Mr. Kammerbild I really liked your geometry nodes building tutorial series. But I can’t make the same thing because I don’t have the point instance node so I couldn’t follow your tutorial. So please can you make a video about how to make buildings with geometry nodes but this time without the point instances node please.
Thank you for such an in DEPTH tutorial! The WIDTH of your knowledge has expanded my understanding of geometry nodes to new HEIGHTHS!! Seriously, thank you so much :)
I haven't watched many tutorials with a smile on my face but the way you tell, its more like a story; making, showing and explanation all are excellent. 18:58 "Lets discover together!" instead of copy/paste - bravo! I've seen your blender file, the way objects and node arrangement made me think "Oh this guy must be a German." Thank you!
Hahaha. I understand that 'must be a german' part. I personally think their precision is due to the language. A toddler can destinguish thinks that others don't even understand at age 10. Example that I use to point that out is truck = LKW or lastkraftwagen (powered weight car) and car = PKW or personenkraftwagen (powered people car).
@@JoseJBronze Yes "German Engineering" :D probably language - when something is wrong they are straight forward, may be this help them to find solutions before problems get bigger. And culture, work ethics, being focused, finishing daily tasks and drinking beer with a clear mind :))
Little Info for those who are missing some nodes (point rotation etc) Goto Preferences -> Interface. Hit the "Developer Extras" Checkbox then a "Experimental" Tab whill show up, go there and Hit the "Legacy Nodes" checkbox (it might be named differently depending on the RC). Gutes Tutorial, ich lern gerade viel ;)
Hell yea! Thank you. I love procedural workflows. Took me a moment to translate the node to the changes in 4.0. But it still works so well. Freue mich auf Part 2!
Really nice intro to the geometry nodes, well explained and easy to follow. Two things I've changed to improve the nodes setup a little, though: 1) Adjust the Math nodes so the width/depth/height values reflect the exact number of units (3.350 should mean 3 units tall IMO, not 5), as it makes it easier to create a building of a specific size. 2) Change the input values for width/depth/height so they are integers (3 instead of 3.350), which makes it cleaner in the interface (no more going through decimals when changing the values with the mouse or arrows) and also allows you to get rid of a few nodes, as you don't need the Math Ceil anymore. Then a simple further adjustment is to set the min value to 3 for width/depth and 2 for height, to avoid breaking the setup when entering lower values.
Hey, good addition. If I recall correctly I did those changes in my master-Project. But I simply forgot it here. Perhaps I will adress those issues in part 3 if I remember to do it :)
Wow, this tutorial was so simple, easy to follow, and succinct. I am so impressed because I actually feel like I have a solid grasp on this concept rather than just following steps.
If only more tutorials were taught like this! The effects of math operations in such parametric models are not always easy to grasp, but your explanation here is superb, intuitive to follow. Big thanks and hope to see more! 🙌🏼🙌🏼
Your teaching style, your approach, and the way you clarify the "whys" are perfect. Don't change a thing. You're also giving yourself too much of a hard time with your English. Have confidence - you're end result is far better, sadly, than a large number of native English speakers on TH-cam.
I never comment on anything, but this tutorial was just such a joy to watch that I felt compelled to. You're like a German Bob Ross! This was the most relaxing and informative tutorial I've seen in a long time. Thank you!
The first well explained and practical geometry node tutorial I see. Tried several others, but ended understanding less than when I began the videos. This was awesome and very well explained. I too have trouble pronouncing "width" lol. Hope you release the part 2 soon! Thanks!
I have to agree with folks that say your style is fabulous! I like that share the german-english translation..feels like it's a real conversation. I'm so excited about part 2!!! Please keep them up. The longer in-depth approach is so appreciated. I also like that you left us a challenge to think about beyond your step by step. I can't wait to see how other people tackle those challenges.
