OMG I've been driving myself crazy trying to figure out how to do this for 2 weeks - had just settled on using UVs and exploring it in geo nodes but I never would have figured it all out, thank you so much you're a lifesaver!!
I needed this. I have been so engrossed in figuring out Color Management in Blender especially when dealing with Wide Gamut Color and HDR space and monitors all last month. I finally settled using ACES. But this is a great for me back to Geometry Nodes. Thank you Erin
Very cool! Can you try using geometry nodes to achieve the modifier effect of blender's surface deformation? This will be very useful. I'm really looking forward to it!
Super tutorial, I'm stunned by all the things I'm learning, I just had a question, If you have a specific Texture on your jar, and you want to transfer it to the wrapped one, is there a wya to transfer UV's ? Because it looks like the UV's are not linked at all in between both ! Thanks and keep up the great work !
This is amazin, Erin. Thank you for sharing this wonderful knowledge. I wonder if it's possible to replicate the maya wrap deformer in Blender with geoNodes, I think Duncan''s video does something like that. But is there a way to simplify it?
I think Duncan's method is pretty much as paired back as it can be and still work. I'd need to dive into the Maya tool to see if there's any optimisation
Do you have a beginner geometry nodes tutorial? I really tried to follow this video but frankly got lost in the weeds. I just watched you snowball shader video. Great stuff!
You can just use a set material node as normal. The uv is just being used to handle the position transform. If you need another uv for the shader, create a new uv map in the object data properties, then in your shader you can use the UV map node to select a specific uv to use with your textures
You seem to be able to "paint" with math functions. Is there a course/area of mathematics you learned how functions and their combinations made patterns and shapes? I'm hoping beyond hope you don't say you learned these during your random walk in the Blenderverse and you just accumulated all these hacks. Blender to me seems very hacky and my random walk may be far less effective than yours has been... I'm probably using the wrong cost value in my shortest path function. A course covering the math functions making patterns and controlling things _wouldn't_ change even as Blender Studio finds ways to force continuing education to relearn the same thing in a new system implementation as they change it every six months, imo... then again I feel like an Astronaut in the Blenderverse with Xmas lights on, not knowing where he's going, but sometimes enjoying the ride.
I only have formal maths education up to high school level so basic linear algebra and trig. I would strongly recommend you learn shaders if you want to gain a more intuitive understanding of the maths. I dispute the idea that anyone needs to know "what" the maths is doing. You say painting with maths and that's exactly it. Modulo is the repeat gradient brush, length is the soft round brush and subtract will change the radius etc. You'll only learn these all visually by playing with shaders though and seeing how they effect gradients and what you can do there.Vector Displacement is a fun skill if not super useful itself. An excellent learning tool.
@@Erindale Sry about not responding sooner. I have noticed in the past that the shader tab nodes use similar math nodes. When I went to investigate some courses, most were just building a freakin' brick wall... that may help some, but not at the level I think I need to have the tools to consider how you think about a problem (excluding your years of experience that is not a trivial part of knowing how to truncate the problem domain to the tools that may be useful in some use case). Do you happen to be aware of procedural shading courses paid or free that does procedural shading more in depth than building brick walls. It could even be in the Material editor of Unity or Unreal for that matter, they are very similar to Blender's nodes. [update] Wait I didn't see yours from CG Masters before, I was away from Blender about a year and a half from 4 months ago... I'll check that out... It is possible your course title is too generic to come up in the search engines high enough years ago. Hard to say how I missed this if there was one in 2021... now updated... I was probably watching movies and tv shows only at the time. Years ago I tried a very complex procedural shading course but it had a guy (with a blond mustache) that had such a high and squeaky voice it was hard to watch. Idk why I didn't just put in in a DAW or an NLE and lower his voice myself and rerender the videos... I thought I put it on my "save for the future HDD," but I can't find it. At that time, he was too complex to follow easily, I am much more sophisticated with this stuff now... but alas, he's joined the Blenderverse.
