Geometry nodes for damage to stone - Procedural chipping
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- เผยแพร่เมื่อ 11 ก.ย. 2024
- A follow through video explaining how to create a geometry node system that you can add to an object to create chipping in seconds.
Credit for this does to Andrew Wells and you can find his video here: • Procedural Edge Damage...
Some great follow alongs from CG Cookies: • 3 Node Recipes To Get ...
Sculpting damage to stone in Blender using the sculpt tools: • Sculpting damage on st...
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to the geniuses who come up with insanely clever nodes setups like this, thank you. the time saving is insane
My pleasure. I have to say I'm pretty amateur at nodes compared to many but I think I can manage enough to get by. If you want to see some crazy things I'd really suggest checking out Default Cube as he does amazing things.
@@ArtisansofVaul your raycast tutorial saved my life man
@@spacekitt.n I was pretty happy with that as a solution to an annoying issue for me.
Ok so with geometry nodes, you can basically build your own combined modifier stacks. Super cool!
Yeah. With even more options than you could normally. In se ways you can basically make your own modifier add on. Like this is close to what One Click Damage does (but its free).
The one stack to rule them all.
It's more than that. You already have the modifier tab, in which you can have your stack of modifiers. If that's all it is, you wouldn't need yet another stack "geometry nodes". The difference is that Geometry nodes is a graph, not a stack.
I see a lot of comments from people having problems replicating in newer blender versions. I have the same thing, and while it doesn't make a lot of sense. The thing that worked best for me to get control is the following:
After the Noise Texture, connect a `Map Range` node, I did this because the noise texture doesn't give values from pure white to pure black. The values I used is [X] Clamp, From Min 0.2, From Max 0.6, To Min -1.0, To Max 1.0. (Also I connected Fac from Noise Texture instead of Color cause it gives slightly better results).
I removed the Pow node cause I can't get good results with it. After the Multiply node I added a Scale node and set that to 0.1.
Play with the 0.2 and 0.6 value and the scale. For me it looks acceptable now, I hope it helps someone.
Thanks man, great comments and I'm sure people will find that helpful 👍🏻👍🏻👍🏻
thanks
Thank you. This was helpful.
I will try this
For everybody looking for a "scale" node: it's the "vector math" node and then set it to scale
Thank you for explaining this so well. I've never done anything with geometry nodes before but are very familiar with this concept, this appears more and more in other programs also (Davinci Resolve for example).
I'm on Blender 4.2 and ran into a few things I wanted to mention:
The noise texture node has changed and has an additional box now for 4D, I found that "Multifractal" worked best.
If you changed your scene unit scale to 0.001 for millimeters, like I did for 3D printing, this will bomb horribly because the noise texture is coming out at the wrong scale, inflating the tool model used in the Boolean operation later on.
I found an easy fix for this: Insert a Math->Divide node between the Power and the Multiply with Vector nodes and use 100 as the divider. That pulls the noise values back down to where they should be, making the entire thing work.
Finally, you spoke about eliminating the Remesh modifier in future versions: I found these "Mesh to Volume" and "Volume to Mesh" nodes, which in combination do a very similar thing than what the Remesh modifier does. Using those, I was able to take the Remesh modifier out of my modifier stack and got some pretty interesting results, relying on only this one geometry node group.
Hope this helps,
Mac
Awesome tips! Thanks so much, thats super helpful!
Something you might want to try if you are modelling for 3D printing is to get rid of the mm units you are using. I found there are quite a few instances where it causes Blender issues and its not needed. I have a video explaining what I found and showing some experiments here if you're interested: th-cam.com/video/hUfPvHPdgR4/w-d-xo.html
i am smiling when i see people selling damage node addons on market place made with this tutorial!
😅 To be fair one click damage is great if you want something on mass really fast. I use that too
I have tried OCD but the slider parameters take half a century to update !@@ArtisansofVaul
Absolutely amazing. Thank you for clarifying how to do this. I see so many tutorials that are confusing because they are in no way follow along. You truly make this easy.
That's awesome to hear 😁 Thanks for taking the time to comment.
Instant subscriber here mate, i have a whole temple complex to worn out and i suffer from RSI and i was having nightmare just by the thought of doing it all by hand, so you save my arms and wrists here with this technique, thank a million time and thank to the original creator also that i will also subscribe to.
Thanks Peter. I hope it works out and Id love to see what you come up with if you're on Instagram or somewhere drop me a link some time.
@@ArtisansofVaul I will update you as soon as the game first videos will be launch in a few weeks.
Wow! Great video, amazing explanation!👍
I really appreciate you to put me into the credits, thank you so much!😊
More than deserved. It's creators like you that really show the rest of us how it's done when it comes to these new tools. Its really, REALLY appreciated.
Thanks Andrew, will be sure to give your vid a like 👍
Tip: don't try this node setup on a non default blender unit setup like a very large scene with unit set to match UE5 or else you will crash your system, also the parameters are not working at this scale since you have to go to extreme values to see any result. My advise do this at blender default unit setup and scale it afterwards.
