Blender Tutorial - Procedural Chainlink Fence (Geometry Nodes)

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  • เผยแพร่เมื่อ 20 พ.ย. 2024

ความคิดเห็น • 113

  • @BlenderMadeEasy
    @BlenderMadeEasy  2 ปีที่แล้ว +7

    Remember to click this look to get a 1 month free trial of Skillshare! skl.sh/blendermadeeasy03221
    Also shoutout to mk09 over on Discord for helping me out with this tutorial! If you have other suggestions for tutorials you would like to see just reply to this comment!

    • @Cadknowledge
      @Cadknowledge 2 ปีที่แล้ว

      not working for me though i am getting 404 error when I sign up

    • @BlenderMadeEasy
      @BlenderMadeEasy  2 ปีที่แล้ว +1

      @@Cadknowledge Do you already have an account with Skillshare? You may have already used your free month.

    • @Cadknowledge
      @Cadknowledge 2 ปีที่แล้ว

      @@BlenderMadeEasy I have account (working on a course on solidworks software) but never use for learning purpose. I try other email id as well still doesn't work

    • @akuunreach
      @akuunreach 2 ปีที่แล้ว

      Nice tutorial, however the twists usually run vertical, not horizonal (twisting along Z axis in blender)

    • @verakoben8395
      @verakoben8395 2 ปีที่แล้ว

      Could you do a tutorial for making a chrome material using nodes? Anyway, cool tutorial as usual!

  • @thomasfrenkel1991
    @thomasfrenkel1991 2 ปีที่แล้ว +26

    I have a fix for the poles that are too close to the other poles. I wrote a node group that resamples the curve but takes active points into account to keep a point at every given/evaluated point. It is done by subdividing each segment individually based on its length. In this process you have to split the spline at each point first to get the spline length for each individual segment, than stitch it back together by converting it to a mesh and using the "merge by distance node". Then converting itback to a curve. Will upload the group soon.

    • @lucarroba
      @lucarroba 2 ปีที่แล้ว

      Genius

    • @thomasfrenkel1991
      @thomasfrenkel1991 2 ปีที่แล้ว +3

      @@lucarroba It's on gumroad under the name "[BLENDER GN] POINT-AWARE RESAMPLE NODE GROUP"

    • @pitibiribas
      @pitibiribas ปีที่แล้ว +2

      @@thomasfrenkel1991 this is awesome, thank you!

    • @I_am_max_m
      @I_am_max_m ปีที่แล้ว +1

      You have saved our lives, we are eternally grateful! 👽👽👽

  • @Terra_5
    @Terra_5 2 ปีที่แล้ว +8

    i'm using Unreal engine and im new to blender, but this was the most insane tutorial i've come across in a long time, the skill and perfection in this video tutorial is out of the ordinary, you are a MASTER, thanks alot man, il sub for sure, keep up the good work!

  • @donaldclark5804
    @donaldclark5804 ปีที่แล้ว

    That default cube removal was smooth

  • @akramhossain5241
    @akramhossain5241 หลายเดือนก่อน

    To fix chain gape, put Realize instances after instance on point before join geometry

  • @getfanmedia
    @getfanmedia 2 ปีที่แล้ว +1

    "This is why I love watching your video."

  • @gbouhi
    @gbouhi 2 ปีที่แล้ว +2

    Nice presentation. I think you can use the total fence length together with vertical pole spacing as an input to drive the pole placement. A little maths function will provide the distribution automatically. Love your systematic approach. Great job!

  • @RyanKingArt
    @RyanKingArt 2 ปีที่แล้ว +11

    That is so cool!!! 👍‍

    • @valdoltra
      @valdoltra 10 หลายเดือนก่อน +1

      Ryan King congratulating means more than TH-cam creator award for 100K subscribers :) Love your tuts bro!

  • @hugoantunesartwithblender
    @hugoantunesartwithblender 2 ปีที่แล้ว +3

    Great tutorial!! Btw, you can duplicate the group inpuct so that way you get a cleaner node tree ;)

  • @TruthSurge
    @TruthSurge ปีที่แล้ว +1

    BEH zee ay, mah boy, not BEE zee er. nice tut!

