Access Topology Like a Pro with Blender's New Mesh Topology Nodes

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  • čas přidán 28. 10. 2022
  • In this video we learn 3 of the new mesh topology nodes by creating a bolted panel nodegroup!
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Komentáře • 95

  • @fotistsantilas39
    @fotistsantilas39 Před rokem +7

    The fact you explain the vector maths with simple sketches makes all the difference. Amazing tutorial. Thank you

  • @LawrenceAaronLuther
    @LawrenceAaronLuther Před rokem

    Great thorough and articulate explanations, many thanks

  • @marc.levinson
    @marc.levinson Před rokem +2

    I keep coming back to your videos because they're just so comprehensive and clear.

  • @georgeflores3361
    @georgeflores3361 Před rokem +1

    Thats crazy... Great Video mate!

  • @_blender_man_
    @_blender_man_ Před rokem

    nice speed up option for bolted surfaces :) ! Grate tutorial ! thanks again!

  • @gLittle807
    @gLittle807 Před rokem +4

    This vid is very helpful - thanks!
    As of Blender v. 3.5 the Field At Index node has become the Evaluate at Index node (had to go searching for that info!)

  • @bagoquarks
    @bagoquarks Před rokem +2

    In 3.5 the 'Field at Index' node appears to be called 'Evaluate at Index'. The 3.5 documentation uses both names which is confusing. Search docs on 'Evaluate at Index'.

  • @user-it1fi8xx3n
    @user-it1fi8xx3n Před rokem

    Just amazing tutorial! Thank you!

  • @zboy303
    @zboy303 Před rokem +10

    This is amazing stuff. Exactly the kind of low-level awesomeness I've been looking for. Going to take another few re-watches before I understand this, though!

  • @sebbosebbo9794
    @sebbosebbo9794 Před rokem

    my rusty vector knowleadge hits hard...
    back to basic..great tut...

  • @lopoisaac
    @lopoisaac Před rokem +2

    Thanks! This is going to be very useful for the Nodevember challenge! 😊

    • @JohnnyMatthews
      @JohnnyMatthews  Před rokem +2

      I hope so. Gonna see some crazy stuff this year.

  • @pitched7401
    @pitched7401 Před 2 měsíci

    Awesome explanations! I think in your example you didn't need sample index and could have used "evaluate on domain" to get the face corner domain. Sample Index allows for a specific context, which isn't needed here.

  • @eclecticgamer5144
    @eclecticgamer5144 Před rokem

    Thanks for this. I'm going to try and make a node-group that will replace the ultra-slow "mesh boolean" ops command node.

  • @UHStudio
    @UHStudio Před rokem

    Nice technique and thanks for explaining more conisely how the new nodes work!

    • @JohnnyMatthews
      @JohnnyMatthews  Před rokem

      Glad it was helpful. These topology nodes can be a little tricky.

  • @SanctusArt
    @SanctusArt Před rokem

    Great tutorial and great nodes to play with. Thank you

  • @bzikarius
    @bzikarius Před rokem

    Very good tutorial and examples!

  • @vstreet7583
    @vstreet7583 Před rokem

    Just BRILLIANT! Thank you! Dg

  • @user-ih1jl8dk8e
    @user-ih1jl8dk8e Před rokem

    Hey thank you so much for this video !! very clear and grounded and simple.
    I tried to implement this workflow with a point that is external to the geometry. Maybe you know why i'm having issue when integrating sample nearest (face) --> corners of face --> vertex of corners --> field of index --> sample index ? The idea is to hook an external point to the closest face, and use attributes to transfer to animated same topology mesh

  • @MalmqvistM
    @MalmqvistM Před rokem

    Love this! This is the stuff I’m looking to learn.
    For example Im trying to find the topmost edge for each mesh island and suspect I can use the mesh island index. Just can’t figure it out yet…

    • @JohnnyMatthews
      @JohnnyMatthews  Před rokem

      I submitted a patch for a 'grouped statistics' node that would do your topmost edge case. But it has been languishing for a long time.

  • @laodeharjudin9580
    @laodeharjudin9580 Před rokem

    The Best Tutorials as Alwayss

  • @visualsbymilo
    @visualsbymilo Před rokem +4

    Such a great video, Johnny! Previously, I would've just added a single bolt then used mirror modifiers to place them in all the corners 😂 - oh man I love geometry nodes!

    • @JohnnyMatthews
      @JohnnyMatthews  Před rokem

      Thanks, I knew it was a little harder way to do this, but I figured it was a good way to show the nodes.

    • @n2killu
      @n2killu Před rokem

      @@JohnnyMatthews It works for n-gons tho, so it’s better.

    • @nowerman6112
      @nowerman6112 Před rokem

      @@JohnnyMatthews harder but more powerful too 🤯

  • @stefanguiton
    @stefanguiton Před rokem

    Great new nodes!

    • @JohnnyMatthews
      @JohnnyMatthews  Před rokem

      Yeah not ones you will need every day, but essential when you do.

