Do you know this double curve modifier trick for Blender?

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  • เผยแพร่เมื่อ 15 ม.ค. 2025

ความคิดเห็น • 46

  • @simoneiorio9703
    @simoneiorio9703 7 หลายเดือนก่อน +2

    When you use curve with the array modifier, you have the option “fit curve” in the array length field, if you want.

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน

      Oh very true. I wouldn't for a road as I want it to carry on after but that can be really helpful.

  • @mind_of_a_darkhorse
    @mind_of_a_darkhorse 7 หลายเดือนก่อน +2

    I didn't even consider using two separate curves with two separate curve modifiers! Thanks for sharing! You always come up with something interesting!

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน +1

      Thanks so much Darkhorse. I think I had seen someone else use it on a tentacle a while back but I can't for the life of me find who to give credit (which is really annoying). It just struck me as a fantastic technique.

  • @HairyDalek
    @HairyDalek 7 หลายเดือนก่อน +1

    In the Bezier Curve panel (the one where you set the resolution of the curve), there is an option named Twist Method. Try setting that to Z-Up - you should be able to do more with just the one curve using that setting. You can also edit the tilt of a ppint by right-clickign on it, and selecting Tilt (or using CMD/CTL-T).

  • @orpheuscreativeco9236
    @orpheuscreativeco9236 7 หลายเดือนก่อน +2

    I love it! I'm about to work on some tree roots. This is the perfect workflow 👍 Thanks for sharing ✌️

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน +1

      Oh nice use! Great idea.

  • @terrain4print
    @terrain4print 7 หลายเดือนก่อน +4

    The z-fighting you experience at 2:20 is due to you adding to much to the viewport clip end. Multiply both clip start and end by 10. Should be enough. No more z-fighting.

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน

      Good call. 👍🏻

    • @Container-11
      @Container-11 7 หลายเดือนก่อน

      nice, thanks for the tip😃

  • @karmachameleon326
    @karmachameleon326 7 หลายเดือนก่อน +1

    Nice. It would have never occurred to me to use two curves to solve that problem Very useful, as always.

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน

      Thanks so much 😁 As always thanks for taking the time to comment chameleon

  • @Arg0n01
    @Arg0n01 7 หลายเดือนก่อน +1

    Reminds me of the time when I had to make a diverter in Inventor for a steel plant in South Africa. I used a curve to describe the side profile and the top down profile then made a surface, sort of a curtain from the top down one then curve projected the side profile onto the surface. Then i made a bunch of points along the curve 250mm apart (for the diverter pipe) then 25mm (for spacing between the pipes) i had to hand place about 150 pipes (cause a pattern followed a normal of the projected curve that I could not change). Pain in the ass but it worked like a charm. So this is as much of a pleasant video for road making (I am big into Battletech) as it is PTSD from curve fitting hahahah.

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน

      😂😂😂 I hope it was mostly positive and you haven't been left hiding in the corner of the room.

  • @BryanKolb
    @BryanKolb 7 หลายเดือนก่อน +1

    Neat! I'll keep this in mind.

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน +1

      I hope it's helpful 😁

  • @markonar140
    @markonar140 7 หลายเดือนก่อน +1

    Wow!!! Just Great!!! 👍😉

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน +1

      Thanks so much Mark 😁

  • @darrennew8211
    @darrennew8211 7 หลายเดือนก่อน +1

    Very nice.

  • @Container-11
    @Container-11 7 หลายเดือนก่อน +1

    Great, thank you ...

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน

      No worries. Happy to be able to show something useful

  • @IrocZIV
    @IrocZIV 7 หลายเดือนก่อน +1

    Thanks, that could be very useful

  • @yezzzsir
    @yezzzsir 7 หลายเดือนก่อน +1

    That's a neat trick! Thanks for the upload 👍

  • @Remowylliams
    @Remowylliams 7 หลายเดือนก่อน +1

    I do find it interesting that both curves are deforming along the X. I'd thought the vertical curve would deform the Z .. but now that I've had a bit of a think. It makes better sense, since the road is only extended along the X. Thanks for the tip.

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน

      My pleasure.

    • @eitantal726
      @eitantal726 7 หลายเดือนก่อน +3

      Note: Curve modifier doesn't work well when selecting axes other than X. You'd think it would be agnostic to it, but it's not. See for yourself. Make the same road, but make it go along other axes (Y, or Z), then make curves. The modifier will work differently!

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน

      @@eitantal726 Very true. There are other modifiers that are the same, simple bend for example.

  • @NeilMyatt
    @NeilMyatt 7 หลายเดือนก่อน +1

    Just adding a comment because that helps promote this. Great stuff - very useful tips.

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน

      Thanks so much Neil, hugely appreciated. 😁👍

  • @BalanceAtTubas
    @BalanceAtTubas 7 หลายเดือนก่อน +1

    I’m trying to figure out how to do something that would be useful in designs: is there a way to inset an object and have it bring “negative space” with it? For example, placing window objects in a wall: is there a way you have the window as an object that can be placed and merged and is inset to the wall?

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน

      Do you mean by having a boolean object impacting the wall as well?

    • @BalanceAtTubas
      @BalanceAtTubas 7 หลายเดือนก่อน +1

      @@ArtisansofVaul Yes, I think. My only thought is to have a cutter object I have to Boolean cut first, then Boolean add the detail object in.

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน

      @BalanceAtTubas that's normally what you'd do. You could parent two objects together (the boolean cutter which I'd normally do in wireframe and then the other object. Then do the booleans once moved into place. I wonder if you could do it with Geonodes though 🤔

  • @Palsa-Achilleus
    @Palsa-Achilleus 6 หลายเดือนก่อน +1

    Awesome tutorial. ^_^

  • @ShaepicVR
    @ShaepicVR 6 หลายเดือนก่อน +1

    I listen to your videos through my studio monitors and I've noticed you don't use a roll off filter on the audio low end(or a steep enough one). Pretty often some of your harder clicks/strokes will make a deep boom that feels like someones trying to break in. Consider running a high pass filter around 40 -50 HZ at around 24db on your audio.

    • @ArtisansofVaul
      @ArtisansofVaul  6 หลายเดือนก่อน

      Thanks for the advice, audio is far from my speciality so that's really appreciated. Now to go off and research what most of that meant 😅

  • @drakeintentions
    @drakeintentions 7 หลายเดือนก่อน +1

    what about the difference of using the Array along a curve in the array modifier? how does that compare to this technique? I've seen lots of different ways of modeling chains, tenticles and tails. This has a lot of moving parts its seems. Give greater control but I wonder if it is the best way. Espicially for chains. cause you would want each link to not deform. I remeber your video for the chain sword using a plain instancing to combat that. its that the best way to do a chain or could you use this way?

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน

      For a rotating part (where the start and the end needs to be the same location) it isn't very easy to use. But in other instances it could help as you can use the normals of just one curve instead of worrying about the twists as you flex the curve in multiple directions. I'm not sure I can think of a huge number of applicable uses, but on this road if you wanted to use the curve to animate cars moving along the bridge perhaps as you don't want the cars twisting around. Though there are other ways to get around that.

  • @rajendrameena150
    @rajendrameena150 7 หลายเดือนก่อน +1

    It will be easy if one curve will be sufficient having option to flatten the profile to act roadlike because such option is available in other 3d software.