3:10 Turn on Face Orientation and Flip Faces the faces that are red. This depends on your extrude direction. After that Join Geometry and then Merge by Distance.
The reason the VOLUME TO MESH NODE does not work before realizing the geometry is because the STRING TO CURVE NODE instances STRINGS on CURVE POINTS. Observe the spreadsheet and you'll see that only when you realize instance does your STRING INSTANCES becomes real geometry data. AWESOME tutorial BTW, Ducky! Was working on something similar too myself...
Great tutorial Ducky, but adding a collection is far from complicated in my opinion🤔 Just for the sake of completeness, here the steps: - Drag and drop your collection into the geometry node window, check "Separate Childen" and connect on Instance (like you would do with Object info. - On Instance on Points, check "Pick Instance". Your Welcome ☺
It's done! Cool stuff. Interesting method with multiple "merge by distance" nodes.. I love especialy how quick, good and simple your light setup is! Thanks !
I think your solution for connecting the sides would be Merge by distance. Yes, after merging by distance and checking the face orientation of the bottom, mesh to volume works just fine.
personally I think using distribute points on faces and poisson disk to remove overlapping instances looks good enough but nice to know about this trick.
Suggestions on how to go about animating or otherwise changing the string in the String to Curves node? Think: A countdown that starts at 10, and counts down to 1. How might we (for lack of a better word) keyframe the string value?
Yeah. I was testing something like that too; to simulate Chucky tv series intro 3D text animation and with traditional physics is pretty a nightmare, right because of the collisions and intersections. With geonodes at least it could be more feasible. Well done!
3.24 - Not sure if you can find this useful. When you extrude, the back of the object is not filled. Therefore you can join geometry as you did... But again a level modifier would not be applied to that edge. This is because the faces you extruded have the normals flipped inside. You actually extruded in the direction of the normals. To sort this out before joining the geometry, flip the normals with a flip normals node. Now, to make sure that the whole mesh is connected, just use a merge by distance node. The overlapping vertices will be merged and in this way you achieve the solidify effect. Hope this helps!
:) all done was grate, added the wire frame set up, noise texture in a set position and a particle with stuff coming up. lol i basically combo tutorials
at 2:47 as i apply the extrude mesh, the letter is extruding way way longer than normally shown here. how can i fix that. in the first try i got it, but blender crashed in midddle, and after that its not extruding correctly. i tried re installing. plz help me im in middle of making a commercial for a client.
Extrude in geometry nodes shouldn't leave the old geometry there. If you had a subdivided cube and extruded some of the faces in the middle, you'd wind up with interior faces. It is very cool, and there's probably some math you can do with the bounding box of the instances vs the merge-by-distance distance to get exactly the right overlap if you were going to turn this into (say) a node group you reuse over and over and over.
tale a look at the geometry nodes tree, starting on the left look for the node 'Mesh to Volume' at that point 'Realize Instances' is plugged into 'Mesh' on the 'Mesh to Volume' node that's where you add a new mesh instead of text using the 'Object Info' (drag and drop from the outliner) now you are working with a different mesh instead of text... hope this helps
Hello. Nice tutorial! Would it be possible to add several different items rather than just one bolt? For example randomly, a bolt, a screw, a nail... I'm totally new to Geometry Nodes. THANKS.
@anderdob to accomplish this, you have you create a collection of meshes in the outliner, then drag the collection into the Geometry Nodes window. Details have been provided by @libero8750
Hey! Great Tutorial and great concept. .. I was wondering, what do i do if i need to add 4 or 5 different objects with different shapes, instead of using just one roundy nut that you used in the tutorial. . . thanks!!
when i tried to rotate the instances individually around their origin, like in the video, they all rotated around some random point in space, creating a waterfall of the object i was trying to rotate. how do i keep this from happening?
followed along exactly in version 4.2 but when I use random value into instance on points my objects fly everywhere. even used all the same valuses as you did. the random value was set to vector as well
Wonderful tutorial. I wonder how you are deciding colors and lighting which mesmerizes. Also, where you refer geo node details? Any guide or web links? My viewport lags (not rendered view) with Nuts added in instances. I got i7-10870 processor with 3060RTX GPU laptop. 32GB RAM. Any optimization suggestion?
