⚠ The transfer attribute node no longer exists! Use the sample index and the index node. Watch this to learn more: czcams.com/video/K-L2eIHu7ic/video.html
@@user-ch1tx1og8z rebornl posted this in another comment below: "For those having trouble with missing transfer attribute node part at the end. 1. Add three nodes, Position Node', 'Index Node', and 'Sample Index Node' 2. Connect 'Position Node' and 'Index Node' to the 'Sample Index Node''s value and index 3. Connect the 'Distribute Points On Face Node' to the Sample Index Node's Geometry 4. Connect 'Sample Index Node's Value to the Set Position Node's Position."
For those having trouble with missing transfer attribute node part at the end. 1. Add three nodes, Position Node', 'Index Node', and 'Sample Index Node' 2. Connect 'Position Node' and 'Index Node' to the 'Sample Index Node''s value and index 3. Connect the 'Distribute Points On Face Node' to the Sample Index Node's Geometry 4. Connect 'Sample Index Node's Value to the Set Position Node's Position.
Best Geometry Nodes Series on CZcams Hands down no one and i mean absolutely no one will go in depth to this extent in a free tutorial thank you joey you've been a big help I'm gonna try and support you by buying some of your add ons.
The most clear explanation of "Blender Geometry Nodes / Curves" so far. A big thank you! Yet to watch the very first two episodes, I hope to find something on face / edge / vertex selection strategies.
I joined Your Patreon to find out the nitty gritty of how You would make the last animation from this video in the new Blender 4.0 (after all the node changes). I'm happy to report it finally made sense to me! Thanks so much, Joey! :)
GREAT.... I have seen many tutorials with GEO Nodes, but it's really nice to get the basics with you. You are a great teacher. Thank you... please make many more :-)
Thank you very much, I couldn't find any information about Spline Parameter, only the official manual, where I couldn't understand anything about it, and you explained it well
So much good content in this video. Wish Blender manuals were as in-depth with specific use-cases as your videos. Blender Foundation should really consider hiring artists like yourself to help write Manuals to better explain stuff like this.
Perfect! Was thinking curvy geometry nodes connecting all the points of an object could be a solid way to make a brain model but wasn't sure how to go about it.
I learned my lesson today. Watch all your geo nodes for beginners episodes. I spent what seemed like forever trying (and failing) to do something you explained in 5 minutes. You're a boss! Thanks again \m/
Awesome stuff! Also Blender just release a pen tool for curves in 3.2 that's incredibly useful, especially for people used to the Adobe Illustrator pen tool!
Dude you’re always amazing. Modeling with actual curves daunts me, all of this is blowing my mind. Thanks so much for the series! I’m beginning to recommend you as an easy entry into Geo nodes as well as rigging :)
...if only I had more than one upcote to give! This is an excellent video, thank you for taking the time to make it. It's really helped me to understand geometry nodes, which have been difficult for me.
I'm trying to do something similar to the join + fill curves, however I don't want it to make the hole in the middle. I am trying to create something more along the lines of a boolean so that my intersecting object will add to the curve shape. I need this type of merge to happen so an outline can follow the outer edge shape of the two curves (making speech bubbles for comics) do you have any insights on this?
really nice work, i watched all of your vids on geo nodes and i feel like i've learned a lot. i think it could be pretty useful though to make a video about it's functions for making things using the new geo node curve hair!
The Tutorials I would like to see: 1) how do I go from one configuration of object (letter or cube) to another through particles or objects (not bouncing into each other) moving in somewhat physical plausible paths. Say gravity is involved here or wind. 2) cloth simulations 3) fluids 4) particles falling down 5) objects and force fields. All procedural of course.
