Geometry Nodes Curve Tangent Transfer Build Tutorial

แชร์
ฝัง
  • เผยแพร่เมื่อ 17 ม.ค. 2025

ความคิดเห็น • 18

  • @theonlysinisharm
    @theonlysinisharm 9 หลายเดือนก่อน +10

    mans really put van gogh's style in the 3rd dimension, this is honestly a bit hard to believe.
    phenomenal work.

  • @lowelljohnson744
    @lowelljohnson744 7 หลายเดือนก่อน +3

    I've always dreamed of ways expressionist art could be implemented digitally and now it seems you provided a solution! excellent stuff, this is a really original take on 3d modelling

  • @NameIsDoc
    @NameIsDoc 9 หลายเดือนก่อน

    When I was in college I did something sorta similar with hair particles using the texture of the model to create copies of monet paintings. neat to see a similar idea in blender i'll have to try it out.

  • @kenzietownsend6644
    @kenzietownsend6644 7 หลายเดือนก่อน

    It's almost like covering the model with a bunch of hair cards. That's clever.

  • @studioanf
    @studioanf 9 หลายเดือนก่อน +1

    this looks fantastic, sir.

  • @zeeyannosse
    @zeeyannosse 9 หลายเดือนก่อน

    ❤❤❤ whooooHOOOoo this is really cool !!! I will try as soon as I can also on some landscape scans ! Thank you very much !

  • @summatim
    @summatim 9 หลายเดือนก่อน +3

    Summary was generated by Summatim, let us know if there are any inaccuracies! 🤖
    0:01: Tutorial on Building Curv Tangent Transfer
    0:42: Creating Brush Strokes
    2:38: Using Curv Tangent Transfer
    7:53: Random Color Generation
    11:26: Final Output and Node Group

  • @choismotion
    @choismotion 3 หลายเดือนก่อน

    wow~ so great!!

  • @tajender_singh
    @tajender_singh 6 หลายเดือนก่อน

    Thanks for sharing❤

  • @allangeorget1067
    @allangeorget1067 8 หลายเดือนก่อน +1

    That's amazing !!!! I download it now, it is working in cycle ?

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

      Yes it works in Cycles.

  • @juanortega7493
    @juanortega7493 8 หลายเดือนก่อน

    This does not work on deforming objects because it recalculates based on the bezier curve tangent relative to the position of the mesh. Is there any way to "bake" the distribution so it keeps the same on deforming objects? Thank you!

  • @AndyLiong-en7fs
    @AndyLiong-en7fs 9 หลายเดือนก่อน +1

    Hello there, just notices some things and would love if I can ask. On the geo node you store the uv based base color texture map to each instance wirh store attribute color on points. But it seems that on the shader you use don't use that attr and basically use the base head uv + texture to somehwat assign the color to instance? Please correct me about this color assignment to instance. Are they connected from GN to Shader?

    • @3d-eden978
      @3d-eden978  9 หลายเดือนก่อน

      Yes you are right, In a later version I only use the image texture in the geonodes and send it with a store attribute to the shader. This makes the setup a lot simpler and collapseble to one geonode. you can get that one on blendermarket at a tool. But this works a well.

  • @Iron-David
    @Iron-David 6 หลายเดือนก่อน

    Hi, I downloaded the example file and I can't seem to be able to Realize Instance. It kind of collapses the created brush stroke meshes. I'm quite new to geometry nodes so would you please help me figure out how to fix it? If that's okay with you

  • @bellVFX
    @bellVFX 5 หลายเดือนก่อน +1

    Can I export it to Unreal?

    • @3d-eden978
      @3d-eden978  5 หลายเดือนก่อน

      Yes, but an other version on blendermarket can be exported. it comes with this version. it uses face data intead of instance data and when the geometry is realised it will create the UV maps automatically for you.

    • @bellVFX
      @bellVFX 4 หลายเดือนก่อน

      @@3d-eden978 otimo, onde posso achar para comprar?