Thanks for the tutorial BlenderDude! While following along I noticed that the Mesh Line Node has an option for 'End Points' instead of Offset. This allows you to easily set the start and finish of the dividing boards, and then it will just add board in between as you increase the board count. Cheers!
You have made geometry nodes easy to understand to me. There are many channels in TH-cam which teaches it but most of them doesn't say why we need to use those node. Thanks a lot dude👏👏
Thanks for helping me understand geometry nodes! I have been rigging 3d models for the past half year and all these calculations are basically all the same that I have already used, so knowing how to use them in geometry nodes now is great.
Thanks for this nice tutorial. Only the many noodles in the same group input confused me a bit, so I used several group inputs. Worked wonderfully. 👍👍👍
Great tutotial, but some things could be optimized, ex. 12:08 . Why don't you just put single "divide" output to each Transform. You don't need second set of "Combine + Divide". Also you don't need two transforms. You could bring everything up after "Join Geometry". Or do it right after "Group Input" (I did it this way. Group In. --> Take height and Divide by 2 --> put to COMBINE XYZ Z-value ---> ADD to initial vector used for overall width ---> put to Start Location) Anyway, thank you so much. +10 to knowledge))
Great tutorial and very well explained. thanks. The only "problem" is that the cabinet's width must be divided by 2 because if we set 0.45m the final cabinet will be 0.9m. Just a small addition.
One thing I wasn't expecting to learn is that a commode is also a piece of furniture with drawers and shelves. I've only ever heard the term referring to toilets.
Hey nice work! Really great idea and i really liked how you explained the steps, in the end i could actually do the past few steps without the tutorial, because everything made so much sense! Just a tip: You can set multiple Group Input Nodes, that way you dont have to track the whole way to the beginning everytime! :D Grüße aus Köln!
Hey, thanks! Yeah, I don't know why I don't use group input nodes - I have to get used to them, good tip! In the end the whole composition looks like a mess :-D / Grüße aus Mainz :-D!
@@blenderdude5050 Eine Frage, was ich einfach nicht gelöst bekommen habe: wenn PBR-Materials sette, sind diese immer verzerrt. Egal ob ich im Shaders Tab UV, Normal, object oder Generated als Mapping vector nutze. Bei dir sah das Holz aber normal mit Struktur aus. Weißt du, wo der Fehler liegt? (habs leider nicht auf englisch formuliert bekommen)
@@NicoNoFace Hi, yes, I know the problem and I am currently looking for a solution - as soon as image textures are in the shader, the texture no longer behaves as expected. But somehow logical, because you can't do UV mapping... that's my idea. The more distorted by GN, the more difficult it is for Blender to put the image texture correctly over it. Currently I only use shaders without image texture, that always works. - Ich schreibe meine englischen Texte immer in Deepl.com, der übersetzt das dann besser als Google Translate :-D
Excellent tutorial as always, one suggestion would be to rearrange the windows so we can see as much of the node map as possible and in landscape rather than portrait.
This is exactly what I've been looking for, your way of explaining what each node does and the maths behind the construction really help with the learning process. Although I think I may have made a mistake with the cabinet x size setup. If I want the the cabinet to be 1m wide and type in 1 in the cabinet x size field the cabinet results in being 2m wide not 1m? Maybe it's multiplying my input by 2? Any help would be great.
Very good tutorial, thanks for your knowledge. I don't have the same Math Node that you have, my Divide is different, it has two Values, not two Vectors (at minute ten). Do you know any option to replace? I would like to continue with the tutorial. Thank you.
yes, you are right. because of the mirror "multiply -1" the x size is alway double the amount. that was my fault. try adding a "divide with 2" node and it is exactly the value you want
Is it possible to create a setup which controls the individual dimetions of the inner parts? For eg a slider making the number of drawers and then we have drawer 1 dimentions drawer 2 etc...
