This was an intense first introduction to geo nodes for me. I'm glad I made it through - and even understood enough to fix mistakes I had made earlier in the tutorial. Thanks!
35:15 To do the random board deleting I added a Delete Geometry Node before the Instance on points and plugged a Random Value Node into its Selection socket. Set the Random Node to Boolean and you have 2 sliders to add to all the other controls. A Probability to control the amount and a Seed to randomize the deleted boards. Its far more useful than having to look for the color ramp in the middle of everything.
Thanks for this.!! I don't often make what you show, but I often use your concepts and ideas to make other things. In this case, it's going to be a boat dock. Pretty much the same structure!
for a better more random result in distorting the wooden boards you can realize the board instances (with a Realize Instances node) then add the distortion
I love your tutorials. Just a couple things I've noticed that maybe you don't know and would like to is you can use F2 to rename the geo node control+J groups and when you're changing numbers like you do all three at the same time for board distribution subtract vector math node, you can drag your mouse to highlight all 3 to change them all at the same time
Thank you very much, I learn a lot with your video. In part "Invisible rope" , you can use "Capture Attribute" node to make copy left/right rope, and then use "Set Position" node to offset just in Y Axis to make rope in center position, using input (Bridge Width) from "Input Node". I think, other way can use "Capture Attribute" to make just one Left Rope then copy their attribute to make Right Rope, but I don't try it yet.
34:00 In the distribution of boards frame I added a realize instances, then a Set Position - both after the Rotate Instances Node. Plug your adjuster cluster into that Set Position. Move the Subdivision and Smooth Nodes also (from the Boards frame). This makes lots of verts (from the realize instances), so yes using a collection of boards is possibly more sensible. You can lower the X & Y values on the cube used to make the boards. If you use 2 Noise nodes into X & Y (of the Combine XYZ) you can add randomness to the ends of the boards with the Y Noise (30 + in the Noise Scale for jagged broken ends). Play with this - If you add a second Combine XYZ (plug first one into its X) and plug another Noise into its Y you can add lots of random to the board length with a small scale (5). You can get folds easily... Tell yourself they are cracks or knots in the wood or lower the vertex count in the board cube.
Very cool bridge and had fun following your steps. I must have missed something cause my textures are flat. Thought I could fix it in ue5 but when you load in the boards are gone
For those who do not know yet: The Quadratic Bezier Curve Nodes Middle section only offsets half the amount you enter. So things can go badly wrong - like parts of the bridge only moving half the distance expected - any part based on the middle sections location.... Multiply *2 Hopefully you do not waste hours rechecking everything like I did.
This is spectacular, congratulations! Leonardo da vinci created a self-supporting bridge, would it be possible to create it in a way that all parameters could be changed?
Why instead of using several curves in the beggining of the graph with bunch of connections you don't use just the corresponding amount of transform nodes, each of which will give you an instance of the curve located in the proper position?
Hi, yes - your are absolutely right - I got lost in the node mess during tutorial record :-D - And I think there is a better way at the end, when I just duplicate the whole node tree for the curly Ropes...
@@blenderdude5050 Yeah, if you grab the geometry from the lower rope thickness join geometry, you only have to start from the curve to mesh for the thickness, if you want separate controls. otherwise you could drive the new set position with the lower rope thickness group
I bought your completed model and was wondering if there was a way to add a Bridge Y Midpoint control. The Y control would allow the bridge center to be swayed back and forth as if wind were moving it.
Hi, yes, that is possible. I can't predict right now, I all ropes and boards will follow the change of the path in Y direction... but Theoretically it should work. I will check that later and answer you again
Thanks a lot man, amazing tutorial and just what I needed for my next project. Just a question with regard to the materials. Whenever I set the material as you show at the end, the material on the plane looks great but on the stairs it looks terrible and really flat. Do you have any idea what I should change? I am using the exact same Blenderkit materials
Just found your channel, dude, your work is AMAZING! Interesting, well produced and explained, instant follow. Auch ich muss meine deutschen Buddys unterstützen LG aus Berlin
Hello Sir, Could I get some advice on this video? When I add textures just like you did nothing happens only the plain texture is rendered. Please help me resolve this issue🙏 As always your video was phenomenal!!
is it possible to save and open this procedural bridge on unreal engine? i litearlly stayed up till 4am just so i can have different sized forest bridges, but now, idk if i should just create the entire landscape here. i just wanna take advantage of that nanite tech.
i dont understand what is problem, but then i connect z value like in begging of tutorial, bezier do not has any effect on changing value z/bridge midpoint. and then i connect third value - y - it is just convert to input value, not range slider... i hope someone know what to do in this situation :((
when i try to output a mesh to import into Unity the cubes (planks) don't get included.. have you tried applying the modifier to see if your bridge becomes a mesh completely?
This was an intense first introduction to geo nodes for me. I'm glad I made it through - and even understood enough to fix mistakes I had made earlier in the tutorial. Thanks!
35:15 To do the random board deleting I added a Delete Geometry Node before the Instance on points and plugged a Random Value Node into its Selection socket. Set the Random Node to Boolean and you have 2 sliders to add to all the other controls. A Probability to control the amount and a Seed to randomize the deleted boards.
Its far more useful than having to look for the color ramp in the middle of everything.
Thanks for your imoprovements!
