Make seamless scifi textures in Blender with Geometry nodes

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  • เผยแพร่เมื่อ 28 ต.ค. 2024

ความคิดเห็น • 73

  • @DigitalNomadChad
    @DigitalNomadChad ปีที่แล้ว +1

    For the set camera to view shortcut - Quick note : Make sure you use the NUMPAD 0 (Ctrl + Alt + Numpad 0 to move camera to current view ) and not the top row zero or it won't work. ( also make sure to have an active object in the scene ) . Time stamp 2:02 - Hope this helps anyone stuck wondering why it didn't work. Also, thank you for the great video.

    • @DanielGrovePhoto
      @DanielGrovePhoto  ปีที่แล้ว

      Thank you for writing and clarifying these things.

  • @nadegecapouillez9165
    @nadegecapouillez9165 ปีที่แล้ว

    Excellent tutorial ! I learned so much and the result are amazing. Just a little thing : you can simplify the setup for the random rotation : just use random node with the integer value from 0 to 3 , then plug it multiply with pi/2 as value (90°) and then plug it in the z of combine xyz.

  • @kevingardner7782
    @kevingardner7782 2 ปีที่แล้ว +8

    Great tutorial, may I suggest for a part 2, showing how you would set up all the textures on a model, step by step, showing the effects of all the different texture layers. Especially when using UV maps and just using a small part of the image, like how you did the texturing on your space station video, Yes there are videos showing similar, but most do assume some understanding, but not everyone ‘ get’s it ‘ 👍

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว +3

      Thank you! That is a great idea although I did cover all of that (I think) in my PBR texture setup video. As for UV mapping I have 2 videos that cover different techniques I use for that although I will admit I am no UV unwrapping or texturing genius. Because I don't do a lot of true texturing it's not my strong point. I love procedurals and simple uses of image textures/PBRs.
      th-cam.com/video/MeW_Cy1TqRc/w-d-xo.html
      th-cam.com/video/G5_JnfvuAfI/w-d-xo.html

    • @kevingardner7782
      @kevingardner7782 2 ปีที่แล้ว

      @@DanielGrovePhotoThanks for the links, must have missed them, yes you have explained exactly what I was looking for in the UV video. Thanks again 👍

  • @AnitaPotterProductions
    @AnitaPotterProductions ปีที่แล้ว +1

    Not done watching and following along but I believe Blender 3.5 comes with the addon Carver. It does the same thing basically as box cutter. Enable the addon in user preferences then select your plane, press Ctrl+Shift+X to open up the tool. Really wish it came with a panel to work with would make things a lot easier. Back to the tutorial for me 😁

    • @DanielGrovePhoto
      @DanielGrovePhoto  ปีที่แล้ว

      Thank you! Unfortunately Boxcutter no longer works on my system. Even after reinstalling, blender, disabling all other addons, using K Cycles. Still crashes upon the first click! So weird.

    • @AnitaPotterProductions
      @AnitaPotterProductions ปีที่แล้ว

      @@DanielGrovePhoto awww maaaan! Wonder what's going on with that addon? A lot of the hard surface tutorials I've watched previously use it almost exclusively. Hopefully it will get sorted out soon.

  • @jfreemannd
    @jfreemannd 2 ปีที่แล้ว

    This is a fun, educational tutorial to work through. I've already thought of several different ways to use the scatter tool for scenes...thanks Daniel!

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว

      Thank you! That's how I like to teach and to learn - with something fun and functional that also shows you other paths you can take to make your own thing.

  • @michaelselbor5803
    @michaelselbor5803 7 หลายเดือนก่อน

    I'm doing this right after work man! Dope

    • @DanielGrovePhoto
      @DanielGrovePhoto  7 หลายเดือนก่อน +1

      It's pretty fun! Make your own pbr library of custom stuff and easily randomize and costumize them

  • @alogghe
    @alogghe 2 ปีที่แล้ว

    Very inspiring and just what I was looking for as a technique.
    Being able to build around geometry nodes allows me to learn lateral concepts that then apply everywhere, love it.
    The weird visual issue you had at the beginning, the term you are looking for is "Z fighting".

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว

      Ah thank you! Makes me think of Z fighters in the DBZ universe haha. Thanks for watching and glad you enjoyed it! I also like teaching fundamentals and not getting too deep in my tutorials so that I can teach things that apply elsewhere and so the viewer can take what I taught and go deeper in the direction they want on their own.

  • @360dudex
    @360dudex ปีที่แล้ว

    This is an amazing resource man! I really appreciate it. I made some cool stuff because of this

  • @MrBlendercross
    @MrBlendercross 2 ปีที่แล้ว

    Salut - on of your best tut.

  • @fittersitter
    @fittersitter 2 ปีที่แล้ว

    Nice tutorial as always. One thing: instead of linking the material to the seperate sprites you can set up one material in the shader editor and use the setMaterial node in geometry nodes as last node.

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว

      Oh yeah! I forgot about that, I am far from fluent in geonodes so that totally didn't even occur to me! Any advantage doing that?