I have one with canopy games and I collaborated on one with CGMasters. A brick wall covers most of the lessons in manipulating vectors which is why so many of us have made that tutorial
@@Erindale k, ty for the points (...that are verts in blender, but only verts in Houdini if two points fall in love and make an edge or more). Idr looking at your canopy games course... ty.
KING ERIN!!!! LET'S FUCKING GO! Man I got a question for you - I'm struggling to do a Mesh Boolean in GN when my model starts getting high poly. Is there a way to optimize Blender for such thing? I'm running a RTX 2080. I'm wondering if I need to switch over to Houdini...
Booleans are just super hard to compute for mesh modelling software. They're a bit different for nurbs so CAD software can normally do a better job of it. Houdini will still be slow for it (though probably not as slow). Also, geometry nodes is fully CPU compute so that 2080 won't help you here. Houdini has a lot of GPU compute so that's why it's faster for a lot of stuff
Go check out Duncan's video for the 3D workflow: th-cam.com/video/Q0q7n13DwzQ/w-d-xo.html
I know this is your job, but you're absolutly nuts man. The ease at which you build geo flow is mesmerising, thanks for the videos and keep up !
Haha thank you! It only gets more fun the more fluent you get
accurate
OMG I've been driving myself crazy trying to figure out how to do this for 2 weeks - had just settled on using UVs and exploring it in geo nodes but I never would have figured it all out, thank you so much you're a lifesaver!!
Glad to help!
you are a genius bruv, the way you make patterns is just mesmerising
I needed this. I have been so engrossed in figuring out Color Management in Blender especially when dealing with Wide Gamut Color and HDR space and monitors all last month. I finally settled using ACES. But this is a great for me back to Geometry Nodes. Thank you Erin
Nice one! ACES setup can be a real pain
Thank you so much. I've been trying to figure this out for over a year now.
Amazing as always Erin. Thanks so much for sharing!
Thanks for the inspiration!
Killer Geometry Nodes content and a side of ASMR... can't ask for much more than that. Cheers!
Haha glad you enjoy
Thanks my Friend!! You're Awesome, I love your work, and wishing you your Best Year Yet. 🙏🏾
Thanks! You too
"you might learn somethin" I mean I'm learning more then something my entire world is expanding... thanks for taking the time to make this video
You're very welcome! Glad to hear it
Good stuff as always Erin! And thanks for the UV Toolkit tip as well :)
It's a great add-on
Fantastic educational content, thank you for contributing to the community!
Thank you!
Just brilliant! Absolutely brilliant! What more can I say? Thank you! Dg
Thank you Dg I appreciate that
that is so cool, thanks!
Very cool! Can you try using geometry nodes to achieve the modifier effect of blender's surface deformation? This will be very useful. I'm really looking forward to it!
Super tutorial, I'm stunned by all the things I'm learning, I just had a question, If you have a specific Texture on your jar, and you want to transfer it to the wrapped one, is there a wya to transfer UV's ? Because it looks like the UV's are not linked at all in between both !
Thanks and keep up the great work !
You can just sample UV surface the named attribute of the UV as well. Store that as the UV before the set position
13:40 he isn't even doing the smart people things yet and my brain already hurts!
thank you for this erin!
Thanks
Thanks teacher!!😁
Awesome technique, thanks!
Thanks
my brain hurts. Great video
amazing tutorial
Thank you
This is amazin, Erin. Thank you for sharing this wonderful knowledge.
I wonder if it's possible to replicate the maya wrap deformer in Blender with geoNodes, I think Duncan''s video does something like that. But is there a way to simplify it?
I think Duncan's method is pretty much as paired back as it can be and still work. I'd need to dive into the Maya tool to see if there's any optimisation
Great video. I downloaded the UV Toolkit but I can't see the 'Gridify' option in the UV editor
Thanks ..., you explained the impossible things easily..😄
Thank you!
Do you have a beginner geometry nodes tutorial? I really tried to follow this video but frankly got lost in the weeds. I just watched you snowball shader video. Great stuff!
