ความคิดเห็น •

  • @須藤-d6x
    @須藤-d6x ปีที่แล้ว +2

    This is exactly what I wanted to know. Thank you.

  • @nahoj.2569
    @nahoj.2569 ปีที่แล้ว

    Thank you for teaching us this technique, it's quite powerful.

  • @yalcinment.
    @yalcinment. ปีที่แล้ว

    The only thing you need is face corner data to fix UV position of mesh, a couple of bool math node allow you to find that corners and write position "1" or " 0", every mesh modifier node can cost lots of performance ;).

  • @_casg
    @_casg 2 หลายเดือนก่อน

    boss i need help, i procedurally uv map a geometry nodes tree . But the geometry nodes uv mapping system i made is also affecting the leaves. But the leaves are part of the instances of the geometry nodes tree. So this procedural uv mapping is effecting everything even the leaves. When i only want the tree and its instanced branches to be effected with the bark texture. Can you help me ;I?

    • @3d-eden978
      @3d-eden978 2 หลายเดือนก่อน +1

      You can mail me on mail@roeldeden.nl

    • @_casg
      @_casg 2 หลายเดือนก่อน

      @@3d-eden978 i gmailed you the link to the blender file from google drive. Thanks big bro!

  • @lazyng6631
    @lazyng6631 7 หลายเดือนก่อน

    10:10 I'm using a curve created in the scene as a "Profile Curve", so when I come to the step of entering the count, I don't know how to do it ......

  • @BlendingEdge
    @BlendingEdge 8 หลายเดือนก่อน

    How do you do this with a torus ? lofting a circle. You have to fix his on both parallel and meridian. Any solution?

    • @3d-eden978
      @3d-eden978 8 หลายเดือนก่อน

      I have created a torus with geonodes and made is work but dont know how I solved it.

  • @abhiraaid
    @abhiraaid 8 หลายเดือนก่อน

    Thankyou