    • @fittersitter
      @fittersitter 2 ปีที่แล้ว

      @@DanielGrovePhoto I don't really know. At least it saves you some steps needed for linking the material. Probably it makes no difference in one project. But if you import the geo node into other projects you don't have to worry where to set any material. Everything ist set by default already.

  • @jean-michelsmith4581
    @jean-michelsmith4581 2 ปีที่แล้ว

    I got stuck briefly on the box cut plugin. It isn't available in Blender 3.2, so I poked around and found the Box Trim tool in the Sculpting workspace, which provides exactly that functionality. Excellent tutorial!

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว

      Yes it's a paid plugin sorry for not mentioning that. And that's cool didn't know that existed. I've never used sculpt tools.

    • @Cyber_Kriss
      @Cyber_Kriss 2 ปีที่แล้ว

      You could just make these cuts with the knife tool, it just take a tiny bit more time to do it.

  • @blackswan6386
    @blackswan6386 ปีที่แล้ว +1

    can you please give a link to the box cutter addon, i found one on blender market but im not sure if its the same you are using. would be nice, thanks sir.

  • @Paruthi.618
    @Paruthi.618 2 ปีที่แล้ว

    good tutorial.. learnt a lot.. thanks you..

  • @Totorus
    @Totorus 2 ปีที่แล้ว

    Excellent tutorial, thanks for sharing. Greetings.

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว +1

      Thank you! How did you come across it?

    • @Totorus
      @Totorus 2 ปีที่แล้ว

      @@DanielGrovePhoto I didn't try yet but i will soon!!!

  • @lawrencedoliveiro9104
    @lawrencedoliveiro9104 2 ปีที่แล้ว

    27:18 That would be up to 7. You want 8 different values (0..7), versus 4 (0..3) before.

  • @rcfalcon56MkII
    @rcfalcon56MkII 2 ปีที่แล้ว

    A quick mention of how you set up Boxcutter would be helpful. Out of the box so to speak, I couldn't get Boxcutter to do multiple cuts, it always went to Make rather than stay with Cut when attempting a second cut. After several frustrating hours of trial and error I ran into a Stack Exchange thread that had a fix for something different but that's when I discovered the Recut check box and that fixed it.

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว

      I screwed it up a while back and had to remove and reinstall it lol it wasn't acting right. I have just touched the surface with basic square cuts and used array a few times with it. Seems there's so much to it same goes for hardops it's like a whole new system I barely have touched.

    • @rcfalcon56MkII
      @rcfalcon56MkII 2 ปีที่แล้ว

      @@DanielGrovePhoto Much the same happened to me. I don't have Hardops but if it's as counter intuitive as Boxcutter, I'll pass.

  • @Vidyut_Gore
    @Vidyut_Gore ปีที่แล้ว

    High time this video happened. I'm new to blender. I saw those jsplacement tutorials and wondered why it was being used when blender could do more. I thought maybe the output was something special. Turns out you CAN do it and better in blender. Also sorry, if I'm ignorant, but what's wrong with mirroring x and y for seamless texture?

    • @DanielGrovePhoto
      @DanielGrovePhoto  ปีที่แล้ว

      Totally! That was my mindset and finding a way to easily make it seamless. The puzzle part takes some time but isn't always necessary depending on the style you're going for. Messy pieces with different heights don't need the meticulous puzzling. Being able to export different passes is great too!

  • @theblacksolid_fr
    @theblacksolid_fr 2 ปีที่แล้ว

    Hi. Just want to give you some advices.
    Using "#" means you create a driver what is useless in your case. The "pi" word is recognized by Blender in short expression for simple numerical operation like this one. The "tau" word is also valid (tau = 2*pi) but in this case using 2pi just give you the possibility to rotate around 0 or 180 degrees. For 90 degrees increment you should use "pi" only. Anyway, there is easier way to achieve this.
    randomValue Node (integer) [min:0, max:3] > math Node (multiply) [value:90.0] > math Node (To Radians) > combineXYZ Node.
    At 10' of the video you make a mistake, you should use a combine XYZ instead of a seperate node whitch make not sense since your input is a float.
    Best regards!

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว

      Thank you! Yes I fixed that error later oops! I have never been skilled in math so that's one of my deficiencies in Blender work. I barely passed pre algebra but always had a 100 in art!

    • @lawrencedoliveiro9104
      @lawrencedoliveiro9104 2 ปีที่แล้ว

      I don’t understand why π is involved at all. The rotation input takes degrees directly.

    • @theblacksolid_fr
      @theblacksolid_fr 2 ปีที่แล้ว

      @@lawrencedoliveiro9104 for manual input values only. The node performs the conversion internally but in fiels rotations are in radians.

  • @redpie907
    @redpie907 2 ปีที่แล้ว

    Oh my goooosh 😱😱😱😱❤️

  • @AndrewConway
    @AndrewConway 2 ปีที่แล้ว

    As Darth Vader would say!... Impressive...

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว

      Thanks! Do you use geonodes much? Scattering is all I can do at the moment.

