This looks like it could be really useful for Ork Vehicles. I really enjoy this style of video, especially the explanation and the excitement in his voice whenever the Artisan finds some new feature.
He's great entertainment and fantastic techniques! Such a great channel. I love that more recently he's got into making the tanks into small dioramas. It really shows even more of his skill set
Geometry Nodes is going to change gaming, cinema, and archviz, and it already is. And people like you, who make GeoNodes so heckin accessible are changing the world just as much. Thank you for this.
I totally agree it really is. And I'm glad the videos are helping more people get into it. I think the main thing I realised is if you want to do something in GeoNodes you can, it's just a matter of working out how (which can be tricky 🤣)
I have a good hack to avoid the Remesh and extra mesh density! After you Realize Instances, insert another Mesh Boolean node, set to Union. Just run the one input from Realize Instances to the boolean. What it will do is Union all the parts of that one geometry together, deleting all the internal geometry we don't need.
Oh wow. Will that work? I assume it needed all the objects to be their own seperate object.... Or is that what realise instances is doing? If that does work without errors that would be a nice way to miss a step for sure. Thanks 😁👍🏻
@@ArtisansofVaul Yes, it works, tested on my own system. When only one geometry node is provided as input, it treats each mesh island (each realized instance) as an object to be unioned into the whole. It lets you create a monolithic geometry node that you can then save in your asset library and make use of repeatedly without having to remember to add the remesh afterwards.
Thanks for the tutorial, I didn't know about the Intersecting edges socket ! That's a nice idea for creating different kinds of junctions between objects 😊 A little tip : when you're working with geo nodes or shader editor, you can pin the GN modifier or the shader with the pin icon next to its name. You'll be able, for example, to move your test cubes in your 3D viewport while keeping your welding bead GN nodes visible 🙂 Thanks again 🙏
For places to visit (and being a Brit whose only an hours drive away from Bovington, it would also be my goto) for our cousins across the sea would the General George Patton Museum of Leadership or the Heartland Museum of Military vehicles. I'm quite lucky where I am because Bovington, the Fleet Air Arm museum, Haynes motor museum and Westland Helicopter museum are all fairly close.
Cheers. I agree in this instance but in complex scenes its good to know you can do it by searching (and I have covered the dragging method in a previous tutorial so want to mix it up a bit 😉). Thanks for taking the time to watch my video and to comment, really appreciated. Either way its good for people to be able to see the comments and that there are other options.
😅 Luckily as I model for 3D printing that's an issue I don't have to deal with. I would imagine applying it first would be a good idea but beyond that I have no clue 😅
Someone else mentioned this so I went to check it out. It's actually surprisingly different considering it gets very similar results. It has the same starting part to get the intersecting line but then Default Cube uses volumes to create the welds (I honestly never know about this volume option when I made this but it's an interesting option, not sure which one turns out better and I'd be curious how it interacts with the curve resample being turned to length for when the length of the line changes). I also didn't find that I needed to use a seperate geometry node, so I'm quite curious about why that was used as Default Cube seems more versed in geometry nodes than I am. Either way I have put a comment about Default Cube having a similar video in the description. If I had known I would have said it right at the beginning of the video as I always give full credit where I have used anything in anyone else's videos (for example if you watched my video on making chipped stones I talk at the beginning about where that comes from and explain I'm just explaining how it works."
Random thing I don't know if you've noticed... When you're moving geometry nodes around in Blender, if you press and hold the control key *after* starting to move the object, it snaps it to some kind of grid. Makes it easy to get things perfectly lined up in the node editor if you're the kind of obsessive weirdo (like me) who gets twitchy when things are off by a pixel or two. 🙂 Figured I'd mention it since you seem to pay some attention to the layout of the nodes themselves, and apologies if you've mentioned that at some point and I missed it.
in the top right corner of the geometry node window, you can see the same snapping toggle like what is available in the viewport (small magnet icon). you can use SHFT + TAB in both the viewport and the geometry nodes editor to enable and disable the snapping. this also works on the shader editor and other places as well.
Brilliant tutorial. As a complete Blender noob, and a Geometry Nodes virgin, this makes perfect sense. Question - Would the geometry of the welding beads add massively to render times?
That's great to hear. So it would add more geometry so it would add to render time I would guess (that's not my area of expertise). Someone commented that you could use another boolean union node and it would work correctly even though its one object, of that's correct that would be a better way to go for sure.