Dammit... This is golden. I spent a week trying to find a way to do it by myself and after seeing this I'm like:"Wait... did I just need math knowledge?" And that explained why I wasn't able to do it properly. And as a non native english speaker... High five for hating "th" pronunciation
I loved this. I got a a few laughs from your comments. Regarding English, I'm a native English speaker and I know how difficult it can be to learn. But I want to tease you just a bit and point out that German was a language that created some of the strangeness in English. All teasing aside, you created a great video. You're very creative and knowledgable. I'm moving on to your next video in this series.
Your tutorial is content-rich, non-rambly and clean. I'm totally totally totally fine with a non-Hubert, Erindale length video/ssss! And your English is excellent, do feel free to pronounce width as "weeth" or weed or whatever your wish, most Anglos will readily admit they don't even speak English! Cheers...
Hands down the best tutorial for geometry nodes I've ever tried to follow. You showed the process of thought and why initial thought x didn't work as expected and then why the solution does. Very few cover that aspect and it makes things so much clearer long term. I totally forgot to read the comments first and so had to figure out how to do this without legacy nodes. It's a little more complicated as you can't just reuse the same point instance node as the rotation is done ON the instance now. So you need 4 instead of 2. But wasn't too crazy and was able to get it working exactly as yours with the new nodes.
7:38 Fun fact: If you press N to bring up the sidebar and go to the 'Group' tab, you can select your inputs and change the input type (float, integer, boolean etc.), as well as renaming it and changing the default, minimum and maximum for that input. In this case, you can set the minimum to something like 1 or 2, so that the user won't be able to go past that, or the maximum to something like 50 so that there wouldn't be too much geometry in the scene. You can also set the input type to 'integer' to make the x/y count values snap nicely, instead of the math node there (6:35). You're welcome :) P.S. Sorry I'm like 7 months late, I only discovered this video series and let's just say I'm not regretting scrolling through my YT feed at 1 a.m. :D Love your videos!
Plug the group input into the subdivisions slot first, and then subtract 1 from the value, use that for your size. Then you have no annoying decimal point.
Very good design and detailed node setup. at 7:53 attempting to set a minimum can be done in the Group Input node. Exactly like material node Groups you can set minimum, maximum and default values.
Enjoyed your style of presenting very much, hope to see more from your channel! This tutorial was a great help, this was my first foray into geometry nodes and you made everything very clear. Also, don't worry about the pronunciation. It adds character to the videos, and it was still easy to follow.
Thanks. You helped me gain a little better understanding of Geometry Nodes in general as well as how they are used in creating buildings. Keep up the great work and look forward to more of your tutorials.
@Kammerbild if you change the *origin point* of the grids to align with the ground level you could spare the additional math nodes to recalculate and offset their Z positions later on #26:03
this is so great.. building and explaining.. leave all the mistakes in and try to fix them in the video .. that is how people learn. I love it... ❤❤ thank you.😊
Really wonderful tutorial. I learned how to understand the concept of the topic which not many tutorials on blender can accomplish for me. This helps me with to figure somethings out on my own. Great work!
I just wanted to say thank you for the excellent tutorial. Your English in infinitely better than my non-existent German. I loved the style of the tutorial and am excited to move on to part 2 and your future videos. Subscribed and liked.
Fantastic! Loved the style and your methodology. I found myself skipping through as you did the math bits, but I'm a programmer by trade and I know many other artists like your approach of trial and error so I definitely didn't mind it!
Wow a single like button isn't enough for this tutorial series, Thank you for uploading these videos! I keep remaking my geometry nodes setup for a multi-axis array but each time it's always missing something. Thanks to your tutorial I'm already seeing areas that could improve my setup :)
I just found your channel and I am already loving your vids! I think doing it as a walk through is very helpful. You speak clearly and very easy to understand. Keen to finish the series!
Not only is this great and also easy to follow, it's also somewhat reassuring after three years of secondary-school German that some Germans also have trouble getting their tongues around our weird English words...! ;-)
First thank you this has been a great learning experience, please due as many of the in depth tutorials as you feel. Do not worry about the speed or instruction that is why we have the play back option on these videos; if the was something I needed to see or hear again I just played it back. Do what you do and once again thank you.
