Select What You Want in Geometry Nodes - Blender Tutorial

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  • čas přidán 21. 08. 2024

Komentáře • 185

  • @shmuelisrl
    @shmuelisrl Před 11 měsíci +20

    @Erindale , another tip 😁: when you were checking to see if any selection were too small you didn’t have to separate the mesh (which is some i try to avoid. [messes up my indices, attributes, extra compute time, etc]).
    what you could do is the less well known node family called the "face groups to boundary edges" and "boundary edges to face groups". You first use the selection as a face group which you convert to boundary edges and then you convert it back; this gives you an ID per selection island, which you could usr with the accumulate field etc.

    • @Erindale
      @Erindale  Před 11 měsíci +7

      Huh I did not realise there was a boundary edges to face group node now 🙌

    • @shmuelisrl
      @shmuelisrl Před 11 měsíci +4

      @Erindale I'm thinking about how many nodes you used and how two nodes could probably replace almost the whole thing 😄

  • @BalaAnimationStudios
    @BalaAnimationStudios Před 2 měsíci +6

    you deserve a million subscribers

  • @Erindale
    @Erindale  Před 11 měsíci +18

    Correction: Accumulate Field node's "Total" output does not tell you how many elemtns have been counted, it returns the sum total of whatever values it has counted up. When the Value is 1 as in mine, that means it added 1 per element which is why I worded it that way.

    • @blendcreator
      @blendcreator Před 11 měsíci +2

      Is it possible to force blender´s geometry nodes to NOT calculate specific regions?

    • @danialsoozani
      @danialsoozani Před 11 měsíci

      ​@@blendcreator exactly in that boolean math where erindale showed and told you can use them by ENGLISH there is a NOT option ;)

    • @Erindale
      @Erindale  Před 11 měsíci +1

      Your Boolean NOT is going to be the inverted selection but you still need to evaluate the mask everywhere. The selection sockets on Set Position, Store Named Attribute etc do limit the computation of the node operation just to the selection but, unfortunately, you can't get around evaluating where the mask actually is.

  • @Walthanar
    @Walthanar Před 7 měsíci +6

    This video is pure gold in the form of zeros and ones travelling through the internet!

  • @TripTilt
    @TripTilt Před 10 měsíci +6

    one of the best, if not THE best, yet underrated, advanced yet prescinded geometry nodes tutorial. So very useful and valuable info! Thanks erin!!!

  • @totheknee
    @totheknee Před 11 měsíci +3

    32:17 - "Just a little bit of esoteric knowledge..." The very _best_ kind of knowledge there is!

  • @hereb4theend
    @hereb4theend Před 11 měsíci +14

    I use to think that I'll never get a grasp of Geometry nodes. But after watching this, I'm now certain of it.

    • @Erindale
      @Erindale  Před 11 měsíci +3

      😂😭

    • @hereb4theend
      @hereb4theend Před 11 měsíci +2

      @@Erindale I still watch all your videos in hopes to get that aha moment some day. Thank you for putting out quality contents for free. I'll definitely be purchasing your Simulation nodes course once I get the hang of this.

    • @Erindale
      @Erindale  Před 11 měsíci +1

      @hereb4theend I recommend joining my discord server so you can ask people directly when you run into issues. It'll help accelerate you

    • @ericfieldman
      @ericfieldman Před 9 měsíci

      ​@@hereb4theendthis stuff fits squarely into networked muscle memory, so what you'll want to do is go from the top down. Understand the broadest purpose of geometry nodes, and then understand the broadest purpose of the different categories of them, and then look at a bunch of things people have done with them, focusing on the results. Then without even knowing exactly what all the nodes are, you have a framework for what you have and haven't seen done, and where you'll most likely find the components you're looking for to get the effects you want, along with the names of some of the ones people use all the time like instance on points and join geometry. Then it's a matter of drilling some stuff into your head over and over until you might not realize how much progress you made, so if you get imposter syndrome or feel like you're not doing anything, it might help to keep objective progress reports. I sometimes feel like I haven't done a lot, but then I remember when I was even clunkier, and all the surrounding circumstances I tend to not factor in as much as I should, and I build a little confidence and get my head back in gear

    • @Luixxxd1
      @Luixxxd1 Před 6 měsíci +2

      The nodes are more scared of you than you are of them

  • @motionbones
    @motionbones Před 11 měsíci +4

    Selections… the topic i most need for GN! Many thanks.