I dont have experience with UE5 (I work on 3D printing mostly) but I appreciate you sharing the knowledge. 👍
That is exactly the problem I ran into. Great tutorial but sucks that I have noticed this happening in a lot of geometry node setups...
@@Kiromitsu Yes the darn scaling issue is often driving me mad!
Thanks for breaking this down. Really good explanation. I had watched Wells' video and was hoping Google would hear my prayers and send us a breakdown video
Glad I could help out 😁
Keep doing what you keep doing which is allowing some one n00b like me to learn what I need when I need it :)
To be fair I'm a noob too when using Geometry nodes. But I think it's one of those things that doing it/using them really helps
Thanks for this. A great explanation of what each of the nodes are doing. Some people mentioned they had issues in Blender 3.2 but I just set this up using 3.2 and everything worked fine. I just needed to tweak some of the values.
Yeah. I think it's either a misplaced node or setting. As you say fiddling with the values based on the size of the object is normally the thing that needs changing. Thanks for the comment and glad it worked for you 😁👍🏻
Another thing i found useful to have more control over the edge is to play with the scale parameter in the remesh modifier, for those inclined to make stylized assets a value of 0.861 give some pretty good result.
Totally agree, I've found the same thing as something to help find that sweet spot, especially on larger objects.
@@ArtisansofVaul Exactly my case with big stone block, damn those hours i spent doing this by hand! Just need a little sculpt after but it's minimal.
Ah! I just spent so much time sculpting bricks for VTT pieces, and here your video wouldve saved me so much time! 😂
😁😁😁 Great to hear. If you want something even faster I'd really recommend OCD. It's got to a great place and saves loads of time. I've got a video on it here: th-cam.com/video/bQogQSPPHbo/w-d-xo.html
SAME and i dont want to buy OCD (more time than money uk) (and thx for credits i saw that on andrew wells channel too)
@@dynastykingthereal My pleasure.
Sometimes the perfect tutorial finds its way to yo when you least expect it. Okay maybe I was searching... but this is perfect!
I don't know about perfect but thanks so much 😁
Wow this is cool to have a flow chart tool like this!
Agreed. And more options than standard modifiers on many cases
Great one and thanks to Andrew as well. In principle this is replacing the OCD Add on. :) Exactley what I was looking for.
That's exactly what started my search as well. Glad you found it helpful 👍🏻
Exactly what I was looking for. I love your explanation and details.
Thanks 👍🏻 If you want an addon that can do it as well OCD is really good now: th-cam.com/video/bQogQSPPHbo/w-d-xo.html
This really brings me back to my analog synth days with all of the patch-cords and such. This was a lot of wrap my read around but I look forward to giving it a go.
FYI .. I had intended to subscribe to Andrew Wells' channel but his videos are a bit.. eclectic.
Haha. I cant dissagree with the eclectic bit. But a like always goes a long way and its good to give due credit.
I feel in the same boat about lots to get my head around. Im at the frustrating point now that I am sure I can do certain things having seen the GeoNode power but not quite sure how to pull it off. But thats how learnign happens I guess.
I really love your videos! Definitely want to see more geometry nodes stuff, too!
Thanks! I will keep looking at the Geometry nodes. There are a couple of things I want to do with them but its seems (at least to me) very complex so it's going to take a while just for me to work out what's going on. But I'll get there!
Great video lad - subscribed! Excited for the updated version 😊
Thanks got the sub 👍🏻 I've had a new idea for the approach to the new version, I just need to find the time to test how to make it look best.
Made a lot of test with different math operators and so far i like to put the multiply add in the math node instead of power and in the vector math node i use modulo, this give great control over the chisel and chip over the edge and make it much more realistic in my opinion. Beware of the logarithmic since it crash blender.
I tried the modulo (do you know what this means mathematically?) And I'll try this other recommendation too. Really appreciate your work on this!
Thank you very much for such a clearly explained video.
No problem. It's great people are finding it helpful.
Wow thanks this is the first node explanation that made sense to me. ? Can you save the node setup as a personal favorite that is also available in order files you work on? 🤔
@HeraldWitte you can indeed! In fact in Blender 4 onwards is even easier as they can get added to your list of modifiers: th-cam.com/video/Byp1dC0dRPo/w-d-xo.htmlsi=paupHstp7FNgqIXp
@ArtisansofVaul will you be making a video on how to make a Resin trap detector and eliminator to stl save tool/modifier? Apparently if you want to maintain a non destructive workflow you have to jump to several hoops after your export to stl to arrive at a point that the model is manifold and doesn't have any resin traps. Chitubox basic now shows the resin traps. And even big names in 3d modeling present models that have resin traps. Mainly between clothing and the body. I now let them be repaired by 3d builder with varying results.
@HeraldWitte I've got a video coming on removing resin traps so that's very well timed. It's already up on the Patreon so will be about a week here. The issue of auto detection isn't something I think you could get Blender to do. But in Xray mode they are normally pretty easy to see.