  • @FelinaFaerlaingal
    @FelinaFaerlaingal 2 ปีที่แล้ว +2

    Great tuto, but I've hit a few snags: when I do the rotation of my chainlinks, the corners aren't rotated 90 degree, and they sit at an angle. It's visible through the poles
    The second snag: I've moved the original chainlink to the right, so the starting pole sit well at the end, but the ending pole doesn't, the fence goes beyond it?
    Edit: And I found a way to not have the smaller vertical poles close/into the main vertical poles!
    After instancing both types of poles, you need to connect the smaller ones into a delete geometry set to instance, just before joining them with everything.
    For the selection of this delete you'll need:
    To branch the two instancing each into its own realise instance, then feed each into a geometry proximity
    Do a Vector Math Subtract (main poles top, smaller poles bottom)
    Feed the math into a compare node, set to vector, element, equal. The B vector is at 0 and the epsilon is the distance from which it'll start to delete the smaller poles.
    If that's confusing, you can find a screenshot in my YT profile

    • @malorymagus7865
      @malorymagus7865 2 ปีที่แล้ว

      Great tuto indeed. Unfortunately, same problems here.

    • @benfrancis-neun5138
      @benfrancis-neun5138 2 ปีที่แล้ว +1

      Hey Felina. Thank you so much for your hard work here!

    • @Zagupi
      @Zagupi ปีที่แล้ว

      Thanks, was able to get the excess poles deleted thanks to you. Trying to figure out how to deal with the uneven rotation of the chainlinks next..

  • @lucashaymaker5927
    @lucashaymaker5927 2 ปีที่แล้ว +3

    Great tutorial!!
    I took this a little step further and used the Delete Geometry node to remove the very bottom horizontal pole. I thought maybe it is unnatural to have a horizontal pole along the ground :)

    • @funw3d538
      @funw3d538 2 ปีที่แล้ว

      You mean "pole". Make it optional because our fence does have one! ;)

    • @forallthatneverwas
      @forallthatneverwas ปีที่แล้ว

      you can also use also:
      - [Add] 1 -> [Resample Curve] Count
      - add an [Endpoint Selection] node
      - plug Count -> [Endpoint Selection] Start Size
      - set [Endpoint Selection] End Size to 0
      - plug [Endpoint Selection] Selection -> [Instance on Points] Selection
      and it'll always skip the index of the bottom bar

  • @FernandoNascimentobr
    @FernandoNascimentobr 8 หลายเดือนก่อน

    What you can do is transformer your curve into mesh, split edges, then transform it into curve again.
    Your poles should be spread out much better now.
    After that you can add delete geometry and plug endpoint selection into selection. This way you won't have two poles in the same place.

  • @redratpetrax
    @redratpetrax 2 ปีที่แล้ว

    Trick Before The profile Transform is NICE..:) THX Perfect

  • @MahckMedia
    @MahckMedia 2 ปีที่แล้ว

    Thanks so much mannn! This will help me at my job creating renders (I work for a const. company)

  • @KIFDRAKON
    @KIFDRAKON 2 ปีที่แล้ว

    Good day. A very simple and beautiful way to fence. thanks.

  • @orpheuscreativeco9236
    @orpheuscreativeco9236 2 ปีที่แล้ว +1

    Beh-zee-ay. 👍 This is a great tutorial, thank you!

  • @dannotdaniel9361
    @dannotdaniel9361 2 ปีที่แล้ว

    perhaps this is obvious but I tried to animate this "create instances on the fly" effect (and tied it to a sound-from-f-curve)
    it was cool in the viewport.. but these objects don't show up in the render unless you realize them. In which case they are no longer dynamic - so i will have to start over and probably animate their opacity based on the music and their position.
    great tutorial by the way - learned a lot as usual

  • @ChainsawBunny92
    @ChainsawBunny92 หลายเดือนก่อน +1

    At 6:45, I don't have the option to add the 'resample curve' node. All i get is sample curve.

  • @Osterprods
    @Osterprods ปีที่แล้ว

    Great tutorial!

  • @rohanrana78227
    @rohanrana78227 ปีที่แล้ว

    Great tutorial. I successfully created my first geo nodes thingy. Used it for a different design and not fence. Is there a way to used 3d curves so that things can go up and down too?

  • @mindforge481
    @mindforge481 2 ปีที่แล้ว

    you dont know..... but this helps us alot keep it up

  • @toolexport
    @toolexport ปีที่แล้ว

    Awesome video. thanks a lot.

  • @blenderpete
    @blenderpete 2 ปีที่แล้ว +7

    Nicely done 👍 And by the way: Leonhard Euler was a famous Swiss mathematician who is pronounced „Lay-On-Heart Oiler“ 😉 So the node at 8:58 is called „align oiler to vector“.

  • @3mpt161
    @3mpt161 ปีที่แล้ว +1

    Great tutorial, I have a question though. Is it possible to have 2 different materials for this? One for the chain links and one for the poles?