@@ArtisansofVaul Nice one. I ran through this tutorial and it did what it said on the (welded) tin. Slowed my machine down a lot while moving the objects in the viewport, but that's to be expected on my modest machine. I guess the best practice would be to set it up, then disable it in the viewports until the objects are in place. Then enable it to confirm all is well before rendering. Panning around the viewport didn't seem to be a problem, so I guess it's just all the recalculations when objects are moved. Thansk so much for this tutorial.
@@ArtisansofVaul I've seen one or two weathered to the max but if I did one like that I'd have to do them all. And I can't even do one cos I don't do 40k. Used to. Although 3d printing makes it more affordable now.
@@petelittlewood2328 Yeah, if I did it it would be for a one off displace piece I think. Not as a regular thing for a whole army. That would be a nightmare 🤣
I paused at the beginning to see how id do it, turns out we had the exact same method lol, made them in the past by sculpting a mesh but was always a pain to set up the spots to weld
@@ArtisansofVaul unless it's more advanced it's the way to learn, thanks for the tutorial still, in mine I used a realize instances node and a set position node at the end to add a tiny bit of noise to the welds and it made them look even more natural and realistic
Wow. This is the SECOND time now that I've been kicking around a problem I need to solve, and within 24 hours, you release a video about that exact subject with a brilliant solution. I'm starting to become suspicious... :D Thanks for the awesome vid! Just a thought: Instead of adding individual object nodes into the graph, it might be easier to create a collection of objects to be welded together, and reference the collection instead? Or better yet, is there a way to get an object's children? If so, we could just parent our welded objects to the object with our geometry node... Geometry Nodes are so freakin' cool!
Hmm... Interesting idea on the collection. If that can work and it still finds the intersection lines that would be fantastic. I'll have to have a look. 👍🏻
when you use the re-mesh modifier, the mesh is no longer a mesh, but a VDB surface from my understanding right? this is causing issues at render time with materials for me, is there perhaps another way to create the final re-mesh results without converting the mesh to maintain the procedural work-flow?
its a great start, but is there a way to make the beads more realistic? like if I want to make it look like a fillet weld, is there another modifier I could add to adjust the slope or curve of the weld? or is there a way I can modify the geometry to make it look more like "a stack of dimes?"
@@ArtisansofVaul yep, I changed scale of welding zone. After I applyed it model just broked, then add self something and vauly everything returned to normal
Amazing! Could you save the node so that you could use it on may parts or more as you add them? So say you added another object or more, or on another project entirely?
As an experimentation, I've tried to create this effect on a single mesh and just one edge loop. I wasn't able to do quite that; I had to select the edges I wanted, separate those to a new object, then create the geometry node tree on that newly created object. Once I have my 'weld' (using a tree similar to yours except my selection was the Group Input 'position'), I have to boolean join the two objects back together. This seems like a bit of a hack, but it works. I am wondering if there's a better solution.
Ive found that a bit tricky but I need to look into how to select edges. I imagine it would be similar to selecting vertices but I havent checked to be sure. For the selection part this might help: th-cam.com/video/09wyhmrSGPk/w-d-xo.html
I don't think they will go down that route. It would require a massive redesign of all vehicles to integrate them over time and I think they want the rivets to act as details easy to see on the miniatures.
It may do. And it may already be out on my Cults 3D page: cults3d.com/en/design-collections/Artisans_of_Vaul/28mm-models-scifi 😉 Though this is without the weld beads as its not the standard style.
How to make a weld that looks nothing like a weld, but in all honesty great video if you instance a more weld-bead like looking object instead of a perfect sphere it probably looks glorious
You could use something like a disk instead but that would require angling along the curve and wouldn't be a great beginner thing. Honestly to me though at 28mm I don't think you're going to see much of a difference though.
@@ArtisansofVaul yeah, a disk would probably work best, checking out some welds rn, and thinking about maybe introducing some randomization option to reflect the quality of the weld, from "straight line professional" to "wiggly line drung beginner" weld
Yes and no. To get the curve you'd have to boolean the objects and apply the boolean which would take away the non-destructive element of being able to reposition it. Also you would have to redo the technique every time but this way you can just copy the cube and put in the new objects into the first two nodes.
@@richardduska1558 I imagine it would yeah. I'd need to try it but if you wanted the stitches across somewhere you could use a cube/object edge cutting across your main object to get the same result.