For me, the noise is applied to the whole mesh, not just the edges, and it becomes full of holes like cheese. The intersection gets rid of high spots but keeps all the holes, including holes on the smooth areas.
Edit: OK, so you should Map Range after Noise Texture to -1, 1, 0, 0.2 - something like that. This prevents it from making holes in your mesh.
Glad you managed to find a solution :D
OH MY GOD! Mind blowing
Thank you soooo much
No problem at all.
hi. thanks for the walk through. btw I think the remesh modifier would now be replaced in geo nodes with mesh to volume and back to volume to mesh
That's an interesting idea! I can't remember off the top of my head how easy it is to control the rounding effect the mesh to volume node has 🤔
This would be entirely different concept because it uses original mesh to create a new mesh based on volume, which means that we effectively lose UV map and material.
That's amazing. Thank you for the explanation and clarification.
You are very welcome, glad it was helpful.
This is fantastic thanks for the great explanation
😁 No problem at all.
So not sure if this is relevant, but I couldn't get it to work for a bit. There are 2 crease options on the geometry node for subdivision surface and I found edge crease needs to be at 0 and the vertex crease is the one closest to the crease value in the video. It may be exact, but I cannot say for certain, only that it is visibly the same. Also found your channel randomly as I found a video of yours about medieval walls... spent over 100 hours trying to find solutions to get brick walls that aren't displaced and that happened to be exactly what I needed. Thank you for the amazing content and knowledge (^-^)
Thanks for the comment and the points about the new nodes. It's really appreciated as I want to remake the video for the new nodes when they are a bit more "stable" and aren't going to change again. I'm surprised that it's the vertex crease and not the edge crease that gets more of a similar effect, but I haven't had a chance to play with them yet.
Glad the videos are being helpful 😁👍🏻
21:49 See how the damage follows the inner corner. It doesn't follow the inner corner along the line, though. The reason for that has to do with the subdivision surface node inside the geonode. The whole solution relies on the assumption that the subdivision pulls the vertices inwards. For the inner corners, the (nonsimple) subdivision might actually pull the vertices outwards
Yeah. Is there a solution to this? Im not aware of one but you seem pretty well versed in geonodes.
@@ArtisansofVaulI don't know if it calls for a solution, TBH. Inside corners are much less susceptible to damage. Take a look at some reference pictures and tell me what you think
@eitantal726 Oh I agree for sure. I'm more thinking if someone was trying to do something that they would want the inside of corners affected
@@ArtisansofVaul The one thing I can think of, is to move along the opposite direction of the normal. This is not so simple because inner vertices already on the face should not move. The pointiness of the vertex should determine if it should move or stay put. Try it & let me know how it works
I did the thing and it works and I have no idea what I did but I don't care because it works! Now to use this a lot and not loose or overwrite my 'geometry node thingy' file XD
Awesome! I hope you find it helpful. I put mine into an asset file and I use the Blender Asset Browser to find it quickly and bring it into a scene/project. I've got a video on the asset browser if you're interested. Let me know and I can find the link.
@@ArtisansofVaul I found the video, and I will look into that later today. Thank you for making these video's and explaining everything in a way I can understand.
I have tried this with everything, even the default cube just in case I did something wrong with my own stuff, but every time I connect the vector math in the Set position, the object becomes a strange blob and when I connect the geometry to the mesh boolean, the object disappears... But it seems to work for everyone else and it's quite easy to follow, so great video regardless lmao
When that happens it's normally because the settings are too low on one of the nodes ir on the modifiers. If you want me to have a look at it and have Instagram feel free to find me there
Very cool, gave me so much inspiration :D
Thanks 😁
Fantastic explanation thank u!!!!
No problem at all. The only tricky thing is matching the size of the object to the modifier settings but once you've done that it's really handy.
I saw in the comments you planned to re-do this video since it no longer works with the newest version of Blender. Is there an ETA on that? Setting Octree to 1 makes the corners generate correctly, but no setting I have tried has effected any edges.
Hi there. I was going to but playing around with it this is still the most consistent method for a worn look. I have another method for a look of more harsh chipping which I haven't recorded but it's more processor heavy and as I say is harsher. Not sure if that's of interest.
@@ArtisansofVaul I ended up buying an addon that does it :)
very helpful :)
@@ArtificallyUnintelligent 😁 awesome.
This looked super promising, but it seems maybe no longer possible? The subdivision surface node looks different (no option to adjust the crease size now) and there is no set position node. It may of course be possible to get the same effect in other ways but as this is literally my very first time trying geometry nodes, it won't be me that solved it. Still, thanks for the tutorial, I appreciate you making these things accessible to beginners like me!
Thanks for letting me know. I'll have to have a look and do an update. 👍🏻
@@ArtisansofVaul Thank you so much. In the mean time I am working through your videos and learning lots of useful tips and tricks :)
Crease is now Edge Crease. Now they have added Vertex Crease the name of the standard crease was adjusted for clarity.