Awesome work! I really like this style of using Geometry Nodes, reminds me of making stuff with lego haha. Also, your english was great except for the very occasional word or two which you picked up by yourself anyway. Good luck with your future work!
Hey! Just wanted to check in and thank you for this amazing tutorial! This was EXACTLY what I needed. Hope you do other tutorials about geometry nodes and other stuff as well. You're very good at it! :) Anyway, thanks again!
You might have to create an "instance on points" (the old point instance) for every transform you take out from your grid. Then connect all the transforms on all the "points" (the first dot on the instance on points). Drag the cube form the outliner( the objects bar) in to the geometry nodes editor to get the node "object info" and unite with all the instance dots. And instead of point rotate we have euler rotate which you connect to the "rotation dot".
@@pinball68 Hey there, thanks for your tips. Unfortunately the problem seems to be that I need to merge all the grids into one mesh before instancing the cube on the grid, so the rotation has to be set prior to instancing. And if I do it the other way around and use the Euler rotation on the instances, for some reason they are not rotating straight but in some weird formula way, gimballing around
Speaking as someone with nearly 50 years since I first worked in live TV and commercial radio broadcasting, including a successful 20th century announcing, voiceover and film narration career, I can confirm that you need have no concern about the fluency of your spoken English.
I have already download the blender demo file but lost in nodes jungle. But I found some inspiration for develop my another tutorials. Thank you for make it simple and easy. 👍👍👍
Instead of adding a ceiling/floor node... just change the variable type to integer. Problem solved *much* cleaner. "Node tree inputs" type can be edited in the Geo Node tab (make sure you mouse is hover inside this tab) and press N to pull up the sidebar menu, then click group.
Thank you, I made it through! everything is relatively straight forward and I'm new to blender. Don't worry about your English, it's good! Tutorial format works, looking forward to checking out your other content.
Hi there, nice tutorial but how did you add the geometry nodes without making texture nodes? for me this is quite a advanced tutorial, I don't even see the version of Blender you are using :-/ also maybe you could turn on your Screencast keys :-) ... o my cube don't scale the chosen object 3:03. Please go into more detail.
Yes, I fear this is quite an advanced tutorial honestly. The Blenderversion is 3.0.0, which is available here: builder.blender.org/download/daily/ I'll turn on screencast keys for part 3 if I don't forget it :) If scaling your cube does not seem to change the scale on you monkey/object make sure you scale your cube in edit mode, and not in object mode. I don't know what you mean by texture nodes. If you talk about the shader editor: thats actually a completely different thing. It looks similar, but has no connection to geometry nodes. Hope this helps!
@@Kammerbild o great, thx for the link :-) I did in the meant time download Blender 2.93.0 "LTS", there I found the geometry node editor :-) 3.0.0 is still a Beta so I hope other people notice this seeing Beta versions are not based on creating projects ;-)
Is there a way to come up with a final count of the individual elements? So let's say you have your main block that looks like a window and another block that looks like a door. Can you view the amount of windows and doors you have in the final object?
I loved this tutorial! Is there a way to recreate this kind of workflow with the new version of geo-nodes that doesn't incorporate legacy nodes like "point rotate" and "Attribute Separate/Compare"?
th-cam.com/video/u_FwvA4w5ik/w-d-xo.html Part 2 is out. Sorry for the delay - had a busy week ;)
Mr. Kammerbild I really liked your geometry nodes building tutorial series. But I can’t make the same thing because I don’t have the point instance node so I couldn’t follow your tutorial. So please can you make a video about how to make buildings with geometry nodes but this time without the point instances node please.
I will go to sleep now, and then record part 2. So the next part could be online anywhere between the next 10-16 Hours :)
Ok, great. I was about to ask when the second part would come.
th-cam.com/video/u_FwvA4w5ik/w-d-xo.html Part 2 is out. Sorry for the delay - had a busy week ;)
Thank you for such an in DEPTH tutorial! The WIDTH of your knowledge has expanded my understanding of geometry nodes to new HEIGHTHS!! Seriously, thank you so much :)
I haven't watched many tutorials with a smile on my face but the way you tell, its more like a story; making, showing and explanation all are excellent.