    • @Erindale
      @Erindale  Před 11 měsíci +1

      Thanks! I think this is going to help a few people out here

  • @JakeStaines
    @JakeStaines Před měsícem

    Thank you so much for this. Both for excellently bridging the gap between a lot of other geometry node tutorials and Being Actually Useful, and also for using the word 'indices' repeatedly!
    Seriously, I had a use-case I'd been trying to get geometry nodes to work for me on for a while and every time I tried I watched some introductory tutorial, went to have a play, and got nowhere and gave up - and it was always down to being able to actually pick apart the mesh to do the work on the right edges. I've been going back to it while watching this and it's already 90% of the way to where I need it.

    • @Erindale
      @Erindale  Před měsícem

      That’s great to hear! Thank you so much. This is one of those areas that’s just not sexy so a lot of people don’t want to talk about it but it’s got to be one of the most important things to know when working procedurally. Well done getting your project on track!

  • @Chillerll
    @Chillerll Před 10 měsíci +2

    You legend. This is the single best geo nodes tutorial I have seen and I wish I had it years ago.

  • @stache_obj
    @stache_obj Před 11 měsíci +2

    oh shit this was exactly what i was looking for, for one of my projects. thanks a lot!
    No one explains this complex node stuff better than you erin..

    • @Erindale
      @Erindale  Před 11 měsíci +1

      Thank you! Yeah it took me some time to get fluent with geo nodes and I realised that it's really all down to being confident in what selection you're making

  • @johnsmith56920
    @johnsmith56920 Před 11 měsíci +1

    You are officially the best. Others abide our questions, you stand alone.

  • @danialsoozani
    @danialsoozani Před 11 měsíci +6

    The tutorial was amazing as always, but finding out the most common and still yet least spoken issue and making a tutorial for it was even more brilliant! great job and thanks a lot dear Erin :)

  • @zboy303
    @zboy303 Před 11 měsíci +3

    Really great video. Just to note that for the 'expand selection' part, the Blur Attribute also does the job when you put it through a Vector Math (Ceiling) node, so no need for the Repeat Zone. (or you can multiply instead of ceiling for a more circular expansion).

  • @sudiptaroyarts3861
    @sudiptaroyarts3861 Před 11 měsíci +4

    As always , you're the only boss of the Geo nodes . 😊

  • @cglifeforreal9271
    @cglifeforreal9271 Před 2 měsíci +1

    Thanks Erindale, Your videos are really helping me do things impossible to achieve with built in modifiers.
    I hope you make a series about UV mapping especially mapping a "curve to mesh" geometry which uses a cyclic curve, I've been looking all around the web for a working solution but all of them work only in simple cases.

    • @Erindale
      @Erindale  Před 2 měsíci +1

      Try searching for it on my discord. It’s definitely something that’s been solved by a few of us. Fundamentally you want to create geometry that matches the topology in terms of face corners and then just transfer by index from one to the other.

    • @cglifeforreal9271
      @cglifeforreal9271 Před 2 měsíci

      @@Erindale I've tried this approach but the flat none cyclic curve results in 1 extra column of mesh indices compared to cyclic mesh.
      I'll definitely join the community and look for a solution. See you there.

    • @cglifeforreal9271
      @cglifeforreal9271 Před 2 měsíci

      @@Erindale I've tried this approach but the flat none cyclic curve results in 1 extra column of mesh indices compared to cyclic mesh.
      I'll definitely join the community and look for a solution. See you there.

  • @MagtanggolDG
    @MagtanggolDG Před 9 měsíci +2

    Wished I watched this waaaaaay sooner! really love this, the way you explained and went through this was great -- didn't even feel like a 1 hour video.
    Been following your other tutorials as well and have been trying to learn bit by bit through different use cases but really glad to have come across this as a general knowledge tutorial which I feel is incredibly helpful also once you start moving into more specific use cases where tutorials might not be available for.

    • @Erindale
      @Erindale  Před 9 měsíci

      Thank you! Yeah as much as I love making the specific tutorials, it can be difficult to extract the general lesson as a learner

  • @user-wg8dg9yb4s
    @user-wg8dg9yb4s Před 9 měsíci +1

    Great Tutorial. Thank you! To be honest, your tutorials keep pushing me to the limits, so I always need to watch them at least two times. Once I get it, it's really satisfying...

    • @Erindale
      @Erindale  Před 9 měsíci

      I’m happy they’re useful to you!

  • @MrFrgtme
    @MrFrgtme Před 6 měsíci +1

    ❤Jeeesus criest this is the BIBLE for starting work on geonodes... you are a hero. thanks a lot!!