Add > Geometry > Set Position. Or use the search function built into the Add Menu. I also loose Set Position so I added it to my Quick Favorites Menu ---- Once you can see it in the Add menu then right click on the Set Position menu item and Add to Quick Favorites. Then press Q to find it in the future in your Quick Fav's.
@@neilmarshall5087 Cheers! That's really helpful and very much appreciated. You're awesome!
@@ArtisansofVaul Glad to help. Blenders community is part of what makes it wonderful.
Really enjoying and learn some very cool stuff from your site.
Question. How do you save this geometry node setup. Do you save the example and just import it in to a scene and use copy modifier to the object you want to have this ability to modify it.
Good question. In Blender 4.0 ita actually really easy to save nodes now and use them. But you'd have to manually add in the first modifier. You can see a video on that here and Blender 4 is out officially in November: th-cam.com/video/Byp1dC0dRPo/w-d-xo.htmlsi=Mhw9HMHZ8HSzhRPH
Tip #2 modulo in the vector math node give more realistic result compare to multiply.
Thats interesting. Just tried it.... What does modulo mean mathematically? Im not sure if its more "realistic" just a different type of chip from something a little more brittle with modulo and something a bit more resilient with the multiply. But still very good find and nice to have options. Thanks again.
@@ArtisansofVaul I think modulo is kind of a fractal noise modulator aka ''modulo''. It depend on all the various settings from the nodes setup but i even find a more realistic one now, will comment back once i test it tonight.
@@ArtisansofVaul Modulo is "remainder" in division.
27 mod 4 = 3 because 27/4 = 6 remainder 3.
It can be useful when wanting to select every nth vertex or such. 3 mod 4, 7 mod 4, 11 mod 4, etc all are equal to 3.
I don't know if the tutorial is still valid but I have version 4.1 and I only see the wear and tear in EDITION MODE, in object mode it doesn't appear that I have made any modifications, please help
Hmm... it should appear in the object mode and not in the edit mode so that seems the wrong way around...
Hi, I tried to apply this geometry node to the stones I made surrounding a doorway, but it doesn't work. When I try it with big cubes, like in your example, it does work. Although small objects, like the bricks in your wall, should work too, it doesn't when I apply it on my stones. I tried everything I could think of, but to no avail. Do you have an idea what might be the problem ? (I applied the scale to the stones, so that shouldn't be the problem). Thanks !
At a guess you will need to play with the octree setting of the remesh modifier.
@@ArtisansofVaul I solved it by applying the geometry node to a bigger cube and then splitting it up in smaller cubes. It's a workaround, but if the result is good, I'm fine with it :)
I like this technique a lot. But is there a way to randomize the noise so that every object gets a different damage pattern? (Adding a "Random Value" node to the W input acts as a field and screws up the noise pattern. Hoping there is another way.)
Is there a way to copy the modifiers of the source/test object to an array while preserving the array pattern? I'd be nice to not breakup the objects in the array if possible. Very well done video! Thanks!
Unfortunately I haven't found a way at this point as it doesn't understand how to deal with it. You can put the modifier on it before the array but then each one will look the same. So there are limits.
@@ArtisansofVaul Gotcha, thats what I found messing around with it. Thanks again, your videos are extremely well written and easy to follow!
@@Exidous96 Thanks so much 😁
I don't get it. I've got your nodes laid out in mine exactly, checked and rechecked a thousand times. Modifiers are correct, everything is as it should be but on mine I get a very different result.
apply scale?
I would like you to explain how to save models in the Blender library
How do I save this node without doing it every time
Thank you😉
I'd use the Asset Browser. I've got a video on that here: th-cam.com/video/ERj1m1zBmrs/w-d-xo.html
Hello, thx for this great video
but at time 4:50
The result of the two modifiers are the same for me.
So I see no difference between the remesh and the subdivision modifier.
The new topology is rectangular for both.
Is the problem due to a newer version of Blender or is it my fault?
It's neither your fault or a change in Blender. For a simple shape, especially something that's square, they are going to look pretty much the same or maybe identical. The difference is "stability" of getting it to work consistently. A sub D modifier relies on quad topology so if you have a more complex shape you can get some different results and it can totally mess up a complex shape. So the remesh modifier will consistenly give the result you want.
@@ArtisansofVaul thanks for the quick answer.
I will try it next time 😃👍
@@stefanschumacher1491 Let me know how it goes
Brilliant! Thanx for share
No problem. I hope it comes in handy!
Any idea if the extra stuff on Noise Texture, Subdivision Surface or Mesh Boolean is what is messing up this process? I did everything exactly the same, but it looks different, and I have some random triangle faces that are inverted.
I haven't seen many instances of triangles getting inverted.... normally it's a combination of the octree level from the first modifier in the stack and then the Subdivision level.