My advice. Take that 100 minutes, and make that the start of a course on this very subject. Text in Geonodes is likely a huge subject area with tons of things that can be done of course. Endless. Make it a course. Give us some geonode setups with it and some training. like $60 course... I know it's probably in the works, but they should have a distance min option so you don't have to merge by distance... (like in distribute on faces, poisson disk) Pretty darn easy to get a nice custom result. They kicked ass with geonodes. I tried learning Houdini. Nothing against it - I know it's great. But not easy to get into.
First they have to have approximately the same size. Then you can put the objects you want in a collection and then use the collection instead of the object (at 6:09 you will see him dragging the bolt from the outliner drag the collection instead) but make sure to separate and rest children in the collection info node and check the pick instances box in the instance on points node and maybe plug a random value node in the instance index. I hope that helped.
dude that is very nice. i am searching how to make objects on a floor fly up and assemble to make a text like this or any other shape i want, i can't find a tutorial how to animate objects. for example, i want to make a monster creature wake up by getting his shape from random scattered rocks on the ground. please help.
try this: at the far right of the geometry nodes tree you see the node 'Group Output' add a new node between that and the previous one, use 'Set Position' add a new node beside the 'Set Position' , 'Random Value' set to Vector plug the output from that into the 'Offset' of the 'Set Position' at frame 1, in the 'Random Value' node, type in weird values for Min and Max, you decide, then keyframe all six of them at the last frame on your timeline, change all random values to zero and keyframe those play animation this might give you what you are looking for
@@TheDucky3D You have to realize instances first and then you can use the merge by distance node (some nodes need actual geometry to work) you can also apply a bevel modifier after that. You might need to flip the initial face using a flip face node to get all the normals pointing in the same direction, depending on the extrusion direction.
Great as always! Thanks. Is ist possible to use the 'Merge by Distance' node to join the back faces with the rest of the geometry in order to close the volume?
@@TheDucky3D still hoping you will explain how it can be done with an object .. I want to take my logo .. extrude it and then put things inside it like this thanx
There is must be insane animation to create if you add an empty and a circle curve and make the empty rotate along that same curve circle with follow path constraint, THEN you add to your geo node setup that sane empty object (did i really need to tell you to drag and drop.. ahaha) connect the location of this buddy to a mesh line (1) then connect it to a geometry proximity set as ''points'' aiming for any node that'll animate your scale considering the location of your empty,,,,, not gonna lie writing words for words what to do in blender is a pain.
@@mystery_guy i tried it once very quickly and yes result was weird according to a circle curve. I know that the position of the empty on the first frame have a strong importance on the whole thing.. honestly i wrote it down here because i am also wondering how to make the whole thing to build properly and was hoping ducky could make the idea further interesting ;P
this addition to the whole node setup he built is beyond my knowledge to be honest but now that you make me believe it could lead to somethig i'll give it a couple try again
Your "Random Value" isn't using degrees so these large values are incorrent. If you want to use degrees then you should multiply random value's output vector by (pi/180) with vector math node.
ok i have a problem. i have a laptop of rtx 2050 where i know rendering animation is almost 0. still i want to render some stuff through animation. so can anyone tell me how can i bring my laptop to render small animations smoothly.
@@Kris_misra If I understand your problem correctly, your rendering takes a long time and is not smooth. take some video tutorials on how to render. Render settings should by either EEVEE or Cycles, depending on your scene. Max samples no more than 100. Under Output, change the frame rate from 24 to 30. Hope this helps.
that is the most visually appealing 3d text ive ever seen
I appreciate that!!
3:10 Turn on Face Orientation and Flip Faces the faces that are red. This depends on your extrude direction. After that Join Geometry and then Merge by Distance.
This needs more likes
... And of course you can make a little 'Solidify' group that will sort the flipping / merging out for you.
The reason the VOLUME TO MESH NODE does not work before realizing the geometry is because the STRING TO CURVE NODE instances STRINGS on CURVE POINTS. Observe the spreadsheet and you'll see that only when you realize instance does your STRING INSTANCES becomes real geometry data. AWESOME tutorial BTW, Ducky! Was working on something similar too myself...