    • @AndrewConway
      @AndrewConway 2 ปีที่แล้ว

      @@DanielGrovePhoto Yes, for about a month now I've been paneling this way...

  • @ahmedkhalil1396
    @ahmedkhalil1396 ปีที่แล้ว

    hi nice work
    can i do seamless with defrant size an rotation using png or pic of vector ?

    • @ahmedkhalil1396
      @ahmedkhalil1396 ปีที่แล้ว

      ill use it as mat

    • @DanielGrovePhoto
      @DanielGrovePhoto  ปีที่แล้ว +1

      Yes you can use image planes or vector objects in place of meshes! As long as you do the repeating trick so the edges repeat to the other side.

    • @ahmedkhalil1396
      @ahmedkhalil1396 ปีที่แล้ว

      @@DanielGrovePhoto thnaks

  • @domenicobezuidenhout1587
    @domenicobezuidenhout1587 2 ปีที่แล้ว

    Hello Daniel,
    Excellent video! I am having a bit of trouble. I follow the tutorial however when I am doing my render it shows black sections inside the frame before I add any colour to the system. Do you have any idea how I could get rid of it so the image looks similar to yours?

    • @domenicobezuidenhout1587
      @domenicobezuidenhout1587 2 ปีที่แล้ว

      I think it has to do with the overlapping thats turning things black

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว

      @@domenicobezuidenhout1587 with your camera in orthographic mode make sure it's not inside the panels. Make sure it's up like 10m or something to avoid I terms xtinf the geometry.

    • @domenicobezuidenhout1587
      @domenicobezuidenhout1587 2 ปีที่แล้ว

      @@DanielGrovePhoto Doesnt seem to fix my issue :( In viewport shading it has black artifacts everywhere. If this helps, for some reason the offset in set position does not work for some reason. It will not adjust the Z values of the mesh no matter what I do

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว

      @@domenicobezuidenhout1587 sounds like your meshes are all intersecting at the same Z. Email it to me and I'll try to see if something is wrong with the nodes. Daniel@danielgrovephoto.com

    • @domenicobezuidenhout1587
      @domenicobezuidenhout1587 2 ปีที่แล้ว

      @@DanielGrovePhoto I emailed you, thank you very much!

  • @ronw9719
    @ronw9719 2 ปีที่แล้ว

    My layers are skewed several degrees in x or y direction. I have double - checked the node setup, and can't figure this out. Any suggestions?

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว

      That is odd! I'm no geonodes expert but I'll take a look if you want to email me the file to Daniel@Danielgrovephoto.com

    • @DweirdO18
      @DweirdO18 2 ปีที่แล้ว

      @@DanielGrovePhoto I'm having the same issue, did you find the cause?

    • @DweirdO18
      @DweirdO18 2 ปีที่แล้ว

      Never mind, figured out it was because the origin points weren't set correctly on my scatter objects.

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว +1

      @@DweirdO18 Oh interesting glad you fixed it!

  • @sagarus2041
    @sagarus2041 2 ปีที่แล้ว

    when i use the render(ao or shadow) as png or exr as displacement on material the whole object became like pixelated or made of small planes . how can i make it more solid or smooth?

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว

      Do you have Denise turned on? Also passes are not denoised on their own. I don't yet know how to denoised them and all at once but only one at a time with the denoised node in compositor.

    • @sagarus2041
      @sagarus2041 2 ปีที่แล้ว

      @@DanielGrovePhoto i tried all combinations of denoise render(and noise thresshold) and compositor but the displcement becomes a bit like wrinked paper on what is supose to be a solid/smooth surface on the png or exr

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว

      @@sagarus2041 oh I didn't know you were doing displacement. With displacement you need to subdivide the faces and even use a subdiv modifier set to adaptive (enable experimental mode in the render section first) it's not perfect but also you'll want a 16bit tiff for the displacement map. The more image data you have the better the displace results will be.

  • @blendercomp
    @blendercomp 2 ปีที่แล้ว

    wow! :)

  • @kimopuppy
    @kimopuppy 2 ปีที่แล้ว

    You mentioned a Blender Proceducal group?

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว +2

      Yes it's facebook.com/groups/Blenderproceduraltextures

    • @kimopuppy
      @kimopuppy 2 ปีที่แล้ว

      @@DanielGrovePhoto thanks

  • @gemykhaled4145
    @gemykhaled4145 2 ปีที่แล้ว

    dose it work in blender 2.83

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 ปีที่แล้ว

      No the scatter nodes are different. Not sure if 2.83 has geometry nodes now that I think of it. Why not update?

    • @gemykhaled4145
      @gemykhaled4145 2 ปีที่แล้ว

      @@DanielGrovePhoto cuz my laptop is old and i have Windows 7 and new laptops in my country is very expensive

  • @liridoncani
    @liridoncani ปีที่แล้ว

    so no one is going to talk about why your blender has a K logo. Is that beacause of K cycles ?

    • @DanielGrovePhoto
      @DanielGrovePhoto  ปีที่แล้ว

      Oh haha yeah I use K cycles sometimes. It renders faster but my current version doesn't support a few of the new geometry does in 3.5.