@@ArtisansofVaul Thanks for the quick answer, I don't know what the octree level is referring to. I think my issue was that my exponent wasn't strong enough, I took it from 1 to 2 and it was better. Still not exactly what you ended up with, but my guess is that my units are different, so I need to have significantly different values. Thanks for the help!
@financialliteracy8204 If you watch the section at around 4:50mins onwards its part of the remesh modifier and mentioned specifically there.
2:22 You're not actually multiplying a vector with a vector here, you're multiplying the normal vector with a scalar. The scalar happens to be non-negative, hence the unidirectionality
Thanks so much. Great comments and really helpful for me trying to understand how some of these elements function.
Hi! Thank you for the amazing video. Could you do one for the small individual bricks that you use in the castle wall building video? Thank you.
For that it's the same. You just need to separate out the stones into the seperate blocks (press P in edit mode and then "by loose parts"). Then make it for one and copy the modifiers to the other blocks.
@@ArtisansofVaul Is there a way to apply the modifier to all blocks at once? The wall i made and then split had 300 blocks and i would like to get them back together without having to apply one at a time before joining them.
@@willtiefuhr5245 Several ways. Thats a good video to cover actually. The easiest way would be to copy the modifiers from one to another using the copy modifier function. To do this activate the copy attributes addon in your preferences. Then select the objects you want the modifiers copied to, and finally the one you want the modifier copied from last so everything is selected. Then ctrl+c and select copy modifiers.
A quick question, has this node setup become outdated for the newest version of blender? I say this particularly regarding the subsurf modifier; unlike all other nodes, changing the sliders seems to have no effect on my objects sadly.
It does still work. It's generally the octree value that needs to be played with if it doesn't seem to be working for you.
Hi, for some reason when I'm following the node setup exactly (at 14:35 of video) and I adjust the Edge Crease and Vertex Crease in Blender 3.5....I'm not seeing anything change in the viewport. And I'm 99% sure I've followed everything exactly. Do you know what I might be the issue? Thank you.
Follow up. I was able to get this to work in Blender 3.5 after playing around with parameters a bit more. Thank you.
My pleasure. Normally the issue is the size of the object in comparison to the ocatree value but basically its tweaking....
I'm using the same settings, the same type of mesh in the same Blender version and I'm getting wildly different results. The damage doesn't seem to be like in the video and it seems too weak.
The size of the object can change the results a lot. In which case you will need to play with the octree values in the first modifier. I hope that helps.
Hey, one question: is there any easier way to select edges of mesh, e.g. primitive mesh like cube or cylinder in geometry nodes?
Not that I've found. I mean there are lots of tricks to select edges of a type (like those on a non-manifold edge) but not to quickly select one edge. But I'm not a geonode expert so there maybe.
Trying this same setup in Blender 3.2 and it's not working right not sure what I'm missing. Maybe some changes have been made to the geonodes?
Im not aware of any changes to the geonodes in 3.2 that should stop this working. If you find me on Instagram you can message me there with a picture of the node setup and modifiers to have a look and see why its not working.
I'll keep an eye out for your message.
@@YourTele-sFabulous Did you manage to make it work? Seems like the tutorial is great but people have issues with it in 3.2
Great video. Is this basically the same as One Touch Damage?
They use a different way to calculate the damage but yeah, it has a similar outcome.
If i possibly forgot to apply scale before doing all of this, would it give me issues with going to object mode and the nodes not appearing properly but appearing fine on edit mode? I don't remember If i had applied it at the beginning, and that is why i am having issues seeing the modification on object mode.
That's odd that it appears in one mode and not the other. I cant say I have had that happen. Either way you should be able to apply the scale and then you may have to go and fiddle with the settings you have made to get the same effect back.
Is this tutorial out of date? I’ve just tried it in 3.6 and it doesn’t work for me. There are some new options in subsurfaces node which maybe causing the issue and I’ve played with both crease options but I don’t get anything
As you have mentioned the subD node had changed with their now being an option for both the edges and verts but if you just use the edges (or a combination) it should still work. The likely issue will be with the first modifier where you will need to play around with the octree value in combination with your other values that make up the nodes. This will largely depend on the size of the object you're using.
@@ArtisansofVaul hi, thanks for responding. I’m using a 1m x 1m plane that I then extruded up twice to a total height on 0.141m I’ve fiddled with both edge crease and vertex crease with no change and tried it on every level of octree depth from 1 to 9. I’ll start again from scratch, I’ve obviously missed something important
@wingwalker007 before you do that with those size give me an hour and I can try it and see how it works with mine. That should give some idea.
@@ArtisansofVaulI’ve managed to get something out of it, I’ve used the standard 2m cube, octree depth of 4, vertex crease 0, and I only get the effect from edge crease being below 0.3. With an exponent of 7
@wingwalker007 👍🏻 Great to hear. It may be that the 1m vs the small height is a bit of an issue with your first version. That's quite an extreme difference proportionally.