  • @Nicko16
    @Nicko16 Před 11 měsíci +1

    Thanks for the brilliant tutorial, I did not realise the subtle power of the accumulate field node until I watched this, cheers!

    • @Erindale
      @Erindale  Před 11 měsíci +1

      Yeah it's amazing! A lot of advanced setups use it

  • @BBennie444
    @BBennie444 Před 11 měsíci +1

    Been waiting for a tutorial on geometry nodes that goes over selections for quite some time now, Thank you!

  • @tendividedbysix4835
    @tendividedbysix4835 Před 6 měsíci

    Gonna send people this way for geometry node tips this is super useful reference material thank you :)

  • @DarkShroom
    @DarkShroom Před 8 měsíci

    a really concise roundup here thanks... i think it mostly just clicked for me now prob the last tutorial i need (he says)
    the docs on these are so bad (literally almost 0 examples, just a small description, if you're lucky a "hint"), so this is great

  • @rosedaveproductions1528
    @rosedaveproductions1528 Před 3 měsíci +1

    Great video. I will definitely be returning to this for review for my projects in the future.

  • @tasmansea1620
    @tasmansea1620 Před 11 měsíci +1

    grand. selections are an area where I seem to invent new struggles every time. this is super valuable and I'm sure I will trigger a few hundred plays in the near future. thanks for sharing!

    • @Erindale
      @Erindale  Před 11 měsíci +1

      That's great to hear! I see a lot of people struggling with selections, both beginners and professionals. You are very much not alone

    • @tasmansea1620
      @tasmansea1620 Před 11 měsíci

      @@Erindale thanks, glad the devs added a way to visualize selections a few versions back. Paired with this video, I should be able to get up to speed

  • @zetsology
    @zetsology Před 4 měsíci

    Gold. First, I'm so happy that I've managed to figure out a lot by myself, but there are things that couldn't be possible without you and other authors on YT. Mostly because of terminology. The math itself is not that hard, but learning the names of math ops, as a kid, in Croatian still gives me headaches when learning GN watching the tuts English. It's a lot easier for me to build node systems for terrains because I am not limited by numbers that much and that's where my brain has all the artistic freedom it needs, and, basically, I often make tools from my experiments and happy accidents. Anyway, for the 100th time - thank you.

    • @Erindale
      @Erindale  Před 4 měsíci

      I feel very lucky that I learned maths through Blender. I only really have the visual understanding of the functions. I’m glad the contents useful!

    • @zetsology
      @zetsology Před 4 měsíci

      I'm going through this again​ and thinking how you, as an educator, would have a special place in the world of architecture. Maybe even as an architect. I know you had that sort of content in the past, but maybe getting more specialised in that area is even better than focusing on games/cg market/industry. Just a thought.

  • @kyegutierrez25
    @kyegutierrez25 Před 11 měsíci +2

    I could learn so much from you man, this was more than enough to properly introduce fundamentals for geometry nodes! Keep up the great work!

  • @systematicpsychologic7321
    @systematicpsychologic7321 Před 7 měsíci

    Great video. Figuring out certain things about geometry nodes -- selections, how to conceptualize working on fields and operating on them with some precision -- has been the biggest hurdle so far. This helps.

    • @Erindale
      @Erindale  Před 7 měsíci

      Thanks for this! Seeing what’s harder for people to grasp is very useful for me making content

  • @vikkiarts1407
    @vikkiarts1407 Před 11 měsíci +2

    Awesome tutorial. This is something what I was looking for. Giving a general information that can be used for problem solving instead just solving one problem. I'd like to see more tutorials like this in the future. This helps a lof for people like me who wants a deeper and behind the screen understanding for the nodes and math in general. I'd like to know more about the topology nodes as well.
    I'd like to know how you switched the connected socket from 'x' to 'z' so fast at 23:24.

    • @Erindale
      @Erindale  Před 11 měsíci +1

      Alt+S cycles the input noodle through the sockets

  • @voyageruk2002
    @voyageruk2002 Před 6 měsíci

    This has really turned on a lightbulb in my mind. I've learnt so much, thank you

    • @Erindale
      @Erindale  Před 6 měsíci

      I’m glad! Good luck

  • @cinegraphis______ecoledesm4799
    @cinegraphis______ecoledesm4799 Před 9 měsíci +1

    wahooo, I have zero knowledge in programming. But this course is just master class. Thanks a lot ! This base will let us learn geometry node. Great explanation, considering I'm French native speaking. again Thanks !!