  • @ahmadb.e.k4629
    @ahmadb.e.k4629 Před 9 měsíci

    That is so helpful

  • @theforest8882
    @theforest8882 Před rokem

    Thanks I needed this

  •  Před rokem

    Oh wow, great tutorial!

  • @Pro_Data
    @Pro_Data Před rokem

    Awsome video. Can this technique be used to create an offset faces or mesh?

  • @nickpendragon5391
    @nickpendragon5391 Před 8 měsíci

    Great video. 🙂 Is there any way to know if a normal is facing inward or outward?

  • @aimanbryan1424
    @aimanbryan1424 Před rokem

    Your buddy Erindale recommended your channel. 🥰

  • @SJChannel
    @SJChannel Před rokem +1

    Thanks, this tutorial was very helpful. Have you had any success using the Curve Topology nodes? I have spent hours trying to do something simple with the Points of Curve node, and I cannot get it to do anything.

  • @catwithlonghair1850
    @catwithlonghair1850 Před rokem

    very good tutorial. :^)

  • @niquedegraaff
    @niquedegraaff Před 8 měsíci

    Thank you. How would you create a simple window frame and window using this technique? But then use a value (ft or mm) and stays consistent? I tried doing duplicate the faces, and then scale, but the result is then that it creates uneven frame thickness around when the original object is scaled.

  • @genesis2303
    @genesis2303 Před rokem +2

    Moar!!! Moar selection tuts!!!

  • @wholebitmedia
    @wholebitmedia Před 8 měsíci

    I know this is kinda outside the scope of this tutorial but was using the point position along the normalized edge to place an instance there(IOP). After realizing and then using a mesh boolean union to join with the original object that's edge was used the boolean union failed. Is there something I should(don') know about realizing instances for boolean union operations?

  • @Mr_Steve3D
    @Mr_Steve3D Před rokem

    This was very good! Keep the same format plz.

  • @manumanohar640
    @manumanohar640 Před rokem +1

    This is Awesome 🥰😍😍😍 Can you make a video on all mesh topology nodes and how does they work . is very difficult to understand those node😘😘

  • @petrnovy6196
    @petrnovy6196 Před rokem +1

    Great tutorial as usual. Since we have access to face corner attribute now, it might be possible to make "Shade auto-smooth" node group. Any idea how to achieve it? 🙃

    • @JohnnyMatthews
      @JohnnyMatthews  Před rokem

      Thanks! Glad you liked it. I’m not sure about your question, I’ve not looked into that yet.

  • @jamesmcclintock3728
    @jamesmcclintock3728 Před rokem +8

    SWEEET VECTOR BRAIN JUICE

  • @JoeRussell-oj7xm
    @JoeRussell-oj7xm Před rokem

    This is a really confusing but vital part of geometry nodes, your explanations helped although I am not exactly accessing topology like a pro yet. As a side note what I would really really like is a Dissolve node, my workarounds for that are too complex. Do you think we'll get one anytime soon?

    • @wholebitmedia
      @wholebitmedia Před 8 měsíci

      You could use a scene time node to delete geometry based on a selection of face index(s) that are less than the scene time and use a multiply to control the rate.

  • @3drwny
    @3drwny Před rokem

    Super Thanks you :)

  • @danielbotelho4696
    @danielbotelho4696 Před rokem +1

    How did you split the mesh at 5:58?

    • @bagoquarks
      @bagoquarks Před rokem

      Used Edit Mode in the 3D Viewport, probably the Knife Tool. Geometry Nodes were not involved.

  • @shak-king9174
    @shak-king9174 Před 2 měsíci

    I am still looking for tut like this 😢

  • @davidffortesmeireles5328
    @davidffortesmeireles5328 Před 8 měsíci

    WOW

  • @eternalguy6023
    @eternalguy6023 Před rokem


    Can you make a video on attribute static use case

  • @neilcollins7371
    @neilcollins7371 Před rokem

    I might be missing something but wouldn't it be easier just to use the extrude face node (with an offset of 0) and then scale that face as you can select the "top" vertices and then just use those to place the points on?

    • @JohnnyMatthews
      @JohnnyMatthews  Před rokem +1

      I’m sure you could make that work.

    • @neilcollins7371
      @neilcollins7371 Před rokem

      @@JohnnyMatthews Cool. Good to know Im not mad. Im just trying to find a reason where I would use this instead. It would be really cool if you could select the corners of a mesh but only if the angle of the edges coming off it was a value you could input (so you would only select the Index of say the corners of a subdivided mesh). Thanks so much for the quick reply, really appreciated.

    • @neilcollins7371
      @neilcollins7371 Před rokem

      @@JohnnyMatthews Just had a play. Should have realised that the scale node will scale everything equally so this will only work for square panels. Might have to rething that one then so your method seems cleaner. 👍

  • @lucian6172
    @lucian6172 Před rokem

    I don't get it. You already have the index and you can use it directly. Why so many extra complications ?