I am currently trying to add erosion to the faces since this would greatly speed up final sculpting touch, i am pretty new to geometry nodes so do you have any clue about how we could do this? Would be great to be able to use any procedural textures noise and also image texture incorporated in one geometry nodes setup and as a cherry on top of the cake adding cracks would be neat.
I'm not sure about using images but textures should be usable. I think you'd need to add more vertices to the overall mesh first. Possibly using the volume to mesh and back again to a solid mesh to create a psydo-remesh but that could impact the shape a bit much. Hmm... gives me an idea I'll have to try out to see if we can remesh using a combination of nodes.
Tried to repeat the same nodes setup in 4.0 and i have no effect when moving all the various parameters so i think they have change something but cannot figure out what exactly! What are your units for the scene, i am in default metric 1.0 unit
Default metric for me as well. The main thing is the combination between the size of the object and the first modifier, you have time find a balance between those two and then it will work fine.
Just change the default units to 0.1 instead of 1.0 and it fix the issue, thank for your help.@@ArtisansofVaul
@petertremblay3725 Awesome. And thanks for coming back to your solution, that's really helpful for others 👍🏻👍🏻👍🏻
Thanks. greate material :)
Cheers 😁👍🏻
Hi, thanks so much for taking time to make this tutorial. I tried doing it with standing columns made from geometry nodes (I just had 4 sided plane then extruded it and instanced them, basically). But when I try doing this, the damage appears only on one side , instead of evenly like yours. Any ideas on what my issue might be?
Thats a very odd problem, never heard of that. Is the area its not appearing on part of the original or the instances?
This is such an easy-to-follow tutorial and I love it. I did everything right but I am having a problem with plugging my power into the multiply plugin to the set position instead of noise texture I get a big block is there something I missed? Are my blocks too large and must scale them again?
Thanks so much. Generally it's playing around with the ocatree setting of the first modifier in combination with the other bits. That's the tricky part to balance.
@@ArtisansofVaul Thank you very much for the reply :) Yes, it is very tricky. my first time trying out Geo nodes and I will have to keep messing with it so I don't end up with a blob 😆
Do you know a procedural tool adding edge damage using Zbrush?
I don't use Zbrush Im afraid
Top Man, Thank you!
You're welcome!
i dunno what i missing, maybe i set my origional object up wrong but when i change anything the entire object dissapears
Hmm.... This can happen on some combinations of settings depending on the ocatree (but it should be solved if you then change the settings) or if there is an issue with the mesh.
@@ArtisansofVaul hmm i crashed blender playing with it. ill start from the start again because i forgot to save my progress lol.
@hamzzey1440 Damn, frustrating. Depending on your machine having some setting too high can cause computing issues as itd a combination of some quite high intensity modifiers/geometry nodes.
I liked and subscribed to your's and his channel
Really appreciated 👍
Has anyone got this to work in later versions of Blender, 4.1 in my case. I think the problem is in the Subdivision Surface node, as it has a Vertex crease value now as well as the edge crease, I've tinkered with it the best I know how and the mesh doesn't subdivide. Noise Texture node also has a type of noise drop down and a normalise tick box, other than that the other nodes look pretty much unchanged. Any help much appreciated as I could really use this, I don't want to chip away at rocks like a virtual convict. Thanks.
@cardsander it should still work (with different results depending on the type of crease you use). If it doesn't seem to be working the most likely cause will be needing to play around with the octree value in the remesh modifier that's before the geometry node setup in the modifier panel.
Alternatively there is also a great addon that makes things even faster/easier (but then you do have to pay for it). I've got a video on that here: th-cam.com/video/bQogQSPPHbo/w-d-xo.html
@@ArtisansofVaul Thanks for the lead, addon bought and installed, I punched the air when it transformed a cube into a worn out block, what a win! Thanks again!
@@cardsander 😁 Glad I could help.
I have done it 3 times just to make sure in 3.2 and it won't work. I have the node tree is exactly like yours. Has it changed from 3.1 to 3.2?
Hi dude. It shouldn't have changed from the documentation I have read but I only just downloaded 3.2 last night. I'll have to check. I won't be able to till tomorrow but I'll get back to you. If you're on Instagram and can send me a pic of the nodes and the modifier stack that could help too
Try playing with the power exponent.
@@ArtisansofVaul I stopped the video and made sure all of the nodes were correct and all the branches were in place. I even set the parameters to exactly what you had in the final just to make sure it was identical. It looks like it fails when I plug up the vector math node.
Was the base piece cube you had just made from one cube? You just built it by scaling and extruding, right? I had it at the "mess" you noted, and I had the initial distortion, but after that math node was placed, it went dead.
@@frmdbl9499 It went dead after the math node was applied.
Because the Remesh modifier is outside the geometry node I don't think there is a way to make this work on meshes that have any kind of smooth curvature. Too bad it took me half a day to find out :(
That's really frustrating. You could try using a sub division node instead so it will be inside the node group but I dont think it would function as well (it didn't when I tried it).