They still sound difficult and complicated, but I try to follow all their training. Really very nice tutorials!! (I hope the number increases) / Only in cycles, the texture is covered with blackness on the right and left parts. How can i solve it.
Hi, thank you! I think the texture problem occurs when you have linked "UV" in the "Texture Coordinate" node. Correct would be "Generated" or "Object". Try it out!
At 9:20, there's no point creating duplicate Combine XYZ and Divide nodes to drive the Transform nodes since both sides of the cabinet will always have the same Z position. Just use one set and plug the Divide output into both Transform nodes.
Here is a video of your procedural model along with a question if you have time to look at it. the link is to a shared folder on google drive: drive.google.com/drive/folders/1f21WJoMF5YQjERzXE9uqDTgbrKb7dqiO?usp=sharing
Thanks for the tutorial BlenderDude! While following along I noticed that the Mesh Line Node has an option for 'End Points' instead of Offset. This allows you to easily set the start and finish of the dividing boards, and then it will just add board in between as you increase the board count.
Cheers!
You have made geometry nodes easy to understand to me. There are many channels in TH-cam which teaches it but most of them doesn't say why we need to use those node. Thanks a lot dude👏👏
Thanks! These kind of comments keep me up :-D
Great tutorial! Btw, you can have multiple group input, instead of just one
Thanks for helping me understand geometry nodes!
I have been rigging 3d models for the past half year and all these calculations are basically all the same that I have already used, so knowing how to use them in geometry nodes now is great.
Thanks for this nice tutorial. Only the many noodles in the same group input confused me a bit, so I used several group inputs. Worked wonderfully. 👍👍👍
Finally, Ive been looking for a tutorial like this and it worked from start to finish. Thanks a lot.
Great tutotial, but some things could be optimized, ex. 12:08 . Why don't you just put single "divide" output to each Transform. You don't need second set of "Combine + Divide".
Also you don't need two transforms. You could bring everything up after "Join Geometry". Or do it right after "Group Input" (I did it this way. Group In. --> Take height and Divide by 2 --> put to COMBINE XYZ Z-value ---> ADD to initial vector used for overall width ---> put to Start Location)
Anyway, thank you so much. +10 to knowledge))
Great tutorial and very well explained. thanks. The only "problem" is that the cabinet's width must be divided by 2 because if we set 0.45m the final cabinet will be 0.9m. Just a small addition.
@@angryparrotcreativestudio2854 yes,your are totally right!
One thing I wasn't expecting to learn is that a commode is also a piece of furniture with drawers and shelves. I've only ever heard the term referring to toilets.
This is very satisfying ! Very good and profound tutorial
Thank you for this video! You do a great job explaining the basics and it has really helped me understand geometry nodes.
Very nicely done and wonderfully explained, Dude!
...but the drawers should have a tiny gap, otherwise they will jam.
Hey nice work! Really great idea and i really liked how you explained the steps, in the end i could actually do the past few steps without the tutorial, because everything made so much sense!
Just a tip: You can set multiple Group Input Nodes, that way you dont have to track the whole way to the beginning everytime! :D
Grüße aus Köln!
Hey, thanks! Yeah, I don't know why I don't use group input nodes - I have to get used to them, good tip! In the end the whole composition looks like a mess :-D / Grüße aus Mainz :-D!
@@blenderdude5050 Eine Frage, was ich einfach nicht gelöst bekommen habe: wenn PBR-Materials sette, sind diese immer verzerrt. Egal ob ich im Shaders Tab UV, Normal, object oder Generated als Mapping vector nutze. Bei dir sah das Holz aber normal mit Struktur aus. Weißt du, wo der Fehler liegt? (habs leider nicht auf englisch formuliert bekommen)
@@NicoNoFace Hi, yes, I know the problem and I am currently looking for a solution - as soon as image textures are in the shader, the texture no longer behaves as expected. But somehow logical, because you can't do UV mapping... that's my idea. The more distorted by GN, the more difficult it is for Blender to put the image texture correctly over it. Currently I only use shaders without image texture, that always works.
