the algorithm sucks.. ive been trying to find these learnings for over a year and all i would find was the videos that have over 250k views. thank you for making this
Just amazing, Reasonably New to Geo Nodes, as I gave up in huff when they changed it after the early iterations! Several weeks building a city generator that wouldn't work in later releases exasperated me and haven't really touched them until the other day, Thank you for this. Color me Intrigued about Geo Nodes again!
If you're watching this video in 2024+, the normal node is not in input. You can find it under Add>Geometry>Read>Normal I really love blender but the constant reshuffling of tool locations makes it extremely difficult to stick with. Spend more time researching where things moved to than you do working on your project. Thanks for the handy video.
circular array of circular arrays... started getting kind of fractal, there. I guess you could even make a switch for that and expose that as an input of recursion amount so you could slider up from 0 to whatever and get an array of array of arrays.... etc. Could make some crazy shapes. nice tut!
Hi Johnny, this tutorial was a huge help for a project that I am currently working on...and I (not being a math guy, but still enjoying it) really find your structured breakdowns super clear and immensely helpful. Quick side note, I went to your twitter link and it said page not found. I was hoping to get your input on a couple things...first, I am trying to use the 3.2 alpha build's accumulate field on a radial array. All examples show it on a single axis only, but I figured it should be simple enough to convert. I thought that building the array from a line and creating the circle using math would better allow for injecting the accumulate offset into the point position (so far, that is not the case). I believe I am having issues due to the euler vs degrees input, but I was able to get the expected behavior using a map range node. I just can't seem to get the accumulate node to generate a useable per object offset. I thought that taking the object scale as a fraction of the circle circumference to calculate the central angle could do it, any thoughts on how that might work? Secondly, I heard you say that you are building a node library, I have actually been working on identifying all of the mograph nodes in Cinema 4d (so that I can rebuild them in geometry nodes). I was just wondering if your node library had a similar trajectory, or objective? Thanks again!
Great, thank you for another top tutorial. Gonna investigate your custom nodes. I've been looking through the custom nodes from Bradley Animations, too. He creates some wild effects.
Greetings Johnny, I enjoyed the instruction for creating this node group. I'm a cartoonist and I'm looking for ways to do mock-ups of certain objects in blender to trace over into my comics. One of the type of nodes I've been seeking to build would be instances of cubes on a mesh like and making variations on the scale of each cube so that these 'buildings' look as they are bent over and getting large in the x and y scale as the z height increased. I wish could send you an image of what I'm trying to mock-up for my comic strips. Thanks again for the useful and instructional video😀
Do you think we are going to get drop-down menus for nodegroups any time soon? It would be really useful and basically in every custom group I make I have to resort to doing it with an integer input (like you). The way I'd imagine them to work, is that you just set your socket-type as drop-down and enter the list maybe by seprating them with a ; or somthimg simmilar. The output of the socket would still just be an integer, indicating which list item is picket. Example for your circular array: Socket type: drop-down list Name: X;Y;Z;Custom Result is a drop-down menu with following options: X (socketoutput:0) Y (socketoutput:1) Z (socketoutput:2) Custom (socketoutput:3)
What would be absolutely amazing in the long run, is if we'd get a dependency node-graph just for the inputs. So for example if if you pick item one from the dropdown list you get other sockets exposed than when you pick item two ot three. Or maybe you have some options that don't work together. This way you could just say if the user uses this option he can't also use this other option at the same time. While you, if you build the group yourself, usually know what goes and what doesn't, maybe you give it to other less technical ppl who won't knkw and just get confused. Until now I put all that info in the tooltip, which isn't even always properly shown, as far as I know (but maybe this has been fixed🤷♂️)
Thanks for the awesome tutorial. One question ... when you build a circular array for a cube or cone as you did, how to ensure that the geometry INSTANCES are exactly snapped. i.e. neither gaps between adjacent faces/vertex nor overlapped. yes, you can make it via changing size, but is there a node or parameter working on this? Maybe something like Clipping option in the array modifier. Thanks!