    • @Erindale
      @Erindale  Před 9 měsíci +1

      Good luck with your learning!

  • @robinsquares
    @robinsquares Před 10 měsíci

    Absolute gold video

  • @YvesBonheur
    @YvesBonheur Před 11 měsíci

    I learn tons of new stuffs about geonode in your video,thanks a lot,by the way,I'm a big fan of you from China

  • @JulianRendell
    @JulianRendell Před 11 měsíci +1

    Thank you! This is an incredibly useful walk through of how selection works!

  • @milansvancara
    @milansvancara Před 5 měsíci +1

    I love you man, I love you...

  • @kareldobbelaere1870
    @kareldobbelaere1870 Před 11 měsíci +1

    I really hope they will add a list node and list methods soon, great tutorial again! very grateful

    • @Erindale
      @Erindale  Před 11 měsíci

      There's definitely been some murmurs around that but I don't see it happening soon 🥲

  • @nenghuo
    @nenghuo Před 11 měsíci +1

    Super good, must watch video!

  • @francesca5295
    @francesca5295 Před měsícem

    I don't think I can thank you enough for this tutorial it's so helpfull

  • @edwinluthfisaputra107
    @edwinluthfisaputra107 Před 11 měsíci +1

    Many thanks! these kind of videos that compile methods are easy to get back to

  • @matthewwilliams6019
    @matthewwilliams6019 Před 11 měsíci

    i was looking for tutorials on this and Boom! this was posted minutes before i typed in my search A Big thank you!!

    • @Erindale
      @Erindale  Před 11 měsíci

      Nice! The secret art

  • @rionhunter
    @rionhunter Před 3 měsíci +1

    Every other geometry node youtuber is playing checkers and you’re playing chess holy cow

  • @somali4154
    @somali4154 Před 11 měsíci

    Super useful tutorial. Had to watch a few times and keep Geo nodes open on Blender to try selection tools at the same time.

    • @Erindale
      @Erindale  Před 11 měsíci +1

      This is definitely something worth learning well

  • @somatonic
    @somatonic Před 11 měsíci

    Thanks so much Erindale, always wondered about selection in geo nodes. Very useful!

    • @Erindale
      @Erindale  Před 11 měsíci +1

      My pleasure!

    • @edwinluthfisaputra107
      @edwinluthfisaputra107 Před 11 měsíci +2

      Oh wow @somartist you also do blender besides painting?

    • @somatonic
      @somatonic Před 11 měsíci

      yes, I always been a secret 3d artist too, and it comes in handy for various projects I have :D@@edwinluthfisaputra107

  • @dezcooking
    @dezcooking Před 6 měsíci

    This is wonderful! Thank you very much for sharing your knowledge while explaining the thinking behind the choices. I've learnt a lot from you!

  • @SrdjanPavlovic11080
    @SrdjanPavlovic11080 Před 10 měsíci

    Thank you, thank you, thank you! I am leaning Geo Nodes and up until 40th min I could understand and replicate almost everything from memory, but after that it become much much harder for my level - anyway will go systematically with you other tutorials and resources and try again in few weeks.

  • @renegaderaid
    @renegaderaid Před 11 měsíci +1

    Thank you for this incredibly informative video! NOW I feel like I’m starting to get it. I can’t wait to check out your courses

  • @IrocZIV
    @IrocZIV Před 9 měsíci

    This is great, I love the breakdown of how/why things are working the way they do.

    • @Erindale
      @Erindale  Před 9 měsíci +1

      Thank you, glad you like it!

  • @MarioRivera-png
    @MarioRivera-png Před 11 měsíci

    Hozier of the Blender world. I will not elaborate

  • @OwenPowell-ts9em
    @OwenPowell-ts9em Před měsícem

    Thank you sooo much this is exactly what I was looking for. No really

  • @glennet9613
    @glennet9613 Před 8 měsíci

    It's hard going but I think I'm starting to get the hang of the concepts. I like the way it teaches the fundamentals, not just press this, press that but explains the thinking behind it. But I'm a long way from being able to do it on my own, maybe one day!

    • @Erindale
      @Erindale  Před 8 měsíci

      It’s all just practice and repetition. The foundations will all start clicking together ✌️

  • @shmuelisrl
    @shmuelisrl Před 11 měsíci +1

    ​@Erindale , Quick tip. use the blur attribute node for expanding selections. no loops needed 😉

    • @Erindale
      @Erindale  Před 11 měsíci

      I mention it but the iteration count correspond perfectly to the expansion steps?

