Painting brush strokes with Geometry Nodes in Blender
ฝัง
- เผยแพร่เมื่อ 31 ก.ค. 2024
- Turn on CC for subtitles.
A breakdown and demonstration on how to use the Geometry Nodes paint-over tool "Curve Painter" that was put together to help you create a painterly effect.
The setup can be downloaded here:
ffuthoni.gumroad.com/l/curve-...
Inspired by these great videos from these amazing artists:
@codygindy painterly effect: • Making 3D animation lo...
@Tradigital live paint filter: • Turning 3D Models into...
The "combine normals" node group is taken from here:
blenderartists.org/t/how-comb...
The driver formula example:
fmod((frame-1)/5, 3)
based on these Blender Stack Exchange answers:
blender.stackexchange.com/a/2413
blender.stackexchange.com/a/2...
I can be found elsewhere on the internet via:
futhoni.carrd.co
CHAPTERS:
00:00 Intro
00:34 Inspirations
01:36 Breakdown & Demo
03:13 Modifier settings
06:02 Painting brushes
07:32 Material settings
09:24 Layering brushes
10:26 Using the textures
10:58 Hand-painted feel
13:17 Things to note
15:30 Outro - แนวปฏิบัติและการใช้ชีวิต
*UPDATE*
1. Added _"Sampled UV Map"_ render option. Useful to map your image texture. More details here: th-cam.com/video/yEjShS5Cebc/w-d-xo.html
I love how, after the video of Cody Gindy, everyone is contributing to achieving a better result. My respects to the blender community
Legit huge respect for releasing it for free. This looks like you put way too much effort and could easily make you decent money on the blender marketplace, but you chose to make it free.
You sir are trully special.
Thank you so much!
This gentlemen not only make this free for download, but also give advices and caution while working. Our community is such a blessed to have guy like you. Respect.
What I love the most about Blender is how community driven is, you posted this really amazing tool for free, thank you !
This combines the personalization of the hand strokes of the painting itself with the benefits of procedural, great video man!
This is amazing! Thank you so much for sharing your knowledge with the community.
Finally! Its so nice of you to share with us this technique... props to you man!
Thank you for this video and for the free blend file! I really needed to find a way to achive this painterly look and here you go, dropping an amazing explanation of your method and giving us an opportunity to experiment with the settings!
You're incredible. Thank you for releasing it for free! Doing wonders for the community
This is AMAZING! I've been testing and trying to re-create this style non-stop the past few days after seeing exactly those videos that inspired you. This literally feels like some divine gift for me right now! Thank you so much.
Holly, this is awesome! I love the recent explosion in painterly style rendering. And thank you so much for making this free, you are a hero!
Genius! Thank you for releasing this for free!
You elevated those concepts quickly. I guess Wyatt has been iterating for a bit. Its a wonderful example of why Blender and it’s community is so great.
This is great, this has so much potential for use.
I'm so amazed by how people figure out this stuff and experiment to get these results. Tha is you very much to show this!!!
Amazing work! Can’t wait to try it
stunning work, thank you so much
This is great, this has so much potential uses.
yo that's what the community is all about!! getting inspiration, showing them, improving them and passing the knowledge forward. you are a legend!!! and got a new sub
Wow dude, just wow. My hat is off to you sir!
What an absolute legend. Thanks for sharing brother 👍🏾😇
thank you for all your work man.
Massively cool, thanks for sharing!
This and the referenced video are changing the entire stylized rendering landscape for everyone :D
Looks great, well done!
I have to write a comment on this because this is so much work and it is the most amazing and comprehensive addon ive seen and this is such a streamlined way to approach this style of render! Bless your soul and this community
Dude this is awesome! Cody's method isn't as easy when you aren't familiar with painting software and I bought Wyatt's tool kit which is great but can lag for more intensive scenes. I feel like this makes things much easier for my level of skill. Instant sub!
Great work! Very cool
this is amazing!
you are my savior, thank you!!
my guy this is amazing thank you so much. have a nice day
Thank you so mush for this video! its amazing!!!
Thank you so much for do this
a lot of learn from you.
thanks,...respect for you man
This is gonna save me so much time for my uni project.
THANK YOU SO MUCH, ive been banging my head against this wall for the past 11 hours trying to create something even remotely similar to this, you are incredible sir, shutup and take my money
Thanks you 😊, this video should have more views
Thank you very much sir.
Te mereces mas suscriptores amigo! sigue asi
Very cool!
Thank you!
Love the video! Thanks for releasing the effect for free too!
Awesome!
Instant subcribe, good job!!
You are my god, respect you!
This is so good! Found a better painting workflow with it
I got a lot of learning to do. But I definitely wanna try this out
Thank you
You're video is art
Genius!