18:58 "Lets discover together!" instead of copy/paste - bravo!
I've seen your blender file, the way objects and node arrangement made me think "Oh this guy must be a German."
Thank you!
Hahaha. I understand that 'must be a german' part. I personally think their precision is due to the language. A toddler can destinguish thinks that others don't even understand at age 10.
Example that I use to point that out is truck = LKW or lastkraftwagen (powered weight car) and car = PKW or personenkraftwagen (powered people car).
@@JoseJBronze Yes "German Engineering" :D probably language - when something is wrong they are straight forward, may be this help them to find solutions before problems get bigger. And culture, work ethics, being focused, finishing daily tasks and drinking beer with a clear mind :))
Right?? I am sure this channel is going to blow up
Little Info for those who are missing some nodes (point rotation etc) Goto Preferences -> Interface. Hit the "Developer Extras" Checkbox then a "Experimental" Tab whill show up, go there and Hit the "Legacy Nodes" checkbox (it might be named differently depending on the RC). Gutes Tutorial, ich lern gerade viel ;)
thank yooou, spent 20 minutes looking for an alternative. Have you found an alternative meanwhile?
@@MrJeberg i bet there will be a tutorial/update soon, just started with Blender.
instead of legacy modes. whats the current working released node that does the same fuction?
instance on points will do the job@@ZexMaxwell
Amazing tutorial. I'm here from Blender Guru's newsletter!
this is brilliant! hite and wipf and depf and everything! :-D
waipf ^^
Hell yea! Thank you. I love procedural workflows.
Took me a moment to translate the node to the changes in 4.0. But it still works so well.
Freue mich auf Part 2!
Really nice intro to the geometry nodes, well explained and easy to follow. Two things I've changed to improve the nodes setup a little, though:
1) Adjust the Math nodes so the width/depth/height values reflect the exact number of units (3.350 should mean 3 units tall IMO, not 5), as it makes it easier to create a building of a specific size.
2) Change the input values for width/depth/height so they are integers (3 instead of 3.350), which makes it cleaner in the interface (no more going through decimals when changing the values with the mouse or arrows) and also allows you to get rid of a few nodes, as you don't need the Math Ceil anymore. Then a simple further adjustment is to set the min value to 3 for width/depth and 2 for height, to avoid breaking the setup when entering lower values.
Hey, good addition.
If I recall correctly I did those changes in my master-Project. But I simply forgot it here. Perhaps I will adress those issues in part 3 if I remember to do it :)
Wow, this tutorial was so simple, easy to follow, and succinct. I am so impressed because I actually feel like I have a solid grasp on this concept rather than just following steps.
If only more tutorials were taught like this! The effects of math operations in such parametric models are not always easy to grasp, but your explanation here is superb, intuitive to follow. Big thanks and hope to see more! 🙌🏼🙌🏼
Your teaching style, your approach, and the way you clarify the "whys" are perfect. Don't change a thing.
You're also giving yourself too much of a hard time with your English. Have confidence - you're end result is far better, sadly, than a large number of native English speakers on TH-cam.
The tutorial I desperately needed in my life. Can’t wait for the next part. Thank you
I never comment on anything, but this tutorial was just such a joy to watch that I felt compelled to. You're like a German Bob Ross! This was the most relaxing and informative tutorial I've seen in a long time. Thank you!
The first well explained and practical geometry node tutorial I see. Tried several others, but ended understanding less than when I began the videos.
This was awesome and very well explained. I too have trouble pronouncing "width" lol.
Hope you release the part 2 soon!
Thanks!
Mr. Guru's one was very solid I thought.
This was absolutely the style of teaching that I need. You explained your process perfectly and earned a sub. Thank you!
I have to agree with folks that say your style is fabulous! I like that share the german-english translation..feels like it's a real conversation. I'm so excited about part 2!!! Please keep them up. The longer in-depth approach is so appreciated. I also like that you left us a challenge to think about beyond your step by step. I can't wait to see how other people tackle those challenges.