  • @xaviervicens5217
    @xaviervicens5217 Před rokem

    Inspired 😅🤣😂

  • @_evildoer
    @_evildoer Před rokem

    Something I noticed about this is that the "vertex of corner" nodes aren't doing anything. You can remove them and it works the same.

    • @JohnnyMatthews
      @JohnnyMatthews  Před rokem +1

      That’s probably because the vertex position and edge corner position are the same. I guess if there was other data that was only on the vertex it might make a difference.

  • @nowherebrain
    @nowherebrain Před rokem +1

    yeah geometry nodes "seem" awesome, but terminology and functionality make it seems like you have to have a doctorate in "blender geometry nodes"... which is why I simply don't use them. I don't really do anything procedural anyway so...whatever. The fact still remains though, not user friendly(beginner). I'm no blender beginner, been using blender since 2.27 or maybe earlier....

    • @JohnnyMatthews
      @JohnnyMatthews  Před rokem +2

      It is complex to be sure. These nodes are pretty Low level. As more complex nodes are shared as assets and even included in some default asset packs it will be more beginner friendly.

    • @zboy303
      @zboy303 Před rokem +1

      Have been learning GN for well over a year and yes, this is not a beginner tutorial by any stretch. Blender devs have exposed these low-level nodes so that the community can build exactly what they want from them and I think this is the right approach. But there are far simpler GN setups that will get you used to the workflow before diving in to this kind of stuff.

    • @nowherebrain
      @nowherebrain Před rokem

      @@JohnnyMatthews This is also my thinking. I know I sound a bit on the negative side, but I'm just pointing legitimate issues out. Worst thing that can happen to a new user is to try to jump in immediately and not be able to get anything accomplished...thus pushing them to use other software.

    • @juryrigging
      @juryrigging Před rokem

      ​@@nowherebrain I'm a beginner. While I've had Blender installed for over a decade, and have been watching tutorials on a variety of subjects for a couple of years, I only actually started touching it recently (and went straight to alpha versions. I know, I'm crazy). I'm not particularly great with maths and logic. While perhaps not standard, my point of view is a bit different to yours.
      I'm getting into geometry nodes knowing I'm jumping in at the deep end of a more advanced workflow. While you obviously don't want every tool in a given software to be complicated, I don't think every tool needs to be aimed at the beginner. And this a tool that is still in its infancy, with things constantly being reworked (the "old transfer attribute node" Johnny mentions is only old for 3.4, and is still in the current stable release, for example*). We're basically seeing the frontier of geometry nodes, wild and dangerous where anything can happen. As it matures and the low-level node base has become more settled, more beginner friendly workflows will arise. But it takes time, and real world use of the low-level nodes to get there, which is the stage we are at.
      * speaking of transfer attribute, @Johnny Matthews is there a video somewhere covering everything this node has been split up into in 3.4?

    • @fakecubed
      @fakecubed Před rokem +1

      @@nowherebrain You can do a ton of basic stuff fairly easily with geometry nodes without needing to know a lot of math or the underlying data structures. Those are the nodes Blender devs introduced first, for the most part. Recently they've been adding more advanced nodes that do require a deeper understanding of math and data structures to understand and use. But don't let the recent additions scare you off. There's tons of cool stuff you can do without touching any of them.
      A good place to start might just be some basic scattering. You can use it as a replacement for a lot of the old particle system, but what you can do with it is so much more, and I find it a lot easier to work with. You can do a lot of neat stuff with curves too, without a ton of complicated node trees.

  • @EngineerNick
    @EngineerNick Před rokem

    Hey there, where did you find documentation? Is this just spreading by word of mouth? The official docs are very much not helpful :( Thank you for the awesome video :)

    • @JohnnyMatthews
      @JohnnyMatthews  Před rokem

      Well, I added them to a node tree and viewed the results in the spreadsheet view. Then just kind of worked backwards from there. Although since I do know how mesh data is stored under the hood of Blender, it may have influenced my understanding.

    • @bagoquarks
      @bagoquarks Před rokem

      In 3.5 the 'Field at Index' node appears to be called 'Evaluate at Index' if that helps. The 3.5 documentation uses both names which is confusing.

  • @felixbea5383
    @felixbea5383 Před rokem

    It's a good tutorial but I don't see how those new tools could be useful. I mean, otherwise we can do that same model with just a few node...

    • @JohnnyMatthews
      @JohnnyMatthews  Před rokem +1

      These are low level nodes to be sure. One thing is getting the corners of a face in loop order. This information is otherwise inaccessible.

  • @syntax_error6882
    @syntax_error6882 Před rokem

    pfiou !! not so easy ..

  • @fladoodel
    @fladoodel Před 8 dny

    Videos to slow

  • @Hubertoser
    @Hubertoser Před rokem +1

    *Sigh* Every month i have to learn new geonode stuff.. not to mention the constant renameing and deleting of nodes..

  • @IvanMax33
    @IvanMax33 Před 7 měsíci

    So overcomplicated realization from blender...
    Even 3dsmax mcg is simpler than that, lets not even talk about houdini or grasshopper
    The tutor is great though!
    Thank you!