Tutorial idea - since I need it 😁Some kind of curve controlled "slat wall" that will survive boolean cutouts for windows and so on. Each slat should have a random value for it that gets sent over to material nodes (this breaks down for me when I boolean both in geo nodes and as a modifier). Ideally the normal offset from world normals (rotation value would work too I guess) should also be sent over to material nodes. Material nodes can use image based box mapping for straight walls, but around curves you'd need a manual triplanar mapping system which orients itself on a per slat way; i.e. the straight part would have rotation 0 (aligned with x i.e.), rotation 90 for perpendicular wall section, and somewhere between 0-90 along the curve between those two section. Point is random lookup (using random value -> 1D white noise) of a wood texture where each "manual triplanar mapping" orients itself to match the orientation of the slat. I can do the slatwall just fine using geonodes in a destructive fashion, but I'm screwed if the project changes and I have to move walls around, as I have to apply it and separate by loose parts in order to use image based box mapping by rotating the parts origo to match the geometry's orientation. Although I prefer manual triplanar mapping/image box mapping myself, others may prefer UV data to be sent over to material nodes.
I don't quite understand the logic here at 43:00. Why do we add the "Spline Parameter "node to the branch of the curve that only defines the path? Shouldn't the Spline parameter be added to the branch of the curve that defines the cross sectional area if that is what we are trying to influence??
Best tuttorial ! Thanks I know how to write my procedural system in code, but I cant find the right "Code Nodes". Looking through endles lets make something and hoping it have what I look for is like playing gambling. Thanks its a perfect format! You should open an Udemy page with a few lets make at the end.
This is almost exactly what I was looking for. I'm working on a project where I need to basically do array on curve but with geo nodes because it has to be procedural and I was loosing my mind. The only thing is I need both ends of the curve to connect to each other. Any idea how to do this without changing too many things?
Amazing tutorial! In Blender 3.4 the Transfer attribute node is replaced by new nodes, do you have any idea which nodes should be used for the point connector part? Couldn't figure this out on my own.
When making mesh to points for Vertices is there a way to have the Index of points match the Index numbers of the Vertices ? (never mind I figured out it was the Index of the verts that was weird and it's really time consuming to reorder the verts).
great vid! I know you've already explained the transfer attribute switch to sample nearest / sample index, but it seems like the new setup has an issue with the curve not wrapping fully around the object. I believe this is because it doesn't take into account that it shouldn't set spline position to the same point location more than once, but i cant seem to find a fix. any suggestions?
dear Joey, at 21:14 you create a circle that twist into a moebius-strip type of shape. after I saw it tried my hand at it and adding small spheres around the curve. unfortunately the instanced spheres don't follow the twist or the animation, they just stand there around in a circle shape, any ideas?
@@JoeyCarlino ok, that didn't work but I found a workaround: instancing points after converting it to a mesh. thanks for answering though, been watching this tutorial tens of times now. getting a little better each time.
14:59 Adding the shade smooth node and then disabling it is not the solution to the weird artifacts along the tube. We should have an option to have shade smooth with sharp edges, such that the tube is smooth but its edges are sharp.
@@JoeyCarlino I managed to do this by comparing the normals instead of the edge angle, something specific to my use case, thanks again for the tip! I came across this video again when I looked for resizing the radius of the curve, so I wanted to thank you again for the information in this video, this is very helpful.
hi and thank YOU! p.s. probably from middle of this video i just wondering "what is a "background" of author?" -or you use houdini for many years before? -or you just write programs/scripts for VFX production for maya or houdini? -or you are programer of "geonodes" for blender it self? just wondering how you learn "all this"?
Hi, thanks for the excellent explanation. as you mentioned Transfer Attribute node could be replaced with Sample Nearest Surface node. how can be the value connector from that node linked with position connector at the Set Position node. if I make connection directly then I get a warning display: "no group output attributes connected". many thanks in advance for answer.
You need to use the sample index node and in the index slot plug in a sample nearest node. Use the same geometry for both nodes, then you'll have an option to use points.
This is really getting me on my way but I can't quite get the result I'm after! I want to draw distorted curves like you are achieving with the noise texture but I want one end to be attached to the origin or the centre if you will and each curve to un out to a point produced by "distribute points on faces" node... Any help apreciated!!!