Are we not going to talk about FFuthoni's amazing music taste
haha.. turns out youtube audio library has some pretty good songs 😅
Me who has no Blender experience and only have been drawing digitally watching this video: visible confusion and impressed
nice werk mawmah
Holy... shiiiii I love this
I wish I knew how to use blender properly and use this, hopefully I don’t get lost!
Just so you know. If you add the tag "yt:cc=yes" then the video will this tag will automatically turn on captions. Just saying since you were asking to turn them on in the description.
I didn't know that, thank you!
God I love this community.
bro your actually a lad for making this and free thanks im broke but you deserve at least a dollar
Good freaking lord man
Yo this is actually a super cool setup, much prefer this procedural setup than hand-painting it since we can adjust brush sizes / noise afterwards. Kudos on the work!
I've been wanting to get a solid workflow down for this, and the only issue I'm really left with is discontinuities along UV seams. Would be super cool if there was the ability to paint the curves on the surface of the mesh and then project them back into UV space. Would be nice to inherit the world space scale so you don't have to worry about scale distortion on the UV map as well. Easier said then done though lmao.
Thank you!
I've been exploring few ideas to get around the UV seams limitation but haven't found a work-able approach
Like my old master said:
"I love you"
_ Patrick Star
Jokes aside, thanks for this you really saved me.
My head was burning trying to figure it out, giving you credits every time i use it.
I think that you have made a powerful tool for a specific purpose but that can be used for a much more than you designed it for. The obvious thing is converting photos into paintings. You could use this for animating video clips into animated paintings, for example
I was actually thinking something similar but I was worried that it would be too close to stuff that is already out there
Such as? I know there are filters but this is a lot more powerful because of the ability to directly edit and paint strokes. I think it's worth a try for a short video clip. You can get really creative with the direction of the brush strokes, like creating flowing effects or waving or other distortions. @@ffuthoni
Amazing work! I found the inital work of your inspirations amazing, but you you used their knowledge and made a much simpler workflow.
I experimented with the same principle, but using tangent maps for animated characters. However I wasn't satisfied since it was much more complicated to "paint" a tanget Normal map than an object based map. Wouldn't it be possible to use your method of stroke paintings with a tangent map aswell?
tangent-space normal involves some kind of math to get it right that I don't really understand
for animation, you could maybe bake the object-space normal map from the painting to tangent-space as mentioned in Cody's video
Ehrenmann
❤
THANK YOU SO MUCH, I seriously gave up on his because i spent 2 days painting in photopea and it didnt give a good result
One small suggestion based on a comment on Cody's video. This should have an additional render type where it samples the UV coordinates of the object. This way you could take a textured object and use the newly sampled UVs to accurately sample any other textures.
I thought about it but i didn't realize how it could be useful so i forgot to add it.
I'll do some tests and maybe add it as an update, it shouldn't be too hard
Thank you for the input!
@@ffuthoni Yeah, Currently as it is, You wouldn't have as much control over the colouration of your objects. If I wanted to paint on ambient occlusion or just generally have different colours in different areas of the model, There's not really a way to easily do that with the current setup. The random index is great for adding random variation, But not for if you want one area to be a different colour than another.
With that being said, This is some great work and will make this method so much easier for people.
Hey! I'm currently doing something with this and would like to hear some feedback from you to make sure I'm in the right direction and there's no misunderstanding here
if you don't mind, is there any other places where i can send you message and images to discuss this?
That's why i love internet you can find pretty cool personne who are passionnated and purpose strong stuff, you're a fucking monster guy !!!
considering you have the surface normals and geometry of the object, do you think its possible to autogenerate the curves? it seems very doable. awesome work!
It is doable, but I found it a bit tricky to control the brush size and density
this is awesome thanks for the tutorial!! :D A little question - is it possible to also import the materials into substance painter/designer, if so, how would you do it? :)
what material are we talking about here?
thank you, very informative🔥
but i dont have that "image sequence node":(
please tell me if you know what the reason is
you can find it in the Shader Editor and in the Add menu, under the Texture section, choose the Image Sequence, it's the second one under the Multiple Images option
whaaaaaaaa
How did you capture the normal data of the objects? I see a bunch of methods but what's the most accurate?
idk what's the most accurate but i did it by "shifting" the range instead of going from -1 to 1, i remap it from 0 to 1
then i sample the normal using the sample nearest surface node
I got the plugin it is awsome!!! i just need some help importing a normal map that is already baked and painting over it? i am always ending up with a black image.
idk what exactly caused your problem but
1. make sure the "Use Baked Normal Map" is enabled
2. the normal map is selected in the modifier settings
3. the normal map is connected in the material
4. the UV Map name in the modifier properties is the same as the name of your object's UV Map
This looks amazing!
Although I don't understand Geometry Nodes 100% yet, I'm wondering if this can be used to paint Stitches?
I'm finding ways to paint stitches and bake them to a normal map and diffuse map. But without having to paint each stitch manually 1 by 1.
I'm willing to pay for an addon that can do that!