    • @shmuelisrl
      @shmuelisrl Před 11 měsíci +1

      @Erindale at least when I used it, if you compare greater than 0 and you converted it to a float, I haven't maxed out before blender slowed down significantly. and yes, the iteration matches the steps perfectly. it uses topology to smooth, so smoothing depends on topology density and always follows the topology

    • @shmuelisrl
      @shmuelisrl Před 11 měsíci

      (To be clear, I haven't maxed out selection expansion at all even after blender slows down)

  • @Mind_Splitter
    @Mind_Splitter Před 11 měsíci +1

    This is going to be super useful thank you!

  • @shakraz621
    @shakraz621 Před 11 měsíci +1

    friend you really explain very, very well thank you very much for sharing your knowledge God take care of you

  • @Lluc3D
    @Lluc3D Před 10 měsíci

    Great tutorial, this is not a very intuitive way to work but with practice, I can see myself using this. I really hope that GN developers make things easier in the future !

  • @flavio8430
    @flavio8430 Před 4 měsíci

    Great lesson -- thanks for sharing.

  • @jykoo4817
    @jykoo4817 Před 6 měsíci +1

    very useful~ good. thank you

  • @cbsniper
    @cbsniper Před 4 měsíci +1

    Thank you so much!!!

  • @Ian-ko1wh
    @Ian-ko1wh Před 2 měsíci

    Thanks for the video!
    Ive been trying to work out if you can take a selection and transform it, ie move it, scale it and deform it. I'm aware all a selection is is a a 'True' or '1' against a vertex (or face etc) . So moving a selection means moving the value to the next vertex in a given direction.
    I know that if you want to move a selection, you're best to do it when your setting up the selection (i.e. if you're creating a selection with the raycast node).
    But it would be very useful to be able to take a defined selection and transform it. The only example of this type of transform I can see is the expand/contract operation covered in the video (others like higgsas have also implemented)
    It's hurting my brain trying to work out if its possible to do this, as your moving values across a mesh rather than moving the mesh itself! 🤯🤯

    • @Erindale
      @Erindale  Před 2 měsíci +1

      With mesh topology nodes you should be able to check if the neighbour is selected or not and change the current selection state based on that. The issue is that you’re going to need to do a bunch of selection-specific weights to make sure you’re checking against the correct neighbours for that specific selection on that specific topology… good luck 🥹

    • @Ian-ko1wh
      @Ian-ko1wh Před 2 měsíci

      ​@Erindale that sounds horrific. haha! I had a vision of creating selections, using Boolean operators to 'shape build' the selections, then move / deform the built selections as a final step (tweak). Looks like this final step is going to be limited to expand/contract (I'm not mentally capable of implementing your suggestion). Appreciate the response! 🤝👌

  • @UnbekanntesSubjekt
    @UnbekanntesSubjekt Před 10 měsíci

    Great explanation.

  • @nikolaykirchev9672
    @nikolaykirchev9672 Před 11 měsíci

    Hey, great topic and deep dive. I noticed the pile of books behind you and since im a huge fan of 7 habits of highly effective people, i wondered what the rest of the books are.

    • @Erindale
      @Erindale  Před 11 měsíci +1

      In this stack I have Building a Second Brain by Tiago Forte which I definitely recommend. Also Deep Work and So Good They Can't Ignore You (by Cal Newport), The Freelance Manifesto (Joey Korenman), Eat That Frog (Brian Tracy), and Getting Things Done (David Allen)

    • @Erindale
      @Erindale  Před 11 měsíci

      I've not read them all but they're my motivators when I fall off the horse

  • @insane3953
    @insane3953 Před 10 měsíci

    Wait this video for a long time! Really thanks

  • @nikhil3417
    @nikhil3417 Před 11 měsíci

    Insane tutorial.

  • @boudewyn
    @boudewyn Před 11 měsíci

    I think this might be the one video that will make everything click! 100x (Y)

  • @ashasekayi
    @ashasekayi Před 11 měsíci

    Thank you so much! This tutorial was extremely helpful. 😺

  • @GaryParris
    @GaryParris Před 11 měsíci +1

    excellent

  • @vintezis
    @vintezis Před 11 měsíci +2

    Suzanne from procedural nodegroup... how come?? You saved somehow the original vertex positions to values? or or or what? :)

    • @Erindale
      @Erindale  Před 11 měsíci +2

      Yeah no clever shortcuts, I just copied all the vertex positions into a node group 😂 still no idea why she wasn't included in the mesh primitives

  • @alexanderlopes9400
    @alexanderlopes9400 Před 3 měsíci

    Thank you! I think that GN is a amazing tool, but people at Blender foundation should start thinking about a more intuitive way of working with data. In my opinion lists should be the way to go. For example, Grasshopper for Rhino is just way easier to manipulate your data.