- Ich schreibe meine englischen Texte immer in Deepl.com, der übersetzt das dann besser als Google Translate :-D
loved your tutorial, it was fun to make and easy to adapt
Cool, I'm glad to hear that
Awesome content! Exactly what i looking for, your channel should be a million subscribers minimum!
:-) Thanks
Excellent tutorial as always, one suggestion would be to rearrange the windows so we can see as much of the node map as possible and in landscape rather than portrait.
I used curve line and get better result and adding several walls between....
Thankful...
Sehr gut gemacht und wirklich interessant. Danke Dir!
Danke!
Thanks fo rthe tutorial
Exellent ❤
Thanks for sharing
Great tutorial btw thank you ❤
This is exactly what I've been looking for, your way of explaining what each node does and the maths behind the construction really help with the learning process.
Although I think I may have made a mistake with the cabinet x size setup.
If I want the the cabinet to be 1m wide and type in 1 in the cabinet x size field the cabinet results in being 2m wide not 1m?
Maybe it's multiplying my input by 2?
Any help would be great.
thanks for this tutorial!
Watched your lesson on the bus, it looks complicated. I'll try again when I'm at the computer. Thank you.
Thnks for this tutorial 😁
welcome :-D
Very good tutorial, thanks for your knowledge. I don't have the same Math Node that you have, my Divide is different, it has two Values, not two Vectors (at minute ten). Do you know any option to replace? I would like to continue with the tutorial. Thank you.
hi, there is a "math node" and a "vector math node" . seems like you have chosen the first one
yes, you are right. because of the mirror "multiply -1" the x size is alway double the amount. that was my fault. try adding a "divide with 2" node and it is exactly the value you want
@@blenderdude5050 Sorry, you say it in the video, last night I was tired and I didn't realize it, thanks!
@@Josetochannel no problem!
Is it possible to create a setup which controls the individual dimetions of the inner parts? For eg a slider making the number of drawers and then we have drawer 1 dimentions drawer 2 etc...
At 9:20 why does dividing by 2 zero out the z-axis, can you elaborate on that
Did I succeed? YES,
Did I understand anything? NO
Put jokes aside, thanks for sharing, nice work!
Thanks :)
Great videos
I have also observed that the first base is not fixed, when I change the height the base moves from the zero poin
Please make a classic one
boenas amigo, o numero de gavetas não corresponde ao numero igual na entrada ...
They still sound difficult and complicated, but I try to follow all their training. Really very nice tutorials!! (I hope the number increases) / Only in cycles, the texture is covered with blackness on the right and left parts. How can i solve it.
Hi, thank you! I think the texture problem occurs when you have linked "UV" in the "Texture Coordinate" node. Correct would be "Generated" or "Object". Try it out!
@@blenderdude5050 It didn't work, I probably made a mistake somewhere. (It works the same as the example you made)
🔥🔥🔥
it,s Amazing!
can you upload images explain that tuto? is more easy learn like 28:36 sec.
At 9:20, there's no point creating duplicate Combine XYZ and Divide nodes to drive the Transform nodes since both sides of the cabinet will always have the same Z position. Just use one set and plug the Divide output into both Transform nodes.
Learning geometry nodes makes me feel like an absolute dumbster .
I see what you did there
muito obrigado
Is this tutorial still relevant for blender 4.1 ?
yes it is, bevause it consists 99% percent of math nodes
Thanks, but resolution is too low. It is impossible to see the details.
hi, you are too early - youtube is still caclulating the HD version. come back in 15 minuted maybe...
@@blenderdude5050 Sorry, you were right - everything is fine 😀
Here is a video of your procedural model along with a question if you have time to look at it. the link is to a shared folder on google drive: drive.google.com/drive/folders/1f21WJoMF5YQjERzXE9uqDTgbrKb7dqiO?usp=sharing
and then we will need some meth
great lesson, i will learn the whole list