Dammit... This is golden. I spent a week trying to find a way to do it by myself and after seeing this I'm like:"Wait... did I just need math knowledge?" And that explained why I wasn't able to do it properly. And as a non native english speaker... High five for hating "th" pronunciation
I will be blunt.
This was awesome. Definitely one of the best tutorials I have ever seen!
Thank you :)
I loved this. I got a a few laughs from your comments. Regarding English, I'm a native English speaker and I know how difficult it can be to learn. But I want to tease you just a bit and point out that German was a language that created some of the strangeness in English. All teasing aside, you created a great video. You're very creative and knowledgable. I'm moving on to your next video in this series.
This is the first time I've really understood geometry nodes and seen a practical implementation. Awesome tutorial.
I love your personality, subscribed
Your tutorial is content-rich, non-rambly and clean. I'm totally totally totally fine with a non-Hubert, Erindale length video/ssss!
And your English is excellent, do feel free to pronounce width as "weeth" or weed or whatever your wish, most Anglos will readily admit they don't even speak English! Cheers...
Amazing work. Looking forward to the rest of the series!
Hands down the best tutorial for geometry nodes I've ever tried to follow. You showed the process of thought and why initial thought x didn't work as expected and then why the solution does. Very few cover that aspect and it makes things so much clearer long term. I totally forgot to read the comments first and so had to figure out how to do this without legacy nodes. It's a little more complicated as you can't just reuse the same point instance node as the rotation is done ON the instance now. So you need 4 instead of 2. But wasn't too crazy and was able to get it working exactly as yours with the new nodes.
10/10 because you respected the traditions by deleting the default cube.
7:38 Fun fact:
If you press N to bring up the sidebar and go to the 'Group' tab, you can select your inputs and change the input type (float, integer, boolean etc.), as well as renaming it and changing the default, minimum and maximum for that input.
In this case, you can set the minimum to something like 1 or 2, so that the user won't be able to go past that, or the maximum to something like 50 so that there wouldn't be too much geometry in the scene.
You can also set the input type to 'integer' to make the x/y count values snap nicely, instead of the math node there (6:35).
You're welcome :)
P.S. Sorry I'm like 7 months late, I only discovered this video series and let's just say I'm not regretting scrolling through my YT feed at 1 a.m. :D
Love your videos!
Your English is substantially better than my German :) Thanks for an excellent tutorial.
Wow, I really enjoyed this tutorial. Really well presented, thank you so much for making it !
Als ich Videos zu den Geometry Nodes gesehen habe, hab ich genau auf so ein Tutorial gehofft. Vielen Dank!
Plug the group input into the subdivisions slot first, and then subtract 1 from the value, use that for your size. Then you have no annoying decimal point.
Very good design and detailed node setup.
at 7:53 attempting to set a minimum can be done in the Group Input node. Exactly like material node Groups you can set minimum, maximum and default values.
Blender tradition crack me up... Amazing tutorial learned a lot!!
You just explained it so beautifully, making longer buildings by copying instances is tedious, procedural generation is always better.
Can’t wait to sit down and watch this and follow along, time to get my procedural on!
Enjoyed your style of presenting very much, hope to see more from your channel! This tutorial was a great help, this was my first foray into geometry nodes and you made everything very clear.
Also, don't worry about the pronunciation. It adds character to the videos, and it was still easy to follow.
“Get your mind out of the gutter” damn how did he know?? 🤣
i love these tutorials that not only tell me how to do something, but why it is done that way. i learned so much watching this. Thank you. subbed!!
Thanks. You helped me gain a little better understanding of Geometry Nodes in general as well as how they are used in creating buildings. Keep up the great work and look forward to more of your tutorials.
@Kammerbild if you change the *origin point* of the grids to align with the ground level you could spare the additional math nodes to recalculate and offset their Z positions later on #26:03
Instead of rounding the input, you could drag a green node-socket from any node to an empty input socket to make it an integer instead of a decimal.
Awesome and really enjoyable tutorial! Subscribed!