If you multiply the noise with the factor from a spline parameter node, plugged into a color ramp with black on both ends and white in the middle, then the ends of the curve won't move but the middle will. I do this in my lightning video
“Fillet” is a common engineering and architecture term. It’s commonly pronounced FILL-et. It’s not pronounced the french way. It’s not fillet as in chicken fillet. That’s a different thing.
Před 2 lety
"deform curves on surface" node from blender 3.3 beta sounds cool but couldn't find anything about it. got any experiments with that?
You can use a float curve to change the thickness of that's what you mean. Take the factor from a spline parameter node, plug it into a float curve and plug that into a set curve radius node. If you put this before a curve to mesh node then it will let you draw whatever shape you want with the float curve as long as you have the resolution high enough.
@@JoeyCarlino ah shame. I wanted to try and avoid using external meshes and curves. I'm trying to use a mesh as hair, but the root disconnects , how do I make sure the root stays connected ?
⚠ The transfer attribute node no longer exists! Use the sample index and the index node. Watch this to learn more: czcams.com/video/K-L2eIHu7ic/video.html
sample nearest sample index method makes only a few connected lines. idk how to make it to continue connecting points
doesnt seem like the line is even going from point to point, does like two random turns and stops
@@SurrogateActivities True, I got stuck there, if you found an answer, do share, Thanks
@@user-ch1tx1og8z have you find the answer?
@@user-ch1tx1og8z rebornl posted this in another comment below:
"For those having trouble with missing transfer attribute node part at the end.
1. Add three nodes, Position Node', 'Index Node', and 'Sample Index Node'
2. Connect 'Position Node' and 'Index Node' to the 'Sample Index Node''s value and index
3. Connect the 'Distribute Points On Face Node' to the Sample Index Node's Geometry
4. Connect 'Sample Index Node's Value to the Set Position Node's Position."
For those having trouble with missing transfer attribute node part at the end.
1. Add three nodes, Position Node', 'Index Node', and 'Sample Index Node'
2. Connect 'Position Node' and 'Index Node' to the 'Sample Index Node''s value and index
3. Connect the 'Distribute Points On Face Node' to the Sample Index Node's Geometry
4. Connect 'Sample Index Node's Value to the Set Position Node's Position.
Omg, thanks you so much. You are my savior:3
Marry me?
I love you.
Best Geometry Nodes Series on CZcams Hands down no one and i mean absolutely no one will go in depth to this extent in a free tutorial thank you joey you've been a big help I'm gonna try and support you by buying some of your add ons.
Agree !!
The most clear explanation of "Blender Geometry Nodes / Curves" so far. A big thank you!
Yet to watch the very first two episodes, I hope to find something on face / edge / vertex selection strategies.
Are they easy, Luca Ivaldi?
@@buster7476 If you mean that Joey explanations are easy to follow, yes they are.
That tip about hovering your mouse at the output socket to see a value is life changing, thanks a lot for this video.
Best geo nodes tutorials ive watched yet, the examples you show are super helpful!
This is one of the best Geometry Node walkthroughs out, thanks!
I joined Your Patreon to find out the nitty gritty of how You would make the last animation from this video in the new Blender 4.0 (after all the node changes). I'm happy to report it finally made sense to me! Thanks so much, Joey! :)
GREAT.... I have seen many tutorials with GEO Nodes, but it's really nice to get the basics with you. You are a great teacher. Thank you... please make many more :-)
absolutely the best geonodes tutorials. Thank you!
Thank you very much, I couldn't find any information about Spline Parameter, only the official manual, where I couldn't understand anything about it, and you explained it well
So much good content in this video. Wish Blender manuals were as in-depth with specific use-cases as your videos. Blender Foundation should really consider hiring artists like yourself to help write Manuals to better explain stuff like this.
Man this whole video is straight gold!
The best video explaining curves in geometry nodes !!!
Still a real pleasure to listen. You are brilliant. Merci beaucoup
I don't much care about tau, but I'm happy to see they include it.
