Blender Geometry Nodes - Radial Array Tutorial

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  • เผยแพร่เมื่อ 14 มี.ค. 2023
  • Now that I'm getting my mind into Geometry nodes, i've finally made a custom modifier to do something I've always wanted a quick and easy way to do... make a radial array!!!
    Get it on patreon : www.patreon.com/posts/blender...
    Get it on Gumroad : thegamedevcave.gumroad.com/l/...
    Join the discord for any help you need! : / discord
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ความคิดเห็น • 26

  • @Dhieen
    @Dhieen 7 หลายเดือนก่อน

    It would be amazing to have a boolean on each instances when the distance is too short and they are blending together, like in the mirror modifier to have an option to bisect the mesh

  • @Dhieen
    @Dhieen 7 หลายเดือนก่อน

    Can you use this on an object that already has some rotations in object mode? Like i use an object that i need to rotate to add some array modifier, if i dont rotate it i cant use the array modifier properly
    So if i could use the rotation of the pivot point object it would be cool

    • @thegamedevcave
      @thegamedevcave  7 หลายเดือนก่อน

      you might be able to, if not it shouldn't be too hard to add an option in the geo script to set every instance's rotation to a certain something.

  • @eitantal726
    @eitantal726 4 หลายเดือนก่อน +1

    I could've recreated your geonode, but decided to buy it. It's awesome and you deserve every penny. Blender's Built-in array modifier sucks

    • @thegamedevcave
      @thegamedevcave  4 หลายเดือนก่อน +2

      thanks! it is INSANE that blender has no built in radial array option and we have to do shit like this to make it work... I love blender, the user community and everything about it but most things in blender are still to this day only halfway finished and they just keep adding new shit XD

  • @blackswan6386
    @blackswan6386 3 หลายเดือนก่อน +1

    hi sir maybe you can help me, istarted tis tutorial and at 4:58 i see nothing in my scene can you help me what i miss ? using blender 3.6 would be epic. thank you - i prefer geometry node array to have more flexibility and scattering whole collection insteado f 1 object thats my benefit. ciao

    • @suzannah991
      @suzannah991 หลายเดือนก่อน +1

      Try adjusting the distance and/or count in the modifier tab on the right. That fixed the same issue for me.

  • @Dmitry_Lenper
    @Dmitry_Lenper ปีที่แล้ว

    When applying the geometric node, the UV model disappeared. How can I save it?

    • @thegamedevcave
      @thegamedevcave  ปีที่แล้ว

      if you want to be able to apply the modifier, you need to add a "Realize instances" node at the end :)

  • @galnart5246
    @galnart5246 3 หลายเดือนก่อน

    It's nice that they could face the pivot in the middle, is it possible to make the objects face out? instead of to the middle?

    • @thegamedevcave
      @thegamedevcave  3 หลายเดือนก่อน +1

      Just gotta rotate them 180 degrees along the local Z axis

    • @galnart5246
      @galnart5246 2 หลายเดือนก่อน

      @@thegamedevcave Alright, i just do that then

  • @dreamsandrealms4581
    @dreamsandrealms4581 7 หลายเดือนก่อน +1

    At 03:37 you slice node path into multiple paths, how to do it?

    • @thegamedevcave
      @thegamedevcave  7 หลายเดือนก่อน +2

      oh that's part of the node wrangeler add-on. belnder comes with that by default you just have to enable it. I believe when it's enabled it's shift+ rightmouse button dragging

    • @dreamsandrealms4581
      @dreamsandrealms4581 7 หลายเดือนก่อน +1

      Ye worked, thanks
      @@thegamedevcave

  • @gr1mmy304
    @gr1mmy304 3 หลายเดือนก่อน

    what is the difference with this from array modifier?

    • @thegamedevcave
      @thegamedevcave  3 หลายเดือนก่อน

      The array modifier doesn’t put the copied objects in a circle?

  • @eitantal726
    @eitantal726 4 หลายเดือนก่อน

    I tried out the latest from Gumroad. It has a problem: It works fine as long as the pivot is on Zero (centered). The moment It's not, the pivot is effectively 2x as far as the origin. (Blender 4.0). Also, the first index angle is always 45 degrees, not 0 or 90.

    • @eitantal726
      @eitantal726 4 หลายเดือนก่อน

      This is regardless of Scale applied or not, regardless of whether the object is a child of the pivot or not

    • @eitantal726
      @eitantal726 4 หลายเดือนก่อน

      Not agnostic to movement either. Make a center object and an orbital - a child of the center. Move the center, and the thing doesn't stay the same.

    • @eitantal726
      @eitantal726 4 หลายเดือนก่อน

      Workaround: Have the orbital a child of the pivot-object. Leave the pivot EMPTY.

    • @thegamedevcave
      @thegamedevcave  4 หลายเดือนก่อน

      I just downloaded the project off gumroad to check in blender 4.0 but I can't seem to replicate the issues you're describing, i can move and rotate the object with the radial array modifier on it without anything strange happening. Could you go into some more detail about you your scene is set up to i can try and replicate it to see if there's a fix I can do?

  • @bushboy567
    @bushboy567 3 หลายเดือนก่อน

    I followed the instructions using Blender 4.2 Alpha, and everything appears to work fine, except that while the Cursor appears set at the global origin, the actual centre of the radial array that is produced is not ie the array is eccentric to the global 0,0,0 origin. I'm a noobie to Geometry Nodes. Could u (or anyone!) please explain in simple terms how and where the actual centre of the array is controlled so that it logically appears wherever the cursor was set, and then placed on an object (for eg, how an array of nuts would be located on the centre of a wheel rim).

    • @thegamedevcave
      @thegamedevcave  3 หลายเดือนก่อน

      if everything is set up properly it should generate the array with the original position of the mesh you're putting this geo nodes modifier on as the central position.
      And it usses it's origin point for that, so if your mesh's origin point is at 0,0,0 (for isntace after applying location) that's why it'll generate at 0,0,0.
      The 3D cursor isn't really used for this at all

    • @bushboy567
      @bushboy567 3 หลายเดือนก่อน

      @@thegamedevcave Thanks for ur prompt & helpful response, but my cube's origin is same as Cursor (so 0,0,0).
      Yes, I began as per instruction, and just dropped the cube in at 0,0,0. When I switch off "Show modifier in real time" in the Modifier Panel, I see the original single cube with its gimbal shown correctly at 0,0,0. Click back on "Show modifier in Real Time", and the original seed cube at 0,0,0 disappears, and the radial array of cubes appears - BUT the apparent centre (which is not graphically displayed) is clearly nowhere near the origin at 0,0,0 of where the Seed Cube origin was.
      When I expand the distance, the circle of the array expands around this non-visible and eccentrically-placed centre point.
      Aha ... Wait for it ...
      I have NOW FOUND A SOLUTION when I set the button in the Curve Circle Node from "Points" to "RADIUS". Now it arrays around the 0,0,0 of the original seed cube! Yippee!
      One last question ... There's a little note attached on top of the "Rotate Euler" which says "Deprecated", which I understand to mean that this node is superseded by a newer node, but I can't find any reference to what that new node could be. I'm using 4.2 Alpha, so this could be a heads-up on a coming change?
      Once again, a BIG thanks for responding - you tuts have been really helpful and clearly explained, and your follow-up assistance - like here - is just awesome to us nooby Blender Strugglers!

  • @eitantal726
    @eitantal726 4 หลายเดือนก่อน

    Great method. I dislike the method that utilizes an empty: It's spammy, You can't use scale correctly, and the empty must be at the same plane as you