@@ArtisansofVaul yea it didn't. I saw some people suggest ways around it but those look very advanced.
@AdibasWakfu Thinking about it you could achieve an alternative method of chipping where you used a GeoNode group to randomly locate points along the edges instead of the faces maybe, then put a sphere with noise that could be booleaned away. It would make harsher chips and unlike this it wouldn't have as much of an impact on the corners. Maybe with something to smooth the edges after as an option for a more worn over time look. Could be an interesting tutorial if people are interested.
@@ArtisansofVaul Personally I'll stick with sculpting for now, got a lot to learn anyway haha
@AdibasWakfu Totally fair. I go some of the time too and it gives more control.
I followed along with Blender 4.0 and i could see some chipping on the edges. However they were minimal and i could not make them any larger. I will try it agian but could it be the version im using?
I've used this with 4.0 and 4.1 and it will work. Normally it's a combination of the object size and octree setting that needs playing around with.
this is really cool but ive set everything up exactly like yours and it just dissapears, reapears when i turn the geometry nodes modifier off
That's normally to do with the scales (or something is set up wrong). The amount you chose (especially for the modifier above the geometry node which really depends on the size of your object).
If you can get it to work fiddling with that you can drop me a message on Instagram and I can have a look if you can record your screen.
Very good tutorial thanks for sharing and explaining, I'm using Blender 3.3.3 and the subserf geonode now has edge crease and vertex crease, although they don't affect the mesh. Exponent, W, Scale and Distortion all still make a difference but I can't seem to change the amount of crease, any ideas or help would be much appreciated, thanks!
I found that I needed to combine changing the octree from the modifier along with the crease. But Im working on a new version of chipping that should solve some of these issues by creating the chipping effects in different ways, so hopefully that will be helpful when that comes in the future.
Don't know if it helps, but I had to up the Exponent value of the Power node quite a bit for it to work! Using Blender 3.5.1 :-)
Nice video 👍
Cheers 😁
olá.. estou fazendo passo a passo, junto ao vídeo... porém... o "node" "subdivision surface" do "novo blender" tem 2 "crease" separados... 1 para o "edge" e 1 para o "vertex"... não está dando o mesmo resultado 🥺... mas prosseguirei, e num futuro vídeo talvez seja abordado o assunto!! Obrigado pelo vídeo!!
Yes, they changed the nodes for the newer Blender. I will be making a new video for this but I have not had time yet.
maybe a stupid question but is there/ what is the set of values if you would use the geometry node on the standard cube that ou have when opening the default ? i do not seem to get it ot work for one or another. Scaling does only a little on the edges, but not as nice as in the video...
Once you have the block at the right size it's worth playing around with the modifier settings. I'm going to redo this video soon as some of the geometry nodes have changed. I'll try to cover more clearly how I make it work at different sizes, hopefully that will help
@@ArtisansofVaul that would be nice . Te strange thing is without the bool node things deform. When adding that node only when flipping normals you see deform but in both cases on the side not the edge.
@@somers800 That is really odd. Im not too sure about that without seeing it Im afraid.
@@ArtisansofVaul Whats you typical size of an object? Cause i use the default cube, 2by2by m. thats way bigger than what you ave i guess. But scaling down to something small doesnt do a thing it seems
Seems i got it. Size it realy down, 20x20x20mm cube or something alike. Only thing i am wondering why this is scale dependant so much, as it seems to work if you scale the cube up once you have the geometry node on it. THanks for your quick responses!
My "remesh" doesn't update until I "apply" it so i couldn't adjust. What am I doing wrong?
Hmm.... not sure. Have you got the remesh above the geometry nodes modifier on the stack?
@@ArtisansofVaul yea it may be proc swing power automatic setting I am just wondering if it’s something I could change.
Great video ! Do you know how to add an image texture ?
Thanks so much. I know the basics but you'd find someone vastly better than me to explain it as its really not my speciality (I do it for 3D printing not CG)
Ive tried this but nothing happens with my block...
This might be because you need to change the octree settings depending on the size of the block. I've got a video to make a newer version of this using a different technique, I just need to record it. It will hopefully give a more reliable and controllable result.
@@ArtisansofVaul thank you, I changed the octree settings in various sizes but it doesn't change anything. Newest Blender Version. A new video would be much appreciated! 👍
where we get this geometry node?
@georgeluna6217 It's included in Blender 👍🏻 Drag up an extra screen from the bottom and it's one of the options on the drop down menu
@@ArtisansofVaul is included in vanilla blender the geo node for procedural chipping?
@@georgeluna6217 No you have to make the setup. It's not one node.
Keep going pro
😁
hi, newb question. at the bottom you have an add to start the nodes mine is jsut a play tab, were do i find the different layout
loving your series awsome work thanks
Thanks. If you watch from 3:54 it goes through how to get up the Geometry Node editor.