Perfect! Was thinking curvy geometry nodes connecting all the points of an object could be a solid way to make a brain model but wasn't sure how to go about it.
You are the Mack Daddy. Thank you for so much useful information in so many contexts.
I learned my lesson today. Watch all your geo nodes for beginners episodes. I spent what seemed like forever trying (and failing) to do something you explained in 5 minutes. You're a boss! Thanks again \m/
Awesome stuff! Also Blender just release a pen tool for curves in 3.2 that's incredibly useful, especially for people used to the Adobe Illustrator pen tool!
Yes! It's a great addition that makes curves way easier to use
Awesome tutorial, as usual!
Im interested in sorting vertices (edges, faces,...) un geometry node.
Did you covered that?
Thank you so much!!!
Best geonode tutorial didatic Ive ever seen. Awesome. Thank you.
Dude you’re always amazing.
Modeling with actual curves daunts me, all of this is blowing my mind.
Thanks so much for the series! I’m beginning to recommend you as an easy entry into Geo nodes as well as rigging :)
This tutorial wiill be my node reference manual for geoscene construction.
Really informative. Thanks a lot!
jesss!!!!! a new one!!!!!!!!!!!!🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥
I have 1500h in blender but his tutorial tought me so much. frrr real good stuff
Well well well.... this is the best geometry nodes tutorial I ever seen. Very helpful. Thanks a million times!
Awesome Tutorial, just what i need, so much control in spline geo nodes. and your explanation surely makes it super clear. thankyou
...if only I had more than one upcote to give! This is an excellent video, thank you for taking the time to make it. It's really helped me to understand geometry nodes, which have been difficult for me.
thanks. a caring, professional voice
Great overview, with a good amount of detail!
Great Blender content Joey, very inspiring!!
I love this series, I'm waiting for the forth part
I'm trying to do something similar to the join + fill curves, however I don't want it to make the hole in the middle. I am trying to create something more along the lines of a boolean so that my intersecting object will add to the curve shape. I need this type of merge to happen so an outline can follow the outer edge shape of the two curves (making speech bubbles for comics) do you have any insights on this?
Very clear and comprehensive!
Brilliant tutorial. I found what I was looking for for a long time! Thanks to you !
Just found your channel . Although HEY Pictures did a fantastic explaination, I'm excited for your tutorials that cover the nodes in 3.1.
Awesome detailed explanation, thank you !
really nice work, i watched all of your vids on geo nodes and i feel like i've learned a lot. i think it could be pretty useful though to make a video about it's functions for making things using the new geo node curve hair!
Thanks!
Fantastic tutorial👌 to learn in short period about GN curve
Very nice video ill do each one first I started with the point connector and it's really cool thanks!
Thank you so much for these tutorials!
Joey, can you do also phsyics simulations with geometry nodes ? Thanks for making this one. You are a node rockstar
You can now with version 3.5, I'll probably make a video about it soon
@@JoeyCarlino yuzz please do !!!!
The Tutorials I would like to see: 1) how do I go from one configuration of object (letter or cube) to another through particles or objects (not bouncing into each other) moving in somewhat physical plausible paths. Say gravity is involved here or wind. 2) cloth simulations 3) fluids 4) particles falling down 5) objects and force fields. All procedural of course.
Great tutorial! Super easy to understand!
A lot of good information here.
You're my first Geometry Node Teacher!! Cảm ơn rất nhiều
Well explained. Thanks a bunch!
super great material, thank you!
This was so helpful!! Thank you
You are an amazing tutor!
Solid, in the project learning cue, happy ny🎉
man this is like one of those automation vidyagames
This video is awesome!