You totally could!
I saw many artists making stitches with GeoNodes before
could i know if this one can bake the texture to unreal engine and create the same effect?
I think you could use the textures from this setup in unreal engine
Hi FFuthoni, the visual effect of this is very surprising, I am very interested to know how to deal with the light and display effect of the UV seam after processing the normal line like this, so that it looks normal without seam problems.
UV seam is currently one of the limitations of using this setup unfortunately
Wow never knew that adding #XXXX wouod add a driver to an inout. Does that work on any input?
I think it can work on any input that can be controlled with driver. you can check this by right-clicking on an input and see if the "Add Driver" option is available.
@@ffuthoni any input can have a driver, like anything where it shows on right click. I just never knew you could add such context so easily
Can anyone explain how to render out the texture ?
You can render them just how you would render like usual in blender
Hi! Where can I find the world space normals?
Isn't world space normal basically the same as object space normal?
Is it possible to make it so that we can draw the lines directly on the object instead of having to do it on the 2d unwrapped image? Or do you think that kind of feature would be too complicated to implement?
that's what I've been looking for the past weeks/month but I haven't found a working/usable 'design' so I had to settle with this 2D approach for now
I believe there has got to be some better ways to do it
@@ffuthoni I'm looking for the same function too. I read your nodes and figured if we can somehow map the curve(painted directed on object)-UV offset to the object-UV offset then, we can transfer the curve from object-based to UV-based. But I think im not skilled enough to write such complicated node. On the other hand, I'm wondering if you find a good way to remove the artifacts that between each strokes there will be a 3 piexie-ish wide line which causes a unsmooth edge of each stroke. I think it is created by the rendering that there will always be one pixel landed between two color and evens out the color. I managed to use facet in photoshop to deminish this artifact to a certain degree but it's still there. Do you have any suggestions other than rise up the resolution? Thank you very much for everything you did to the community!
I'm currently exploring few ideas to paint on the 3D object that may or may not work.
About the artifacts, could you elaborate more on that? i don't think i quite follow. maybe you can contact me somewhere else that we can send images.
Regarding this deception trick, can I use it with eevee or is it limited to the cycle only?
all the renders in this video were done using eevee but i think cycles should work just fine
@@ffuthoni
I've heard a lot that it doesn't work in eevee, but that's good to hear. I was hesitant to try it, thanks man.
after watching the relevant segment on 0.1x speed I still don't understand how to get tangent space normal map out... ^^ I only ever get object space. What am I doing wrong/missing?
I can't tell precisely what causing your problem here
would you mind contacting somewhere else where you can send pictures of the problem.
I find it such a hassle to solve a problem through comments here. Thanks!
What if you wanted to add this effect on a already textured object ?
There are many ways that I could think of doing this but one way is to mix the original textures and the output textures from this setup
Hi ! Thank you for everything !
i've got an issue :How to replace my normal map with the original one?😭I am a novice,please 🥺🥺🥺🥺🥺🥺🥺🥺
would you mind elaborate on this? I need more information
Does this work with UDIMs?
Currently not unfortunately
Using geo nodes kinda make it more complicated though. You can achieve the same by painting straight on the 3D object.
Yeah you're right!
the benefit of making this with GeoNodes is procedural-ity and/or non-destructiveness
I wonder, how hard is it to use these nodes in Maya?
I've always wanted a tutorial like this, but in Maya
I think you could use the output textures created with this setup and use them in Maya
I am not finding this combine normals node.
It's inside the "Example Scene" blend file that you can find on the Gumroad download page. It was mentioned in this part of the video: 10:26
It keeps saying source mesh must have faces? But it does.
have you selected any object or drawn any curve at all?
or is the name of UV Map in the modifier the same as the name your object's UV Map?
Thanks for replying @@ffuthoni . Object is selected in the modifier, everything looks to be correct but there's nothing showing up in the viewport where the map should be. I can go ahead and draw curves in edit mode but no colour or strokes show up.
Thanks! @@ffuthoni The issue was with the UV Map name. It was different than the default. Awesome work BTW
Is it possible to do this in Unreal?
I think you just need to bring the texture produced by this setup to unreal, right?
@@ffuthonioh waitt. i think you are right! I'll give it a try!
2:10 How in the world do you do this?
Capturing the normal? or laying the mesh on the UV coordinate?
So this is probably more or less how the TMNT movie textures were made. They had to use a procedural method.
no matter what I do the only normal map that shows is the suzanne baked map or nothing at all
i'm not sure what happens in your case but make sure you enable the "Use Baked Normal Map" option and select the normal map in the modifier setting and plug in the normal map in the material
and make sure the UV Map name in the modifier setting is the same as the name of your object's UV Map
Idk how to use this
This seems like an over-complicated way of achieving this style. Guess that's just normal for blender.
This is willlllddddd😂,
Tmnt. Ahh style
nb