I would like to see more of your final setup town... very nicely done.
this is so great.. building and explaining.. leave all the mistakes in and try to fix them in the video .. that is how people learn. I love it... ❤❤ thank you.😊
youre an absolute genius thank you so much. this video made me rethink the way how geometry nodes can be used
Great presentation style, content is excellent, voice and humor make it easy to listen to. Well done.
at 7:50 you say "there is no workaround for that..." but you can: just change the min/max value of that input value.
I meant that there is no workaround for a grid needing to be at least 2x2 points. Sorry for the lack of clarity :)
That was excellent, I'm looking forward to part 2!
Really wonderful tutorial. I learned how to understand the concept of the topic which not many tutorials on blender can accomplish for me. This helps me with to figure somethings out on my own. Great work!
I just wanted to say thank you for the excellent tutorial. Your English in infinitely better than my non-existent German. I loved the style of the tutorial and am excited to move on to part 2 and your future videos. Subscribed and liked.
I can't grt any of this but your voice prevents me from getting frustrated :)
great format, focus and length, minimal backtracking, would love to see more of this stuff!
Fantastic! Loved the style and your methodology. I found myself skipping through as you did the math bits, but I'm a programmer by trade and I know many other artists like your approach of trial and error so I definitely didn't mind it!
Your content and delivery is excellent and the pace is just right. Thank you for the hard work, looking forward to part two!
Fantastic. I must admit it took two viewings to get the concept. Also your English is much better than my German.
Thank you for the clarity, your style is very pleasing. You worry too much!
Wow a single like button isn't enough for this tutorial series, Thank you for uploading these videos! I keep remaking my geometry nodes setup for a multi-axis array but each time it's always missing something. Thanks to your tutorial I'm already seeing areas that could improve my setup :)
I just found your channel and I am already loving your vids!
I think doing it as a walk through is very helpful. You speak clearly and very easy to understand. Keen to finish the series!
Not only is this great and also easy to follow, it's also somewhat reassuring after three years of secondary-school German that some Germans also have trouble getting their tongues around our weird English words...! ;-)
dude ! thanks for this video i was feeling a bit down every time everyone suddenly jumped to 100 math operations in 1 minute
First thank you this has been a great learning experience, please due as many of the in depth tutorials as you feel. Do not worry about the speed or instruction that is why we have the play back option on these videos; if the was something I needed to see or hear again I just played it back. Do what you do and once again thank you.
A very nice tutorial. Style is good, content is approachable. Looking forward to the second part!
I really like your playful style of making the tutorials.
Great stuff and many thanks for helping in learing out GeoNodes.
I am blown away at how amazing this works, so smooth and we'll thought out.
Keep up the good work, I'll be looking forward to it. ;)
Great in depth and width starting geometry nodes tutorial ...
Awesome work! I really like this style of using Geometry Nodes, reminds me of making stuff with lego haha. Also, your english was great except for the very occasional word or two which you picked up by yourself anyway. Good luck with your future work!
architektonisch gewöhnungsbedürftig. ansonsten absolut großartiges tutorial! dankeschön!
Hey! Just wanted to check in and thank you for this amazing tutorial! This was EXACTLY what I needed. Hope you do other tutorials about geometry nodes and other stuff as well. You're very good at it! :) Anyway, thanks again!
Great to follow along! Are there any plans to do an updated version for fields? I am having trouble because there is no point rotate node anymore...
You might have to create an "instance on points" (the old point instance) for every transform you take out from your grid. Then connect all the transforms on all the "points" (the first dot on the instance on points).
Drag the cube form the outliner( the objects bar) in to the geometry nodes editor to get the node "object info" and unite with all the instance dots.
And instead of point rotate we have euler rotate which you connect to the "rotation dot".
And btw move the "join geometry" after all the "instance on points" nodes
@@pinball68 Hey there, thanks for your tips. Unfortunately the problem seems to be that I need to merge all the grids into one mesh before instancing the cube on the grid, so the rotation has to be set prior to instancing. And if I do it the other way around and use the Euler rotation on the instances, for some reason they are not rotating straight but in some weird formula way, gimballing around
@@evesattler1570 how can i send you a photo of my nodes?