    • @Erindale
      @Erindale  Před 3 měsíci

      It’s a different methodology and both Houdini and grasshopper (which is essentially a pythonic data flow) were considered. Once you’re fluent with GN you’ll find that a lot of things work a lot better and more intuitively because you’re specifically not needing to work with the data yourself. It’s handled inherently in the workflow

    • @alexanderlopes9400
      @alexanderlopes9400 Před 3 měsíci

      Hey, @@Erindale. Thanks for your feedback! Yeah, I think I'm trying to figure out GN logics with a pythonic dataflow in my mind, as you said. I think it make things a little harder, but I'll figure it out with time. By the way, your tutorials are helping a lot! Thanks!

  • @ztfx4683
    @ztfx4683 Před 11 měsíci

    非常有意义的示教,GN第一事,选择要操作的内容。太赞了👍👍👍👍👍

    • @Erindale
      @Erindale  Před 11 měsíci

      Thanks so much!

    • @danialsoozani
      @danialsoozani Před 11 měsíci

      你会说中文,你是如何理解教程的?

    • @ztfx4683
      @ztfx4683 Před 11 měsíci +1

      @@danialsoozani 我是中国人😁即便只是看视频,也毫无问题,演示的图形本身就是非常明确的语言!

  • @till.sen_wlc
    @till.sen_wlc Před 11 měsíci

    10/10 thank you so much for this!

  • @remobalcells4332
    @remobalcells4332 Před 11 měsíci

    this is great, thank you!

  • @Thingsbydesign
    @Thingsbydesign Před 7 měsíci

    nice tutorial :)

  • @ChristianKrupa
    @ChristianKrupa Před měsícem +1

    Is there a way to use multiple vertex groups so that I can cycle through defined sets of geometry? (I’m trying to adapt a setup that just breaks a mesh up based on each face to use larger pieces that are more representative of how the object might come apart) - I’ve knife projected the pattern I want onto it so creating the groups might be a bit laborious, but at least I’ll get the result I intend 😅

    • @Erindale
      @Erindale  Před měsícem +1

      I would name your vertex groups with integers like 0, 1, 2, 3 etc. Something very simple like that. Then have a node group that has an integer on the front. Inside, plug that integer into a value to string node, then the string into a named attribute node. That'll let you cycle through the groups. If you want a more complex name then you could use an index switch node and plug multiple different strings into it and cycle through that way

    • @ChristianKrupa
      @ChristianKrupa Před měsícem

      @@Erindale ahh yes, so simple, this is why I’ll always struggle with programming 😅😂
      Nice one, that’ll get me on the road 🙌🤘🙏

  • @benallen4986
    @benallen4986 Před 7 měsíci

    excellent as always - but what is the difference between a 'float to integer' node and math node set to floor? don't they both just truncate the thing (by which I think I mean chop off the bits after the decimal point)?

    • @Erindale
      @Erindale  Před 7 měsíci +1

      The difference is how the data is literally stored in memory. Floats have floating point precision error so it just depends on your requirements. Functionally they’re so similar that if often doesn’t matter. Storing as integers will be more optimised

    • @benallen4986
      @benallen4986 Před 7 měsíci

      @@Erindale thanks Erin - six minutes to reply to a question on a four month old video is very impressive :)

  • @dinusiva3019
    @dinusiva3019 Před 11 měsíci

    Thank you... So much ❤❤❤❤

  • @Hazard206
    @Hazard206 Před 9 měsíci

    Hey Erindale! Great tutorial and I learned a lot. Thank you very much!
    I have a question regarding selecting the UV Seam. I'm trying to select the UV seam to use it to split the edges in GN. My setup is basically getting the UVmap attribute from the group input and then run it through an evaluate on domain node with data type as vector and domain as points and then send it to a compare node and compare the UVmap original vector with the new evaluated one with a compare node with the Element-wise mode and Not Equal operation and capture the result from the compare node with a capture attribute node set to Boolean Data Type and Face Corner as Domain and use it as the selection for the Split Edges node. So far it seems to work in selecting the seam if the seam is going through a full loop cut but if it’s a partial loop cut it seems like it doesn’t select the final edge of the seam and it stays welded. I tried many different ways but I couldn’t get to select that last edge. Any idea how to get around this issue? Thanks in advance.