I do have some yeah! Try my Geo Nodes 101 videos and the hexagon world. I also have a beginner course linked in the description
@@Erindale Excellent. Thank you.
@@Erindale Excellent. Thank you.
Where would I put a Material on the mesh while using the UV map of the Form object?
You can just use a set material node as normal. The uv is just being used to handle the position transform. If you need another uv for the shader, create a new uv map in the object data properties, then in your shader you can use the UV map node to select a specific uv to use with your textures
learning my new old Nikon D700, like and be back
You seem to be able to "paint" with math functions. Is there a course/area of mathematics you learned how functions and their combinations made patterns and shapes? I'm hoping beyond hope you don't say you learned these during your random walk in the Blenderverse and you just accumulated all these hacks. Blender to me seems very hacky and my random walk may be far less effective than yours has been... I'm probably using the wrong cost value in my shortest path function.
A course covering the math functions making patterns and controlling things _wouldn't_ change even as Blender Studio finds ways to force continuing education to relearn the same thing in a new system implementation as they change it every six months, imo... then again I feel like an Astronaut in the Blenderverse with Xmas lights on, not knowing where he's going, but sometimes enjoying the ride.
I only have formal maths education up to high school level so basic linear algebra and trig. I would strongly recommend you learn shaders if you want to gain a more intuitive understanding of the maths. I dispute the idea that anyone needs to know "what" the maths is doing. You say painting with maths and that's exactly it. Modulo is the repeat gradient brush, length is the soft round brush and subtract will change the radius etc. You'll only learn these all visually by playing with shaders though and seeing how they effect gradients and what you can do there.Vector Displacement is a fun skill if not super useful itself. An excellent learning tool.
@@Erindale Sry about not responding sooner. I have noticed in the past that the shader tab nodes use similar math nodes. When I went to investigate some courses, most were just building a freakin' brick wall... that may help some, but not at the level I think I need to have the tools to consider how you think about a problem (excluding your years of experience that is not a trivial part of knowing how to truncate the problem domain to the tools that may be useful in some use case).
Do you happen to be aware of procedural shading courses paid or free that does procedural shading more in depth than building brick walls. It could even be in the Material editor of Unity or Unreal for that matter, they are very similar to Blender's nodes.
[update] Wait I didn't see yours from CG Masters before, I was away from Blender about a year and a half from 4 months ago... I'll check that out... It is possible your course title is too generic to come up in the search engines high enough years ago. Hard to say how I missed this if there was one in 2021... now updated... I was probably watching movies and tv shows only at the time.
Years ago I tried a very complex procedural shading course but it had a guy (with a blond mustache) that had such a high and squeaky voice it was hard to watch. Idk why I didn't just put in in a DAW or an NLE and lower his voice myself and rerender the videos... I thought I put it on my "save for the future HDD," but I can't find it.
At that time, he was too complex to follow easily, I am much more sophisticated with this stuff now... but alas, he's joined the Blenderverse.
I have one with canopy games and I collaborated on one with CGMasters. A brick wall covers most of the lessons in manipulating vectors which is why so many of us have made that tutorial
@@Erindale k, ty for the points (...that are verts in blender, but only verts in Houdini if two points fall in love and make an edge or more).
Idr looking at your canopy games course... ty.
First 🙏
KING ERIN!!!! LET'S FUCKING GO!
Man I got a question for you - I'm struggling to do a Mesh Boolean in GN when my model starts getting high poly. Is there a way to optimize Blender for such thing? I'm running a RTX 2080. I'm wondering if I need to switch over to Houdini...
Booleans are just super hard to compute for mesh modelling software. They're a bit different for nurbs so CAD software can normally do a better job of it. Houdini will still be slow for it (though probably not as slow). Also, geometry nodes is fully CPU compute so that 2080 won't help you here. Houdini has a lot of GPU compute so that's why it's faster for a lot of stuff
@@Erindale ah man thank you so much for your answer. I really appreciate you dude. Much love. Thanks again!!