    • @animeonfire1790
      @animeonfire1790 ปีที่แล้ว

      You should be able to add a new object, assign a material to it and instance it as whatever you want it to be. This way you can have a different material for every different part of the fence

    • @harpoonlobotomy
      @harpoonlobotomy 13 วันที่ผ่านมา

      Yes you can - just add the 'Set Material' nod before the 'Join Geometry' instead of after, you can apply materials to each element separately this way.

  • @LyleTrevor-b6l
    @LyleTrevor-b6l 2 หลายเดือนก่อน

    Thank you so much for your hard work! 😊 I wanted to ask something unrelated: 🤔 I have these words 🤨. (behave today finger ski upon boy assault summer exhaust beauty stereo over). How do I use this? 🤨

  • @wellox8856
    @wellox8856 2 ปีที่แล้ว +1

    Incredible!

  • @rodrigolucena1698
    @rodrigolucena1698 2 ปีที่แล้ว

    Thanks for the great video. You really made it easy.
    I would like to ask you if it is possible to create a voronoi mesh using geometry nodes?

  • @samuelshasa
    @samuelshasa 2 ปีที่แล้ว +6

    at 1:06 I feared the worst

  • @mjmuftah271
    @mjmuftah271 2 ปีที่แล้ว

    Thanks for sharing this amazing tut ..❣

  • @quadgon
    @quadgon 2 ปีที่แล้ว

    Awesome! Thanks for making a geo node tutorial that's easy to understand :)
    PS: Is there a way to bevel/sub divide/smooth the vertical poles? There's stil no bevel node in geo-nodes.

  • @the_greck
    @the_greck 2 ปีที่แล้ว +1

    Great tutorial! A little note, bezier is pronounced bezzy-ay, not beezy-er.

  • @F0r3v3rT0m0rr0w
    @F0r3v3rT0m0rr0w 2 ปีที่แล้ว +1

    its certainly nice, any way to make it low impact, cause man it certainly slows down blender.

  • @LesPaul0689
    @LesPaul0689 2 ปีที่แล้ว

    Super video, it's simple but it's a good explaination on how the tool can do.
    If someone has an answer, I've got 2 issues:
    • even by taking the x measurement, the shape are not connected, there's a space between each repetition
    • the fence try to turn on corner but a part is hanging
    Anyone also go this issue (Blender 3.1) ?

    • @matanshukry
      @matanshukry 2 ปีที่แล้ว

      I have the 1st issue as well. The main issue with it is after converting the result to a mesh (before export) it contains a lot more vertices, since they could be merged if they didn't have a space between them. If anyone knows the solution that would be great!

    • @joeg7096
      @joeg7096 2 ปีที่แล้ว

      @@matanshukry make sure the fence length is a multiple of the chain length

  • @spyenemy-nu4jn
    @spyenemy-nu4jn ปีที่แล้ว

    Amazing

  • @StuSutcliffe60
    @StuSutcliffe60 2 ปีที่แล้ว

    @Blender Made Easy....I could not delete de default cube like yours...Is it an edit footage or a python script???

  • @papasalvo
    @papasalvo 2 ปีที่แล้ว

    Have u done a video on lighting?

  • @harshitrao8729
    @harshitrao8729 2 ปีที่แล้ว

    This is so dope🙌🙌🙌

  • @RajMohan-nb4ts
    @RajMohan-nb4ts 2 ปีที่แล้ว

    Great, thank you.....

  • @GreenMagic0
    @GreenMagic0 2 ปีที่แล้ว +1

    Hi I have a question. Can this fence be made in Blender 2.90?

  • @kellythestoryteller
    @kellythestoryteller ปีที่แล้ว

    Please I need a full tutorial on geometry nodes

  • @ЛарсЭнигмус
    @ЛарсЭнигмус 2 ปีที่แล้ว

    brilliant!

  • @Kiromitsu
    @Kiromitsu 2 ปีที่แล้ว

    This tutorial is incredibly helpful when trying to learn this stuff! I just have some questions because I want to use square posts instead of round ones. How do I make the "Align Euler to vector" snap so that my corner posts aren't rotated 45 degrees and how can I lock middle posts to be a separate distance apart from each other?

    • @SJ98296
      @SJ98296 2 ปีที่แล้ว +1

      I just tried building out this setup and it appears to work the same with square posts...which I tested with rectangular posts just to confirm their correct orientation. As for the second question, if you want to use different setups for end posts and middle posts, you can select the instance nodes setup and group them (so you can duplicate the setup and modify the duplicate), then use the endpoint selection node to select the points for the end posts and a boolean math node to select all the other points.