@@ArtisansofVaul yeah, I was just thinking about how one might go about using more detailed weld model instead of a sphere... It would likely involve getting the normal at the index of each point, and rotating the instance accordingly. That would probably work for all manner of stuff, like stitches and rivets and whatnot.
This looks like it could be really useful for Ork Vehicles. I really enjoy this style of video, especially the explanation and the excitement in his voice whenever the Artisan finds some new feature.
🤣 I do get very excited.
+1 for checking out Nightshift, he is the very best in modeling and also very entertaining. Cool that you watch his channel too!
He's great entertainment and fantastic techniques! Such a great channel. I love that more recently he's got into making the tanks into small dioramas. It really shows even more of his skill set
Geometry Nodes is going to change gaming, cinema, and archviz, and it already is. And people like you, who make GeoNodes so heckin accessible are changing the world just as much. Thank you for this.
I totally agree it really is. And I'm glad the videos are helping more people get into it. I think the main thing I realised is if you want to do something in GeoNodes you can, it's just a matter of working out how (which can be tricky 🤣)
great tutorial. You have a new student/subscriber. Thanks bud🙂
Awesome, thank you and welcome to the channel!
I have a good hack to avoid the Remesh and extra mesh density! After you Realize Instances, insert another Mesh Boolean node, set to Union. Just run the one input from Realize Instances to the boolean. What it will do is Union all the parts of that one geometry together, deleting all the internal geometry we don't need.
Oh wow. Will that work? I assume it needed all the objects to be their own seperate object.... Or is that what realise instances is doing? If that does work without errors that would be a nice way to miss a step for sure. Thanks 😁👍🏻
@@ArtisansofVaul Yes, it works, tested on my own system. When only one geometry node is provided as input, it treats each mesh island (each realized instance) as an object to be unioned into the whole. It lets you create a monolithic geometry node that you can then save in your asset library and make use of repeatedly without having to remember to add the remesh afterwards.
@@EmilySmirleGURPS That's fantastic. Cheers.
@@EmilySmirleGURPS The comments on this channel are great. Lots of positivity and insight. 👍
Excellent.
Thanks 😁👌
excellent video as always
Cheers 😁👍🏻
Cool stuff!!
Cheers 😁
Thanks for the tutorial, I didn't know about the Intersecting edges socket ! That's a nice idea for creating different kinds of junctions between objects 😊
A little tip : when you're working with geo nodes or shader editor, you can pin the GN modifier or the shader with the pin icon next to its name. You'll be able, for example, to move your test cubes in your 3D viewport while keeping your welding bead GN nodes visible 🙂
Thanks again 🙏
Cheers. It's a great tip.
@@ArtisansofVaul Thanks, my pleasure!
Strength to you for your next videos and creations 🙏
Exactly what I was looking for today 👍👍👍
Great to hear 😁
For places to visit (and being a Brit whose only an hours drive away from Bovington, it would also be my goto) for our cousins across the sea would the General George Patton Museum of Leadership or the Heartland Museum of Military vehicles.
I'm quite lucky where I am because Bovington, the Fleet Air Arm museum, Haynes motor museum and Westland Helicopter museum are all fairly close.
Cheers for the ideas 😁👍🏻
Thx for tutorial! Faster way to create Object Info Node is to drag them from the Outliner. Cheers!
Cheers. I agree in this instance but in complex scenes its good to know you can do it by searching (and I have covered the dragging method in a previous tutorial so want to mix it up a bit 😉).
Thanks for taking the time to watch my video and to comment, really appreciated. Either way its good for people to be able to see the comments and that there are other options.
Very cool love it!
Thanks a lot 😁👍🏻
Most excellent tutorial ☺ Only prob I have is how to apply material to the welds 😂
😅 Luckily as I model for 3D printing that's an issue I don't have to deal with. I would imagine applying it first would be a good idea but beyond that I have no clue 😅
@@ArtisansofVaul Ahh, the search continues then 🤣
Looks exactly like the node group that 'Default Cube' published in his video two weeks ago...
Someone else mentioned this so I went to check it out. It's actually surprisingly different considering it gets very similar results. It has the same starting part to get the intersecting line but then Default Cube uses volumes to create the welds (I honestly never know about this volume option when I made this but it's an interesting option, not sure which one turns out better and I'd be curious how it interacts with the curve resample being turned to length for when the length of the line changes). I also didn't find that I needed to use a seperate geometry node, so I'm quite curious about why that was used as Default Cube seems more versed in geometry nodes than I am.