Thanks again for another great Video. Can you please tell me where the weirs rotation in the x/y-plane at 9:06 is coming from and how to get rid of it?
Thanks for the tutorial! really helpful. One question though, I've been using the curve circle as the geometry input - which works fine, But then if i attatch the array instance to a "Curve to mesh" It does not work, Saying that "Instances in Input geometry are ignored." Not really sure what that means or how to fix it. Edit: may have figured it out, as I added a realise instances node and that seemed to help.
Hi Johnny fantastic videos thanks .i'm new to Blender coming from modo i'm struggling with all the node maths , however I'm finding it fascinating the amount of control i can have if my brain will allow me to harness it , I've created a very similar set up to yours but i want to drive my collection of 4 individually textured planks that i am randomly instancing to follow the the rotation of my driver mesh which is made up of individual planes rotated at angles ie maybe a herringbone. My mesh to points setup is using faces as opposed to points but the instances do not follow the rotation of the faces/polys just the position ( ps modo has a handy replicator align to poly feature ) is this possible in blender? . this would cut out a lot of array nodes and allow a collection of objects to follow any bespoke pattern i wish any help massively appreciated Thanks
the algorithm sucks.. ive been trying to find these learnings for over a year and all i would find was the videos that have over 250k views. thank you for making this
You’re very welcome!
Absolutely clear and easy to understand tutorial for Blender nubs like me. Thank You a lot. Worth a million.
Amazing! Thanks for the detailed guide, it's really blowing wide open the realm of possibility of what's possible in Blender!
Just amazing, Reasonably New to Geo Nodes, as I gave up in huff when they changed it after the early iterations! Several weeks building a city generator that wouldn't work in later releases exasperated me and haven't really touched them until the other day, Thank you for this. Color me Intrigued about Geo Nodes again!
If you're watching this video in 2024+, the normal node is not in input. You can find it under Add>Geometry>Read>Normal
I really love blender but the constant reshuffling of tool locations makes it extremely difficult to stick with. Spend more time researching where things moved to than you do working on your project. Thanks for the handy video.
circular array of circular arrays... started getting kind of fractal, there. I guess you could even make a switch for that and expose that as an input of recursion amount so you could slider up from 0 to whatever and get an array of array of arrays.... etc. Could make some crazy shapes. nice tut!
Thank you, this has opened up possibilities I hadn't comprehended
Great tutorial as always. Thanks Johnny!
You’re welcome!
Fantastic. Thank you for sharing.
Nice work, clearly explained. I learned a lot here.
Useful and clear as always, Johnny!
Glad you think so! Thanks for watching.
Very Helpful, thanks!
You're welcome!
Great tut and explanations! :)
Thanks a lot! I added a random value to the rotation and scale on mine to make it perfect. :)
😎
thank you
Great great great!!! Thank you!
Hi Johnny, this tutorial was a huge help for a project that I am currently working on...and I (not being a math guy, but still enjoying it) really find your structured breakdowns super clear and immensely helpful. Quick side note, I went to your twitter link and it said page not found. I was hoping to get your input on a couple things...first, I am trying to use the 3.2 alpha build's accumulate field on a radial array. All examples show it on a single axis only, but I figured it should be simple enough to convert. I thought that building the array from a line and creating the circle using math would better allow for injecting the accumulate offset into the point position (so far, that is not the case). I believe I am having issues due to the euler vs degrees input, but I was able to get the expected behavior using a map range node. I just can't seem to get the accumulate node to generate a useable per object offset. I thought that taking the object scale as a fraction of the circle circumference to calculate the central angle could do it, any thoughts on how that might work? Secondly, I heard you say that you are building a node library, I have actually been working on identifying all of the mograph nodes in Cinema 4d (so that I can rebuild them in geometry nodes). I was just wondering if your node library had a similar trajectory, or objective? Thanks again!
My Twitter is @johnnygizmo hit me up there!
How did you know I needed this today? Are you spying on me?
Maybe 🤔
Great work! Learned a lot.
Glad I could help!
Great, thank you for another top tutorial. Gonna investigate your custom nodes. I've been looking through the custom nodes from Bradley Animations, too. He creates some wild effects.