  • @TheuppercaseM
    @TheuppercaseM 2 ปีที่แล้ว

    Omg thats so cool

  • @danrebeiz4598
    @danrebeiz4598 7 หลายเดือนก่อน

    FYI, "Bezier" is pronounced "Beh-Zee-Yay" and Euler is actually pronounced "Oiler". That aside. Thanks for the vid!

  • @GeorgeO1234
    @GeorgeO1234 2 ปีที่แล้ว

    hey do u think you could make a tutorial on using the commotion addon in blender 3.0+ , i cant seem to get it to work

  • @adameskoo
    @adameskoo 2 ปีที่แล้ว

    Thanks for the tutorial! Is there a way to merge curve points so the chainlink could be a long continous one?

    • @sigismondP
      @sigismondP 2 ปีที่แล้ว

      omg omg i found it i found it !

    • @sigismondP
      @sigismondP 2 ปีที่แล้ว

      ... is what I would say if I found the solution ...

    • @sigismondP
      @sigismondP 2 ปีที่แล้ว

      just kidding. Yes, if you use the "merge by distance", it desperatly won't work. But, if you use "Realize Instances", the "Merge by Distance" will accept to merge the splines, and then the curve to mesh will generate nice and smooth continuous chains.

    • @sigismondP
      @sigismondP 2 ปีที่แล้ว +1

      so:
      ... instances on points °-----° Realize Instances °-----° Curve to Mesh ...

  • @infiniteentertainmentandmo3635
    @infiniteentertainmentandmo3635 8 หลายเดือนก่อน

    "not that many nodes"
    proceeds to show a node tree the size of my computer 🤣

  • @KAZAIK3D
    @KAZAIK3D 2 ปีที่แล้ว

    Well done nice

  • @aydencolognes7963
    @aydencolognes7963 2 ปีที่แล้ว +2

    hey so this tutorial is amazing, but I had a problem when I connected the chains, there is a small gap on the right side on each linked square thing, is there anyway to fix this?

    • @BlenderMadeEasy
      @BlenderMadeEasy  2 ปีที่แล้ว +2

      Yeah that is one problem I noticed too. That's the issue with using the Length in the Resample Curve. If the Fence Line dimension length is anything BUT a multiple of the chain object length there will be a slight gap between each chain. 1 thing that you could try is to edit the last point on Fence Line object and move it just slightly back to line up all the chains. I had forgotten to mention that in the tutorial.

    • @aungtoegaday8473
      @aungtoegaday8473 2 ปีที่แล้ว

      @@BlenderMadeEasy Thanks bro. when i do the thing but another chain disconnected again . how?

  • @manollobango
    @manollobango 2 ปีที่แล้ว

    Does the Fill Caps function only fill the cap on one side or on both?

  • @あーむ-t3d
    @あーむ-t3d 2 หลายเดือนก่อน

    8:42 カーブに反ってモデルも回転

  • @vipereaper
    @vipereaper 2 ปีที่แล้ว +2

    Is that an animation to delete the default cube?

    • @blackswan6386
      @blackswan6386 2 ปีที่แล้ว

      thats the best " delet default cube" i ever saw, im interesting ,tooo how to make it - Thanks

  • @kwokedwin9628
    @kwokedwin9628 2 ปีที่แล้ว

    is it possible to make it tilted outward while maintaining the lowest grounding horizontal?

  • @Picpic86
    @Picpic86 ปีที่แล้ว

    Hey thanks for this ! Any way to export for unreal engine ? I meen if I wanna do a map with fence like that ?

    • @animeonfire1790
      @animeonfire1790 ปีที่แล้ว

      Not really sure how unreal engine works, but I'd try to apply the finished geo nodes to the starting object/curve so that you get a simple mesh. Exporting that should work.

    • @Picpic86
      @Picpic86 ปีที่แล้ว

      @@animeonfire1790 I got an heavy file and i can't do anything with it, I've tried a lot of things to lighten it up but I can't.

  • @gottagowork
    @gottagowork 2 ปีที่แล้ว

    How do you transfer a UV space to material nodes that is equal to what you'd get for using curves regularly?

  • @michaelpenco546
    @michaelpenco546 2 ปีที่แล้ว

    Everything was going just great until you press "N" to enter "input" I do not seem to have that all I am seeing is nodes and the layout is quite different. Any suggestions?