Either way I have put a comment about Default Cube having a similar video in the description. If I had known I would have said it right at the beginning of the video as I always give full credit where I have used anything in anyone else's videos (for example if you watched my video on making chipped stones I talk at the beginning about where that comes from and explain I'm just explaining how it works."
Random thing I don't know if you've noticed... When you're moving geometry nodes around in Blender, if you press and hold the control key *after* starting to move the object, it snaps it to some kind of grid. Makes it easy to get things perfectly lined up in the node editor if you're the kind of obsessive weirdo (like me) who gets twitchy when things are off by a pixel or two. 🙂 Figured I'd mention it since you seem to pay some attention to the layout of the nodes themselves, and apologies if you've mentioned that at some point and I missed it.
I hadn't noticed that and that's a very nice tip as I would definitely put myself in the "obsessive weirdo" category 😂 Thanks!
@@ArtisansofVaul Yay! I'm contributing! 😁
@canuckotter You totally are and it's really appreciated 😁
THANK YOU. This is wonderful to know and is ABSOLUTELY going to help with my OCPD.
in the top right corner of the geometry node window, you can see the same snapping toggle like what is available in the viewport (small magnet icon). you can use SHFT + TAB in both the viewport and the geometry nodes editor to enable and disable the snapping. this also works on the shader editor and other places as well.
Brilliant tutorial. As a complete Blender noob, and a Geometry Nodes virgin, this makes perfect sense.
Question - Would the geometry of the welding beads add massively to render times?
That's great to hear. So it would add more geometry so it would add to render time I would guess (that's not my area of expertise). Someone commented that you could use another boolean union node and it would work correctly even though its one object, of that's correct that would be a better way to go for sure.
@@ArtisansofVaul Nice one. I ran through this tutorial and it did what it said on the (welded) tin. Slowed my machine down a lot while moving the objects in the viewport, but that's to be expected on my modest machine.
I guess the best practice would be to set it up, then disable it in the viewports until the objects are in place. Then enable it to confirm all is well before rendering.
Panning around the viewport didn't seem to be a problem, so I guess it's just all the recalculations when objects are moved.
Thansk so much for this tutorial.
@@jockinafrock Yeah, disabling it as you move objects should help a lot with that as you have suggested.
I follow Nightshift as well, he does some amazing stuff and I have several 1/16 tanks that need working on.
He is great for sure. I'd love to do a fully "night shift" style tank for 40k
@@ArtisansofVaul I've seen one or two weathered to the max but if I did one like that I'd have to do them all. And I can't even do one cos I don't do 40k. Used to. Although 3d printing makes it more affordable now.
@@petelittlewood2328 Yeah, if I did it it would be for a one off displace piece I think. Not as a regular thing for a whole army. That would be a nightmare 🤣
Brilliant!! thanks
No worries.
I paused at the beginning to see how id do it, turns out we had the exact same method lol, made them in the past by sculpting a mesh but was always a pain to set up the spots to weld
That's a great way to use videos like this as it really checks your own thought process/understanding. Good to hear others are in agreement 😁👍🏻
@@ArtisansofVaul unless it's more advanced it's the way to learn, thanks for the tutorial still, in mine I used a realize instances node and a set position node at the end to add a tiny bit of noise to the welds and it made them look even more natural and realistic
@@mickyr171 That's a good idea 👍🏻
@@ArtisansofVaul hope you try it out, subtle difference but makes a huge difference
Wow. This is the SECOND time now that I've been kicking around a problem I need to solve, and within 24 hours, you release a video about that exact subject with a brilliant solution. I'm starting to become suspicious... :D
Thanks for the awesome vid! Just a thought: Instead of adding individual object nodes into the graph, it might be easier to create a collection of objects to be welded together, and reference the collection instead? Or better yet, is there a way to get an object's children? If so, we could just parent our welded objects to the object with our geometry node...
Geometry Nodes are so freakin' cool!
Hmm... Interesting idea on the collection. If that can work and it still finds the intersection lines that would be fantastic. I'll have to have a look. 👍🏻
when you use the re-mesh modifier, the mesh is no longer a mesh, but a VDB surface from my understanding right? this is causing issues at render time with materials for me, is there perhaps another way to create the final re-mesh results without converting the mesh to maintain the procedural work-flow?
Been looking for a tutorial like this for ages. Do you release these project files on your pateron or anything?