@@evesattler1570 maybe i didn't explained it correctly because it works for me
Awesome!This method can change the workflow of large city scene!
For the
nice, thanks
Beautiful!! Waiting for the next part! Thanks
Speaking as someone with nearly 50 years since I first worked in live TV and commercial radio broadcasting, including a successful 20th century announcing, voiceover and film narration career, I can confirm that you need have no concern about the fluency of your spoken English.
Finally someone explained it clearly!
I have already download the blender demo file but lost in nodes jungle. But I found some inspiration for develop my another tutorials. Thank you for make it simple and easy. 👍👍👍
The best tutorial. I understand this concept WAY better now! Thanks!
wow! thanks for making this video! can't wait for the part2
Instead of adding a ceiling/floor node... just change the variable type to integer. Problem solved *much* cleaner. "Node tree inputs" type can be edited in the Geo Node tab (make sure you mouse is hover inside this tab) and press N to pull up the sidebar menu, then click group.
Thank you, I made it through! everything is relatively straight forward and I'm new to blender. Don't worry about your English, it's good! Tutorial format works, looking forward to checking out your other content.
This in a game engine is the future.
Amazing tutorial. Really cool and funny way of presenting as well! Subscribed :)
Ausgezeichnet! You totally rock. Wann koennen wir sehen Daecher und alternative Stoekige? Vielen Dank!
This is mesmerizing to watch. Thanks for sharing this knowledge!
Vielen Dank. Btw i love how you struggle with the words "width" and "depth" - dont worry, happens to all of us german speaking people ;)
Great job
I needed to apply my particle cube object to scale (ctrl + A, Scale) to keep the grid clean.
Don't know if it was said but, to make a 1x1, change the input value to integer, instead of float.
Thank you so much, l've always wanted a tutorial explaining the concept behind it.
This is exactly what i want to learn how to do
Please make a part two, please 🥺🙏
Part two is already out :D
@@Kammerbild thank you so much
You have no idea how much this is helping
Hi there, nice tutorial but how did you add the geometry nodes without making texture nodes? for me this is quite a advanced tutorial, I don't even see the version of Blender you are using :-/ also maybe you could turn on your Screencast keys :-) ... o my cube don't scale the chosen object 3:03. Please go into more detail.
Yes, I fear this is quite an advanced tutorial honestly. The Blenderversion is 3.0.0, which is available here: builder.blender.org/download/daily/
I'll turn on screencast keys for part 3 if I don't forget it :)
If scaling your cube does not seem to change the scale on you monkey/object make sure you scale your cube in edit mode, and not in object mode.
I don't know what you mean by texture nodes. If you talk about the shader editor: thats actually a completely different thing. It looks similar, but has no connection to geometry nodes.
Hope this helps!
@@Kammerbild o great, thx for the link :-) I did in the meant time download Blender 2.93.0 "LTS", there I found the geometry node editor :-)
3.0.0 is still a Beta so I hope other people notice this seeing Beta versions are not based on creating projects ;-)
i quite like they way you give information, keep going
Is there a way to come up with a final count of the individual elements? So let's say you have your main block that looks like a window and another block that looks like a door. Can you view the amount of windows and doors you have in the final object?
Good job! Waiting part 2 :)
Best tutorial about geo
Can you please do an updated version for 3.0 since they have changed a lot in the geonodes it would really help a lot
Yes im struggling as well, especially with the point rotate node
yeah, i liked your tutorial, i'm looking forward to practice with the nodes, looks kinda fun xd
This is such a phenomenal video, so well taught!
Awesome tutorial, subbed and brought the file. Thanks for your content.
Really cool and nicely explained. Keep em coming. :) Would be interested to see if that works for the interior too.
I loved this tutorial! Is there a way to recreate this kind of workflow with the new version of geo-nodes that doesn't incorporate legacy nodes like "point rotate" and "Attribute Separate/Compare"?