I love your geometry nodes assets pack! I really hope you can solve the roof problem you looked at in this video. That would be a super useful tool for arch viz modeling
there's this dude Bill Mollison who came up with Permaculture . ...... he liked to say that if u collect enough of _anything_ in one place, it becomes a resource. ..... apparently applies to bad ideas as well ..... =) great video, brother, thank you! ∞
I cannot offhand add any ideas, but I do like the pipe stack tool - that is very neat and I can definitely see many uses for that. That shingles on any roof surface would be brilliant if you can crack it. I frequently deal with tegula and imbrex, which many texture sites just describe as 'clay roof tiles'. Thing is that what I need is more ordered, and the roof at the gable ends has to be a certain form. Then there is the horror of trying to get these onto conical and hemispherical meshes, for apses, or the roofs of apsidal ends. Very common in earlier architecture, but a devil to model. Great video though - I enjoyed watching that. I'd still call it far more successful than not with plenty of exciting ideas.
Thanks! I'll let you know if I solve the shingle problem. I certainly agree on it being successful--it's all part of the process--and I'm using 'bad' in a very loose sense most of the ideas could still be useful, I've just run into dead ends on them for now.
No guarantee that these would work but pattern one could be interesting with clothing, and the image to curve might be interesting with bump maps. For pipe topology, wouldn't the perfect seam be function of the angle? Those are my ideas.
Yes, I think the pattern idea is very cool as a fast way to add detail to anything that won't be too close to the camera. There may be a way to generate the pipe joint topology, and I'm sure the angle would play a role in that, but I haven't been able to wrap my head around it yet.
Hey LooseEdges! Nice video, I just found out about you :) I have some ideas about how to solve the issue at 10:40, let me know if you would like to discuss them
@@looseEdges AHH my message was removed... I was saying if you want to speak in that blue social network for work (LNKDN) if you are there, you can find my name there as "aitorsr"
@@looseEdges so basically you can simplify the problem by inputting simpler geometry, so instead of having both of the ceiling combined as a Boolean, have them both "complete" without any hole/trimmed. So for the curved ceiling, the current intersection edges would end coplanar with a vertical plane. For the other ceiling, you would get to fill the intersections. What this allows you is having a ribbon-like surface, where you can now scatter tiles, and then remove the ones that end up below the roof to solve the intersections. I hope that makes sense.
@@looseEdges another option is having the geometry as you have, but procedurally get to the ribbons situation and then solve as I mentioned in the previous message. This would be more difficult but you would have an input closer to the final result.
I love your geometry nodes assets pack! I really hope you can solve the roof problem you looked at in this video. That would be a super useful tool for arch viz modeling
there's this dude Bill Mollison who came up with Permaculture . ...... he liked to say that if u collect enough of _anything_ in one place, it becomes a resource. ..... apparently applies to bad ideas as well ..... =)
great video, brother, thank you! ∞
I cannot offhand add any ideas, but I do like the pipe stack tool - that is very neat and I can definitely see many uses for that. That shingles on any roof surface would be brilliant if you can crack it. I frequently deal with tegula and imbrex, which many texture sites just describe as 'clay roof tiles'. Thing is that what I need is more ordered, and the roof at the gable ends has to be a certain form. Then there is the horror of trying to get these onto conical and hemispherical meshes, for apses, or the roofs of apsidal ends. Very common in earlier architecture, but a devil to model. Great video though - I enjoyed watching that. I'd still call it far more successful than not with plenty of exciting ideas.
Thanks! I'll let you know if I solve the shingle problem. I certainly agree on it being successful--it's all part of the process--and I'm using 'bad' in a very loose sense most of the ideas could still be useful, I've just run into dead ends on them for now.
No guarantee that these would work but pattern one could be interesting with clothing, and the image to curve might be interesting with bump maps. For pipe topology, wouldn't the perfect seam be function of the angle? Those are my ideas.
Yes, I think the pattern idea is very cool as a fast way to add detail to anything that won't be too close to the camera. There may be a way to generate the pipe joint topology, and I'm sure the angle would play a role in that, but I haven't been able to wrap my head around it yet.
Make some UE5 + Blender videos, make your own game it will give you a spark and challenge.
I wish there were something like HDA in houdini for blender.
@@CinnnAmonnBun there sort of is, you can create a geometry nodes network
Hey LooseEdges! Nice video, I just found out about you :) I have some ideas about how to solve the issue at 10:40, let me know if you would like to discuss them
Sure, I'd be happy to hear your thoughts.
@@looseEdges AHH my message was removed... I was saying if you want to speak in that blue social network for work (LNKDN) if you are there, you can find my name there as "aitorsr"
@@looseEdges did you or TH-cam deleted my message? I commented twice already lol
@@looseEdges so basically you can simplify the problem by inputting simpler geometry, so instead of having both of the ceiling combined as a Boolean, have them both "complete" without any hole/trimmed. So for the curved ceiling, the current intersection edges would end coplanar with a vertical plane. For the other ceiling, you would get to fill the intersections. What this allows you is having a ribbon-like surface, where you can now scatter tiles, and then remove the ones that end up below the roof to solve the intersections. I hope that makes sense.
@@looseEdges another option is having the geometry as you have, but procedurally get to the ribbons situation and then solve as I mentioned in the previous message. This would be more difficult but you would have an input closer to the final result.