@@ArtisansofVaul thanks matey, really enjoying your videos thanks
@@jamesmarch3797 👍🏻😁
Hi Great video but I am having a issue, when I get to the part where you add the Subdivision Node my block goes in reverse so it becomes crinkly and the higher the crease the smoother it gets. I am not sure what I am doing wrong, any help would be appreciated. thanks
Hmm... I would suggest having a play around with the remesh modifier, especially the octree setting. That may be the cause. Let me know if you're still finding it having issues.
@@ArtisansofVaul Cheers for the update really appreciate it and I will but awesome video.
@@ArtisansofVaul Hi Still having the same issue, I have tried this a few times, I have recorded what I am doing on Blender but TH-cam keeps removing my replies. is there a way to send / show you? thanks for helping with this.
@@Thee_Lord_of_Darkness Do you have Instagram. If you do you can find me there and drop me a message.
@@ArtisansofVaul Awesome I think I have my handle is Lord of Darkness Painting, I really do appreciate this. thanks
🤩🤩
If you like this you will like the video tomorrow I think.
Anyone else having trouble with this working in 3.4.1?
Ive had a couple but they generally got it working fine. The biggest things is that in 3.4.1 there is now the vertex and the edges as separate creases but its even better that these can be played with. The other issues people have generally found is nothing to do with the newer version but the size of the object they are using it on and that is mostly an interaction with the size and how it interacts with the octree depth. If the depth is too high for the size of the object then it wont appear to do anything, so that would be my first place to look. Hope that helps.
@@ArtisansofVaul is there a way you could provide details as to how to setup my scale to be identical to your starting point?
anyone else's just not look like this????? i follow word for word but my mesh just looks faceted and nothing like the video
It will probably be due to differences in the size. It you have a larger or smaller shape you need to play around with the values (typically the octree and then the subdivisions and crease in the subD node have a big impact in terms of faceting and then the noise to create the level of chipping you want).
@ArtisansofVaul could it at all be due to being on a new version of blender i read some comments to that effect, can you do an updated vid or just a screenshot of nodes for latest release as I copied all your settings and just didn't work
Would be nice to have some kind of masking to affect only certain parts of the mesh but i don't know if something like that would be possible with geometry nodes?
I think you might be able to in a way. You might be able to assign vertex groups which means you can do it by weight painting. But I'm not sure how that would impact the subD parts... it would be something to play with for sure
@@ArtisansofVaul Will try to fiddle with a few nodes and see what i can find! Thank for the tip.
Mine launched into misc space as soon as I hooked the boolean up.... Guess I am starting a space program because this does happen too often to count.
Edit: added a cube and added the geonode set up and nothing happens. Neat. Oh well such is life.
Normally when this happens the cube is too big for your current settings and if you play around with them it should work.
@@ArtisansofVaul I mean it is 2 feet by 2 feet not super big and the one that vanished was the same size. I dunno. I tried scaling the cube down and nothing changed, apply transforms and such nothing changed. Scaling up did nothing either.
Deleted cube added new one repeat said experiments and nothing... I dunno.
@@Grimeaper Hmm... Well 2ft is huge for what this was designed for (3d modelling so my blocks are about 2-3 Blender units, but I don't know how that translates to feet). I'd be happy to take a look at the file if you have a Dropbox.
@@ArtisansofVaul I mean if you wish give me a few minutes (currently in the middle of something). I probably forgot something in the nodes but don't seem it.
@@Grimeaper Happy to help and no rush, I won't be able to look at it until tomorrow.
Nah, this stupid version has 2 crease sliders
I connected all the stuff and nothing works, just still a rounded cube
You want to use the edge crease. If it's not working then you will need to adapt the modifier sliders and the first modifier based on the scale. Though if you cant get it to work I will be reviewing an addon that does a similar thing (though obviously that then has a cost)
hope can share the file~ thks
I mean if you follow the tutorial you'll have your own version. Thats kind of the idea :p
Yeah... this just didn't work at all. In the slightest. Boolean step produced very different results, exponent did the opposite of what it did for you. felt like I wasted my time.
I'm not sure why that would have happened. I literally reproduced this the other day with someone and it worked exactly the same. I'm not sure how doing the same things could produce different results as you have described.
@@ArtisansofVaul I figured it out. The mesh I'm using needs an octree depth of 6 to be fully preserved, and the chipping on works at 5 or lower. It's a really frustrating problem, I'll try to see if there isn't a workaround
@siahsargus2013 Please let me know if you find it. That's all based on the size of the object (as far as I can see) and I'd love there to be an in GeoNodes workaround but I haven't found it. I think I want to be able to say "subdivide an edge but only if its over X length" but I'm not sure that's doable.
The final workaround was just to not remesh it and to manually add squarish geometry to use the chipping effect. Works great for bricks, but for more complex items with convex surfaces, the remesh need to be too high for it to work. Great guide though!
@@siahsargus2013 could you explain the workaround in more detail? cant figure out how to do it.
Woww, this is sooo helpful, thaanks alot for the detailed explanation 🥲
My pleasure :D Thanks for taking the time to watch and comment.