  • @mercurysmith563
    @mercurysmith563 2 หลายเดือนก่อน

    I'm working the fence mesh and noticed that you have the mesh sideways. I keep seeing chain link fence tutorials with this flaw. Chain link fences are not built this way and you can't get realism because you wouldn't be able to add brackets and braces at the posts because you have your links sideways. The cut, sharp exposed ends face the ground, you couldn't add hardware with them facing sideways like yours. An installer uses a knuckle wrench to bend those jagged ends around. How would you do that with just the end column of geometry so hardware could be added in archvis? Just another point for archvis realism, the mesh runs outside the posts, not through them. That's where adding the hardware for bracing comes in and you discover the jagged ends won't let you add brackets, tensioners, fence hinges, etc. Not picking on you, this may be good for making game assets, but not archvis. Fences are seldom on level ground, they run up hills, down hills, over swells. If you try and move/add points on your reference line, it breaks apart the mesh if any point is not on the same level as the others. I have yet to see anyone come up with a realistic way of making chain link fence and I've spent countless hours trying. You could use a boolean to cut the fence but you first have to use the "realize instances" and that just defeats the purpose of an instance and jumps the face count up astronomically

  • @higherquality
    @higherquality ปีที่แล้ว

    my thing is giving an error, it has an unsupported type: mesh

  • @londerru
    @londerru 2 ปีที่แล้ว

    Cool!)

  • @tarandalinux8323
    @tarandalinux8323 2 ปีที่แล้ว

    Very nice tutorial. The chain does not turn 90 degrees it stays flat. I followed the tutorial to the letter to that point. Help please

    • @motionpix9443
      @motionpix9443 2 ปีที่แล้ว +1

      Hey! Same problem :( Tried it on version 3.0 and 3.1. If you manage to solve it, let me know please!

  • @yashdbhat5806
    @yashdbhat5806 ปีที่แล้ว

    How did you add animation to the deleting cube??

  • @turningcog
    @turningcog 2 ปีที่แล้ว

    This is likely outside the scope of this exercise but anyone know if this can then be exported to unreal

    • @blackswan6386
      @blackswan6386 2 ปีที่แล้ว

      just export it as FBX mesh. try apply the Geometry node Modifier - or in Export option you can choose " add modifier" - hope it will work. In UE4/5 just import FBX / or drag & drop it into your UE Folder when your project is open

  • @jeffg4686
    @jeffg4686 2 ปีที่แล้ว

    you guys make it look too easy. I think the poles work as is - no changes needed - it's ok if some of the poles are near the bigger ones. Just need to keep that distance the same max spread (but not averaged) between the small poles within a particular line (which it already is) - just like 2x4 in house is always max distance of like 18" from another, but some 2x4 go right up close to edge, but aren't the edge itself, so spacing between them is minimal.

  • @brb4207
    @brb4207 2 ปีที่แล้ว

    ah yes I love watching 30% of the screen at all times where no nodes clip out of view

  • @Finn-lo3vb
    @Finn-lo3vb 2 ปีที่แล้ว

    Great Tutorial but in the geometry nodes i have no Mesh Line and no instance on point🤷‍♂️

    • @BlenderMadeEasy
      @BlenderMadeEasy  2 ปีที่แล้ว

      Make sure you have the latest version of Blender.

  • @HeistGS
    @HeistGS ปีที่แล้ว +2

    1:02 memory unlocked

  • @izigames_1
    @izigames_1 หลายเดือนก่อน

    1:00 haha....

  • @vannyyorn
    @vannyyorn ปีที่แล้ว

    😘😘😘

  • @ellenino
    @ellenino 2 ปีที่แล้ว +1

    "There are not that many nodes to set up in this node tree"
    Shit... as a newbie watching this, I'd hate to see one with lots of nodes lol

  • @SpieleSuchti894
    @SpieleSuchti894 2 ปีที่แล้ว

    is it just me who has over 1 mil faces with just a little bit of fence?

  • @MrMarshallMan3
    @MrMarshallMan3 2 ปีที่แล้ว

    First

  • @drumboarder1
    @drumboarder1 2 ปีที่แล้ว

    "about 5.08 cm's" he says.

  • @GifCoDigital
    @GifCoDigital 2 ปีที่แล้ว +1

    "Procedural Fence" let me just start off with 10min of manual modeling. lol

    • @LBPFrost
      @LBPFrost 2 ปีที่แล้ว +2

      ? Do you know what procedural work is?

    • @GifCoDigital
      @GifCoDigital 2 ปีที่แล้ว

      @@LBPFrost yes, that's why I made the joke