    • @Erindale
      @Erindale  Před 9 měsíci +1

      This is kind of a hack and it won’t be as performant as purely doing it via data, however, if you capture the original positions, split all the edges, set the positions to the UV map locations, merge by distance, and then set the position back to that original position, you’ll have the split edges where the seams have split the UV islands

    • @Hazard206
      @Hazard206 Před 9 měsíci

      @@Erindale This will work for now. Thank you so much.

  • @npj5578
    @npj5578 Před 9 měsíci

    Thanks Erindale! Legend.
    I have a question... how would you grow a selection on a curve/edge? The technique you showed only seems to work on faces.

    • @Erindale
      @Erindale  Před 9 měsíci +1

      Use a blur attribute node and ceiling the output. Each blur step will walk one more element

  • @mdriaz2002
    @mdriaz2002 Před 11 měsíci

    first time seeing ur tutorial on my laptop (instead of my phone)... Holy fuck thats a huge cursor...

    • @Erindale
      @Erindale  Před 11 měsíci +1

      Go back to your phone 😭

    • @mdriaz2002
      @mdriaz2002 Před 11 měsíci

      @@Erindale dude my phone was dead i couldn't wait to watch ur video so i just used my laptop instead ahahaha

  • @AlexanderKislyakov
    @AlexanderKislyakov Před 11 měsíci

    Great tutorial as always, thank you for that.
    I have a question - why does the float to integer node even exist when the exact same operations can be done with the regular math node? Is it more lightweight, or is it something else?

    • @Erindale
      @Erindale  Před 11 měsíci +1

      Integers are not susceptible to float rounding errors. It's easy to think of numbers as numbers like how we see them but computers have to do some trickery to actually store them. That's why on the compare node when it's set to float, equals, there's an epsilon value. Asking a float when it equals exactly itself will often fail due to some small decimal part being different. Integers also take less memory to store so it can be an efficiency gain, especially on very dense geometry

    • @AlexanderKislyakov
      @AlexanderKislyakov Před 11 měsíci

      @@Erindale Thanks a lot, that cleared it up for me.

  • @user-fd1rk7rk5p
    @user-fd1rk7rk5p Před měsícem

    This guy has the same demeanor as Jenny Nicholson, in multiple ways.

  • @kai8468
    @kai8468 Před 11 měsíci

    You are amazing! Are you a mathematician?

    • @Erindale
      @Erindale  Před 11 měsíci +1

      Nah I learnt everything from Blender!

  • @ogneed
    @ogneed Před 9 měsíci

    Hey Erindale! Great tutorial and a lot of info. Thank you very much!
    I'm currently trying to make nodes for converting text objects to Neon Geometry. And stuck on the Neon ends. Which have to be bent backward from the letter plane.
    Main issue after i;ve deleted segment by using Endpoint Segment node for defining that segment. I have to move the ends backward. That is not a problem too with Set Position + Endpoint Segment nodes. But I also need to move that ends straight under the next points at the curve to make a straight angle between ends and letter plane. And I can't catch that, how do I get the location of the next points and use it for the positions of the ends.
    I'm a beginner here and might I've chosen the wrong way?

    • @Erindale
      @Erindale  Před 9 měsíci +1

      One potentially easy option would be to convert to mesh without a profile so you have an edge, use the extrude mesh node to extrude back as far as needed and then convert to curve to continue. You could even use the filet curve node to round that corner to the extrusion

    • @ogneed
      @ogneed Před 9 měsíci

      Thank you Erindale!
      Many ways, and some of them are not so oblivious at my level. Looks like I have to learn the basics better. Then I will see.@@Erindale

  • @artemsh6302
    @artemsh6302 Před 11 měsíci +1

    🔥🔥🔥

  • @user-zc8gz1ez1r
    @user-zc8gz1ez1r Před 7 měsíci

    Another superb tutorial, thank you. Using the Normal method, with either a Direction or Dot Product comparison, I can select lines (/faces) of latitude on a sphere or torus - but I can't figure out how to adapt that to select lines of longitude. Any ideas?

