great uses for Geo Nodes to help with messiness of hair and things!
They’re sooo versatile already 😊
I think you need to rotate the profile curve by 90° because the profile is evaluated in XY-space (looking from the top down). The way you position it in the viewport however, it is either in XZ or YZ space and rotating it brings it to the right orientation.
At least that's how I understand it
Nice tutorial! The good thing about the constantly crashing 3.2 alpha is that it makes me learn through repetition!
Hmm, I'm not seeing the crashes in my copy. That is odd.
@@JohnnyMatthews Example- I open a new project, add a bezier curve, and then hit Tab to go into Edit mode it crashes. If I do the same thing, but switch to the Geometry Nodes tab before going into Edit mode, everything is fine. Oh well, I can wait a bit for the beta or at least the next alpha build.
One thing I have discovered is that when using real world scales with things like this (pottery typically isn't a meter or 2 tall, or wide for example), they tend to fall apart quickly when using curves. Obviously all the curves need to be a lot "tighter" when scaled down, but more importantly, you really can't add thickness to complex shapes by extruding "inward" (or using the solidify modifier inward) because you get overlapping geometry. So after some tests, the best method I've found appears to be to extrude *outward* (no overlapping geometry this way), but it obviously changes the outward size of the object. Additionally, the normals get messed up. I added another flip normals and it's all good.
Alternatively, you could just convert everything to a mesh at the end and then scale down... but that kind of defeats the purpose of procedural geometry.
Always apply scale to all curves
Awesome tutorial. Thx.
Since I got into geo-nodes, this was the most helpful video for making turned objects. Especially if you want to make objects for 3d printing, the thickness option inside the geo-node setup is very useful and better than adding it at the end by a separate modifier. Anyway, I made it in blender 3.1 without problems. In my setup, there was no need for the second "merge by distance node" Still subscribed and looking forward for the next geo-node stuff from your channel ;)
Glad it helped!
excellence! thanks for sharing :)
I did something very similar for my table legs. But instead used a curve primitive and float curve to define the profile.
Great work Johnny!
Thanks, man! I didn't know this was possible!
Glad I could help!
Great tutorial .Thanks for sharing.
Thanks Johnny !
Thanks Johnny, very useful to see how to make this!
Glad it was helpful!
Amazing stuff!
Thanks!
Do I have to download 3.2 for this and your newer tutorials? Gonna dive in this week, already on 3.1 though.
Also thanks a bunch for this man! 🙏🏽
Nice you have to use modelling about 10% and 90% you have use geometry node Thanks for the tutorial
but if I wanted to control the amount of circle?
cool. Any chance of making booleans appear as checkboxes in the properties panel?
I believe there is task for that.
Why do you have to have it at 0,0,0?
I have Blender 3.0.1 and could not find all the options, so it did not work.
Yeah, Download 3.2 alpha from developer.blender.org. You can unzip it into it's own folder and run it without overwriting your installed version of Blender.
@@JohnnyMatthews This is very buggy, when I go to edit mode, it crashed completely. Thank you for the tip.