Thank u
its morbin' time
Tutorial idea - since I need it 😁Some kind of curve controlled "slat wall" that will survive boolean cutouts for windows and so on. Each slat should have a random value for it that gets sent over to material nodes (this breaks down for me when I boolean both in geo nodes and as a modifier). Ideally the normal offset from world normals (rotation value would work too I guess) should also be sent over to material nodes. Material nodes can use image based box mapping for straight walls, but around curves you'd need a manual triplanar mapping system which orients itself on a per slat way; i.e. the straight part would have rotation 0 (aligned with x i.e.), rotation 90 for perpendicular wall section, and somewhere between 0-90 along the curve between those two section. Point is random lookup (using random value -> 1D white noise) of a wood texture where each "manual triplanar mapping" orients itself to match the orientation of the slat.
I can do the slatwall just fine using geonodes in a destructive fashion, but I'm screwed if the project changes and I have to move walls around, as I have to apply it and separate by loose parts in order to use image based box mapping by rotating the parts origo to match the geometry's orientation. Although I prefer manual triplanar mapping/image box mapping myself, others may prefer UV data to be sent over to material nodes.
I don't quite understand the logic here at 43:00. Why do we add the "Spline Parameter "node to the branch of the curve that only defines the path? Shouldn't the Spline parameter be added to the branch of the curve that defines the cross sectional area if that is what we are trying to influence??
Thank you!
thank u
Thank You, good stuff.
Thank you
Great videos, thank you.
41:39 Hi! is there a way to make a curve per connection instead of a resampled big one?
Best tuttorial ! Thanks I know how to write my procedural system in code, but I cant find the right "Code Nodes". Looking through endles lets make something and hoping it have what I look for is like playing gambling. Thanks its a perfect format! You should open an Udemy page with a few lets make at the end.
Transfer attribute node => sample index node. New naming in blender 3.4
Yeah, and you can use the sample nearest node to plug into the index if you wanna transfer the closest point or something
@@JoeyCarlino Thanks ! Maybe time for a new point connector tutorial that look very artistic and maybe shortest path node or nearest node ?
This is almost exactly what I was looking for. I'm working on a project where I need to basically do array on curve but with geo nodes because it has to be procedural and I was loosing my mind. The only thing is I need both ends of the curve to connect to each other. Any idea how to do this without changing too many things?
Actually never mind, it was as easy as switching the curve line node for a curve circle node. I fucking love nodes.
Thanks
thank you bro thank you
thank you so much!!!
Amazing tutorial!
In Blender 3.4 the Transfer attribute node is replaced by new nodes, do you have any idea which nodes should be used for the point connector part? Couldn't figure this out on my own.
The sample nearest surface node
@@JoeyCarlino Hello, I tried this but do not find how to setup to get same effect
@@thedgilsc1579 Me neither
hey Joey
I cant find 'Transfer Attribute' ? is there a new node system with a recent update or something? thanks for the tutorials man
Bro what if I want my curve to go below 0? Like extend the curve line in the negative z direction ?
Very good tutorial, +rep )
sample index node instead of transfer attribute node in blender 3.4
Hi, in about 42:30, I guess the "Count" should be "Max" plus "1" because the "Index" starts from 0 not 1.
When making mesh to points for Vertices is there a way to have the Index of points match the Index numbers of the Vertices ? (never mind I figured out it was the Index of the verts that was weird and it's really time consuming to reorder the verts).
I'm using my curve tilt node but blender is tilting it horizontally instead of vertically like here. any idea why?
Would you find a 'cities of earth through a lat/long spread sheet in geonodes' tutorial fun and copasetic? I know I would Love it!
Cause he knows the struggles that i'm going threw right now
thank you really much
but transfer attributes node i can not find in 3.6 or 4 version of blender if you know solution please tell me
Check the pinned comment
could someone post screenshot of node setup with sample index node please
great vid! I know you've already explained the transfer attribute switch to sample nearest / sample index, but it seems like the new setup has an issue with the curve not wrapping fully around the object. I believe this is because it doesn't take into account that it shouldn't set spline position to the same point location more than once, but i cant seem to find a fix. any suggestions?
Instead of sample nearest, plug the index into the sample index node
that did the trick, thanks a bunch!
dear Joey, at 21:14 you create a circle that twist into a moebius-strip type of shape. after I saw it tried my hand at it and adding small spheres around the curve. unfortunately the instanced spheres don't follow the twist or the animation, they just stand there around in a circle shape, any ideas?