    • @Erindale
      @Erindale  Před 7 měsíci +1

      Take the normal, multiply by (1,1,0) to negate the difference in vertical direction and then normalize so each band has the same vector on it. The you can compare against a horizontal vector to make the selection

    • @user-zc8gz1ez1r
      @user-zc8gz1ez1r Před 7 měsíci

      @@Erindale Thanks - bit strange!?! , but that works well enough!!

  • @AhmedNassef
    @AhmedNassef Před 10 měsíci

    I can't seem to get around comprehending the accumulate field node.. What's the idea behind it? 🤔

    • @Erindale
      @Erindale  Před 10 měsíci

      It's a sum loop. It will look at the attribute on each mesh element and add it up in order. Johnny Matthews' has a good video on it (he made it)

  • @elunicocalvo
    @elunicocalvo Před 9 měsíci

    How would you store a selection made with an empty cumulatively as the empty is moved around?

    • @Erindale
      @Erindale  Před 9 měsíci +1

      Using simulation nodes and adding the selection to the current named attribute and storing it with the same name

    • @elunicocalvo
      @elunicocalvo Před 9 měsíci

      Thank you! @@Erindale

  • @nickpendragon5391
    @nickpendragon5391 Před 10 měsíci

    Vid is great 👍 but what about any inner parts like a bottle?

    • @Erindale
      @Erindale  Před 10 měsíci

      You could use raycast to see if you will shoot out into empty space or hit the other inside face

  • @deanjohnson7973
    @deanjohnson7973 Před 10 měsíci

    my viewer node turns off whenever I select the empty.
    how can I keep viewing it?

    • @Erindale
      @Erindale  Před 10 měsíci +1

      Make sure you pin the node tree as the viewer is disabled when the node tree is not in focus

    • @deanjohnson7973
      @deanjohnson7973 Před 10 měsíci

      @@Erindale thank you!

  • @flavio8430
    @flavio8430 Před 4 měsíci

    @25:36 - How do you make each island have a different color? Mine are all grayscale...

    • @Erindale
      @Erindale  Před 4 měsíci +1

      Make sure that you are connecting your viewer automatically with the hotkey so that it makes the right kind of socket. You see when I first drop on the white noise node that it shows black because it had been previewing an integer before. Then I recreate the connections on the float (grey socket) and then click again to get to the color (yellow socket)

    • @flavio8430
      @flavio8430 Před 4 měsíci

      @@Erindale It worked - thank you very much.

  • @3drwny
    @3drwny Před 9 měsíci

    🙏

  • @Youshisu
    @Youshisu Před 5 měsíci

    So many hotkeys were used, yet I can't see key press :'(

    • @Erindale
      @Erindale  Před 5 měsíci

      Yeah this was while Screencast Keys addon was not working with the new Blender version

  • @user-bg5uk6ww1h
    @user-bg5uk6ww1h Před 11 měsíci

    Why isn't the Edge Angle node called Face Angle?

    • @user-bg5uk6ww1h
      @user-bg5uk6ww1h Před 11 měsíci +1

      OK, I've just realised the answer to my question. It's the angle at an edge (at the junction of two faces)...

    • @user-bg5uk6ww1h
      @user-bg5uk6ww1h Před 11 měsíci

      Bloody good, by the way.

  • @eclecticgamer5144
    @eclecticgamer5144 Před 11 měsíci +1

    Warning about selection using Indices: The devs warn not to do this.
    Their backend is whack, and when they make edits to nodes, it could result in completely different indexing.
    I have an 18,000 node model that uses selection by indexing exclusively... and Each version of blender breaks at least 3 nodes...
    The one that pretty much made me quit using blender: Split Edges worked perfectly... and Hans went and redid it so that it *RANDOMLY* reindexes the *entire* model for no reason. When I asked him not to... he added notes to the documentation not to use indexing as selection. -_-
    Purposefully breaking nodes just rubbed me the wrong way to the point of losing all motivation to work on any Blender related project. Years of work... broken by someone else... on purpose. (He didn't purposefully break my node, but he did purposefully change the node to explicitly rearrange indexes, which breaks any nodegroup that uses index as selection... and refused to care that it broke years of work.)

    • @Erindale
      @Erindale  Před 11 měsíci

      Indices in Blender have always been a bit hit and miss. If you ever did anything with python building meshes outside geometry nodes you'll have run into the same problems.

  • @luciddream2249
    @luciddream2249 Před 11 měsíci +1

    zzzzz......

    • @Erindale
      @Erindale  Před 11 měsíci

      Literally same I pass out while reviewing these edits