Thanks for this.!! I don't often make what you show, but I often use your concepts and ideas to make other things. In this case, it's going to be a boat dock. Pretty much the same structure!
cool, thank you for your Feedback
for a better more random result in distorting the wooden boards you can realize the board instances (with a Realize Instances node) then add the distortion
Brilliant tutorial, very insightful, felt like I learned a lot and you were very easy to listen to and follow - thank you so much
I love your tutorials. Just a couple things I've noticed that maybe you don't know and would like to is you can use F2 to rename the geo node control+J groups and when you're changing numbers like you do all three at the same time for board distribution subtract vector math node, you can drag your mouse to highlight all 3 to change them all at the same time
Thank you very much, I learn a lot with your video.
In part "Invisible rope" , you can use "Capture Attribute" node to make copy left/right rope, and then use "Set Position" node to offset just in Y Axis to make rope in center position, using input (Bridge Width) from "Input Node".
I think, other way can use "Capture Attribute" to make just one Left Rope then copy their attribute to make Right Rope, but I don't try it yet.
In the values of the nodes u can just click and drag to all the fields and change the values simultaneously
34:00 In the distribution of boards frame I added a realize instances, then a Set Position - both after the Rotate Instances Node. Plug your adjuster cluster into that Set Position. Move the Subdivision and Smooth Nodes also (from the Boards frame).
This makes lots of verts (from the realize instances), so yes using a collection of boards is possibly more sensible. You can lower the X & Y values on the cube used to make the boards.
If you use 2 Noise nodes into X & Y (of the Combine XYZ) you can add randomness to the ends of the boards with the Y Noise (30 + in the Noise Scale for jagged broken ends). Play with this - If you add a second Combine XYZ (plug first one into its X) and plug another Noise into its Y you can add lots of random to the board length with a small scale (5).
You can get folds easily... Tell yourself they are cracks or knots in the wood or lower the vertex count in the board cube.
thank you sm you just saved me, ily
Thank you first and watch later! I like your explaination style, clear and not so fast. Keep up this amazing work man.
Thanks - I hate 5 Minutes "Fast and Furious" Tutorials, too...
Thank you soo much for this
Very cool bridge and had fun following your steps. I must have missed something cause my textures are flat. Thought I could fix it in ue5 but when you load in the boards are gone
Thank you for the tutorial! 👍👍
Dude you're awesome.
New sub.
And great tutorial.
I followed every steps but i was having problems with the material texture.
For those who do not know yet:
The Quadratic Bezier Curve Nodes Middle section only offsets half the amount you enter. So things can go badly wrong - like parts of the bridge only moving half the distance expected - any part based on the middle sections location.... Multiply *2
Hopefully you do not waste hours rechecking everything like I did.
Your are right, didn't notice that
This is spectacular, congratulations! Leonardo da vinci created a self-supporting bridge, would it be possible to create it in a way that all parameters could be changed?
Why instead of using several curves in the beggining of the graph with bunch of connections you don't use just the corresponding amount of transform nodes, each of which will give you an instance of the curve located in the proper position?
Really helpful, thank you!
hey, for the to "middle rope", you could just take input from width and multiply it by -1, then set it to transform node y translation.
Hi, yes - your are absolutely right - I got lost in the node mess during tutorial record :-D - And I think there is a better way at the end, when I just duplicate the whole node tree for the curly Ropes...
@@blenderdude5050 Yeah, if you grab the geometry from the lower rope thickness join geometry, you only have to start from the curve to mesh for the thickness, if you want separate controls. otherwise you could drive the new set position with the lower rope thickness group
Thank u so much
welcome!
buen video una pregunta se puede exportar el puente como fbx
Thanks!
I bought your completed model and was wondering if there was a way to add a Bridge Y Midpoint control. The Y control would allow the bridge center to be swayed back and forth as if wind were moving it.
Hi, yes, that is possible. I can't predict right now, I all ropes and boards will follow the change of the path in Y direction... but Theoretically it should work. I will check that later and answer you again
Thanks a lot man, amazing tutorial and just what I needed for my next project. Just a question with regard to the materials. Whenever I set the material as you show at the end, the material on the plane looks great but on the stairs it looks terrible and really flat. Do you have any idea what I should change? I am using the exact same Blenderkit materials
I was facing same problem did you find solution for it?
Great!
thx!
bro i love u
thank you!!!!!!
Just found your channel, dude, your work is AMAZING! Interesting, well produced and explained, instant follow. Auch ich muss meine deutschen Buddys unterstützen LG aus Berlin
Thank you! Und Gruß zurück aus Mainz! :-D
Wtf men ! Big Brain
Hello Sir, Could I get some advice on this video?
When I add textures just like you did nothing happens only the plain texture is rendered.
Please help me resolve this issue🙏
As always your video was phenomenal!!
maybe you connected the wrong texture coordinate output. try object or generated...
@@blenderdude5050 Ok Sir,
Thank you for replying.
is it possible to save and open this procedural bridge on unreal engine? i litearlly stayed up till 4am just so i can have different sized forest bridges, but now, idk if i should just create the entire landscape here. i just wanna take advantage of that nanite tech.
how do you get the math node out of the geometry node group?
i dont understand what is problem, but then i connect z value like in begging of tutorial, bezier do not has any effect on changing value z/bridge midpoint. and then i connect third value - y - it is just convert to input value, not range slider... i hope someone know what to do in this situation :((
hmm, hard to tell without seeing your nodes...
how do u make the frames?
could you just make one rope and then duplicate and transform it? then any changes to the 1st rope apply to the rest?
when i try to output a mesh to import into Unity the cubes (planks) don't get included.. have you tried applying the modifier to see if your bridge becomes a mesh completely?