Great tutorial man 🔥
I think it was up there for a month as with most of the Patreon files.
Though if you were looking to join and wanted this file feel free to drop me a message and Im sure I could dig out the file.
@@ArtisansofVaul thankyou and yes I might consider this join.
Appreciate your reply man
@@stevemcclintock309 No problem at all.
its a great start, but is there a way to make the beads more realistic? like if I want to make it look like a fillet weld, is there another modifier I could add to adjust the slope or curve of the weld? or is there a way I can modify the geometry to make it look more like "a stack of
dimes?"
So I used a sphere here. You could instead use a cylinder and control the rotation to make it more realistic.
Great tutorial, but I got problem that my primitives looks like pancake
Hmm.... possibly because you have changed the scale without applying it? Let me know if that helps 👍🏻
@@ArtisansofVaul yep, I changed scale of welding zone. After I applyed it model just broked, then add self something and vauly everything returned to normal
@@synthfur05 So it's all sorted now?
@@ArtisansofVaul only god and anime can tell
Amazing! Could you save the node so that you could use it on may parts or more as you add them? So say you added another object or more, or on another project entirely?
Yep. Just duplicate the object it's on (so the weld object) and select different targets in the nodes.
Perhaps also a shout-out to Default Cube? th-cam.com/video/uKTzsHtPEuM/w-d-xo.html
I hadn't seen this (I'm going to have to have a look at why he used different nodes to my method) but I'll out that in the description as well 👍🏻
His channel looks great. I've subbed and I've added in the note in the description. Thanks! 👌
@@ArtisansofVaul Well done! Great minds... 😉Thank you for giving us Blender-users these excellent tutorials.
As an experimentation, I've tried to create this effect on a single mesh and just one edge loop. I wasn't able to do quite that; I had to select the edges I wanted, separate those to a new object, then create the geometry node tree on that newly created object. Once I have my 'weld' (using a tree similar to yours except my selection was the Group Input 'position'), I have to boolean join the two objects back together. This seems like a bit of a hack, but it works. I am wondering if there's a better solution.
Ive found that a bit tricky but I need to look into how to select edges. I imagine it would be similar to selecting vertices but I havent checked to be sure. For the selection part this might help: th-cam.com/video/09wyhmrSGPk/w-d-xo.html
Why has GW haven't hired you yet, all their tanks lack wield beam and looks like toys.
I don't think they will go down that route. It would require a massive redesign of all vehicles to integrate them over time and I think they want the rivets to act as details easy to see on the miniatures.
is this gonna fit this new 30k tank?
It may do. And it may already be out on my Cults 3D page: cults3d.com/en/design-collections/Artisans_of_Vaul/28mm-models-scifi 😉
Though this is without the weld beads as its not the standard style.
How to make a weld that looks nothing like a weld, but in all honesty great video if you instance a more weld-bead like looking object instead of a perfect sphere it probably looks glorious
You could use something like a disk instead but that would require angling along the curve and wouldn't be a great beginner thing. Honestly to me though at 28mm I don't think you're going to see much of a difference though.
@@ArtisansofVaul yeah, a disk would probably work best, checking out some welds rn, and thinking about maybe introducing some randomization option to reflect the quality of the weld, from "straight line professional" to "wiggly line drung beginner" weld
@@JointManJoe An input for the day of the week, at the number of hours 'til the end of the shift, could add some realistic randomisation 😂
@@euansmith3699 this is the dedication to realism im looking for!
@@JointManJoe 😆😆😆
Wouldn'T a traditionaly aray + curve do the same thing here? Since we are talking about overlaping spheres.
Yes and no. To get the curve you'd have to boolean the objects and apply the boolean which would take away the non-destructive element of being able to reposition it. Also you would have to redo the technique every time but this way you can just copy the cube and put in the new objects into the first two nodes.
@@ArtisansofVaul Would this work for stiches and patch work skin?
@@richardduska1558 I imagine it would yeah. I'd need to try it but if you wanted the stitches across somewhere you could use a cube/object edge cutting across your main object to get the same result.
@@ArtisansofVaul yeah, I was just thinking about how one might go about using more detailed weld model instead of a sphere... It would likely involve getting the normal at the index of each point, and rotating the instance accordingly. That would probably work for all manner of stuff, like stitches and rivets and whatnot.
@@johnlynnbeck Yeah. I think you'd be able to get the information from an info node quite easily bur that's an area I haven't dipped into yet