Every weekend i tell myself Johnny gotta learn Geometry node, I got my name is not Johnny.
beautiful, thanks :)
Epicycles all the way down… 😎
Greetings Johnny, I enjoyed the instruction for creating this node group. I'm a cartoonist and I'm looking for ways to do mock-ups of certain objects in blender to trace over into my comics. One of the type of nodes I've been seeking to build would be instances of cubes on a mesh like and making variations on the scale of each cube so that these 'buildings' look as they are bent over and getting large in the x and y scale as the z height increased. I wish could send you an image of what I'm trying to mock-up for my comic strips. Thanks again for the useful and instructional video😀
Sure, send me a message on Twitter @johnnygizmo with what you are thinking and maybe I can come up with something.
@@JohnnyMatthews Okay I'll send you a cartoon with the buildings I'm trying to generate in Blender geometry nodes to trace for my comics.
Awesome I look forward to it
Awesome
Cool
Sweet.
Do you think we are going to get drop-down menus for nodegroups any time soon?
It would be really useful and basically in every custom group I make I have to resort to doing it with an integer input (like you).
The way I'd imagine them to work, is that you just set your socket-type as drop-down and enter the list maybe by seprating them with a ; or somthimg simmilar. The output of the socket would still just be an integer, indicating which list item is picket.
Example for your circular array:
Socket type: drop-down list
Name: X;Y;Z;Custom
Result is a drop-down menu with following options:
X (socketoutput:0)
Y (socketoutput:1)
Z (socketoutput:2)
Custom (socketoutput:3)
What would be absolutely amazing in the long run, is if we'd get a dependency node-graph just for the inputs. So for example if if you pick item one from the dropdown list you get other sockets exposed than when you pick item two ot three.
Or maybe you have some options that don't work together. This way you could just say if the user uses this option he can't also use this other option at the same time.
While you, if you build the group yourself, usually know what goes and what doesn't, maybe you give it to other less technical ppl who won't knkw and just get confused.
Until now I put all that info in the tooltip, which isn't even always properly shown, as far as I know (but maybe this has been fixed🤷♂️)
There has been talk of a good way to implement this, but there is not consensus yet.
cant get futher as add..mesh circle .. options doesnt apear on menu..
Thanks for the awesome tutorial. One question ... when you build a circular array for a cube or cone as you did, how to ensure that the geometry INSTANCES are exactly snapped. i.e. neither gaps between adjacent faces/vertex nor overlapped. yes, you can make it via changing size, but is there a node or parameter working on this? Maybe something like Clipping option in the array modifier. Thanks!
Cool..
Thanks again for another great Video. Can you please tell me where the weirs rotation in the x/y-plane at 9:06 is coming from and how to get rid of it?
Hmm, it’s probably an issue with the rotation axis and the align axis. I think by changing those options with a custom rotation might clear it up.
How would you go about making them deform like you do with a array+ curve modifier ?
Thanks for the tutorial! really helpful.
One question though, I've been using the curve circle as the geometry input - which works fine, But then if i attatch the array instance to a "Curve to mesh" It does not work, Saying that "Instances in Input geometry are ignored." Not really sure what that means or how to fix it.
Edit: may have figured it out, as I added a realise instances node and that seemed to help.
You’re welcome! Yes the realize instances is what you needed!
Hi Johnny fantastic videos thanks .i'm new to Blender coming from modo i'm struggling with all the node maths , however I'm finding it fascinating the amount of control i can have if my brain will allow me to harness it , I've created a very similar set up to yours but i want to drive my collection of 4 individually textured planks that i am randomly instancing to follow the the rotation of my driver mesh which is made up of individual planes rotated at angles ie maybe a herringbone. My mesh to points setup is using faces as opposed to points but the instances do not follow the rotation of the faces/polys just the position ( ps modo has a handy replicator align to poly feature ) is this possible in blender? . this would cut out a lot of array nodes and allow a collection of objects to follow any bespoke pattern i wish any help massively appreciated Thanks