Try distributing points after twisting instead of before
@@JoeyCarlino tried that, still nothing
@@JoeyCarlino ok, that didn't work but I found a workaround: instancing points after converting it to a mesh.
thanks for answering though, been watching this tutorial tens of times now. getting a little better each time.
Dude, you are the geometry node master. What resources did you use to learn them?
Thank you, very interesting! Do you know if there is a setup with endpoint selection where the endpoints are placed on for example a circle?
Say, can I ask what you are using for the screenkeys? It works super well and really helps. Also this is a great intro to the topic.
It's called screencast keys, it's free
how can i make new curves on existing curve like a tree and branches
Check out the cobweb or lightning video. I do that in those ones
14:59 Adding the shade smooth node and then disabling it is not the solution to the weird artifacts along the tube. We should have an option to have shade smooth with sharp edges, such that the tube is smooth but its edges are sharp.
You can use the "edge angle" with a "compare" node going into the "set shade smooth" to do that
@@JoeyCarlino Interesting, I shall try that, thank you for that :)
@@JoeyCarlino I managed to do this by comparing the normals instead of the edge angle, something specific to my use case, thanks again for the tip!
I came across this video again when I looked for resizing the radius of the curve, so I wanted to thank you again for the information in this video, this is very helpful.
hi and thank YOU!
p.s. probably from middle of this video i just wondering "what is a "background" of author?"
-or you use houdini for many years before?
-or you just write programs/scripts for VFX production for maya or houdini?
-or you are programer of "geonodes" for blender it self?
just wondering how you learn "all this"?
Hi, thanks for the excellent explanation. as you mentioned Transfer Attribute node could be replaced with Sample Nearest Surface node. how can be the value connector from that node linked with position connector at the Set Position node. if I make connection directly then I get a warning display: "no group output attributes connected". many thanks in advance for answer.
You need to use the sample index node and in the index slot plug in a sample nearest node. Use the same geometry for both nodes, then you'll have an option to use points.
that's a lot of nodes to remember
Yeah, it's a lot at first but if you use them regularly it gets easier to remember
How can I add the navigation bar you are using?
What navigation bar?
haha I'm with you there
what is the transfer attribute in blender 3.6?
They changed it to sample nearest and sample index. You have to use them together but it does the same thing. I talk about it in my most recent video
The shotcut Shift+alt+LMB doesn't work for me, if someone has a solution I would be very grateful !
This is really getting me on my way but I can't quite get the result I'm after! I want to draw distorted curves like you are achieving with the noise texture but I want one end to be attached to the origin or the centre if you will and each curve to un out to a point produced by "distribute points on faces" node... Any help apreciated!!!
If you multiply the noise with the factor from a spline parameter node, plugged into a color ramp with black on both ends and white in the middle, then the ends of the curve won't move but the middle will. I do this in my lightning video
“Fillet” is a common engineering and architecture term. It’s commonly pronounced FILL-et.
It’s not pronounced the french way. It’s not fillet as in chicken fillet. That’s a different thing.
"deform curves on surface" node from blender 3.3 beta sounds cool but couldn't find anything about it. got any experiments with that?
All I know is that it seems related to the new hair system, but I'll take a look at it soon
is there a way to create a profile with a float curve? Like you would with regular curve profile settings
You can use a float curve to change the thickness of that's what you mean. Take the factor from a spline parameter node, plug it into a float curve and plug that into a set curve radius node. If you put this before a curve to mesh node then it will let you draw whatever shape you want with the float curve as long as you have the resolution high enough.
@@JoeyCarlino not the thickness, but the profile. Give the curve steps along the length
I don't think you can do that. You can make a separate curve and use that as the profile if you want
@@JoeyCarlino ah shame. I wanted to try and avoid using external meshes and curves. I'm trying to use a mesh as hair, but the root disconnects , how do I make sure the root stays connected ?