Great tutorial Ducky, but adding a collection is far from complicated in my opinion🤔
Just for the sake of completeness, here the steps:
- Drag and drop your collection into the geometry node window, check "Separate Childen" and connect on Instance (like you would do with Object info.
- On Instance on Points, check "Pick Instance".
Your Welcome ☺
Thanks for sharing
Instead of stocking the merged-by-distance nodes, you can use the repeat node instead and choose how much you want to repeat
thank you so much for sharing the process! it's really straight to the point and informative, much appreciated!
It's done! Cool stuff. Interesting method with multiple "merge by distance" nodes.. I love especialy how quick, good and simple your light setup is! Thanks !
Glad you like it!
I just tried it, but after the first "merge by distance" the result remains the same. Which makes sense when you think about it :D
New tutorial ! Yes! lets go. Thanks!
Super Cool. Will be using this in my design work at some point. You rock, dude. Thanks.
I think your solution for connecting the sides would be Merge by distance.
Yes, after merging by distance and checking the face orientation of the bottom, mesh to volume works just fine.
Really great that some of this stuff for Mograph is coming to Blender!!
Amazing as always!❤
personally I think using distribute points on faces and poisson disk to remove overlapping instances looks good enough but nice to know about this trick.
Yes love that! Unfortunately I didn’t see poisson disk available in this process
Suggestions on how to go about animating or otherwise changing the string in the String to Curves node? Think: A countdown that starts at 10, and counts down to 1. How might we (for lack of a better word) keyframe the string value?
wow thank you that was really helpful. how do i set up the frames to export a video of the letters moving tho.
Yeah. I was testing something like that too; to simulate Chucky tv series intro 3D text animation and with traditional physics is pretty a nightmare, right because of the collisions and intersections. With geonodes at least it could be more feasible. Well done!
Probably already been mentioned but instead of stacking the merge by distance, its a good use of the repeat zone
I need to try that!
This was an excellent video. The exact amount of explanation. Kudos
Thanks!
3.24 -
Not sure if you can find this useful. When you extrude, the back of the object is not filled. Therefore you can join geometry as you did... But again a level modifier would not be applied to that edge. This is because the faces you extruded have the normals flipped inside. You actually extruded in the direction of the normals. To sort this out before joining the geometry, flip the normals with a flip normals node. Now, to make sure that the whole mesh is connected, just use a merge by distance node. The overlapping vertices will be merged and in this way you achieve the solidify effect.
Hope this helps!
:) all done was grate, added the wire frame set up, noise texture in a set position and a particle with stuff coming up. lol i basically combo tutorials
at 2:47 as i apply the extrude mesh, the letter is extruding way way longer than normally shown here. how can i fix that. in the first try i got it, but blender crashed in midddle, and after that its not extruding correctly. i tried re installing. plz help me im in middle of making a commercial for a client.
Thanks for Sharing!
No worries!
Thank you so much @Ducky 3D🖖
Thanks. At 12:40 an alternative for Blender v4.0 and higher is to use a repeat zone.
that's sick! I'm amazed, what a brilliant!
Keep it up
Thanks a lot!
@@TheDucky3D don't mention it 🌻
Extrude in geometry nodes shouldn't leave the old geometry there. If you had a subdivided cube and extruded some of the faces in the middle, you'd wind up with interior faces. It is very cool, and there's probably some math you can do with the bounding box of the instances vs the merge-by-distance distance to get exactly the right overlap if you were going to turn this into (say) a node group you reuse over and over and over.
this is awesome nathan thanks, i was wonder how can i use my mesh object instead of using text.
tale a look at the geometry nodes tree, starting on the left
look for the node 'Mesh to Volume'
at that point 'Realize Instances' is plugged into 'Mesh' on the 'Mesh to Volume' node
that's where you add a new mesh instead of text using the 'Object Info' (drag and drop from the outliner)
now you are working with a different mesh instead of text...
hope this helps
super cool and short tutorial :D lovely
Thanks!
It looks to be that the size of the instanced objects on the points is exactly half the size of the merge by distance value.
Thank you so much
U could use repeate zone instead 4 merge nodes
Ahh I’ll try that
@@TheDucky3D just tested and it works
Thank You)
Lovely tutorial! How can I add second object to same Letter? Like Bold and Nail together. I tried everything but 0 level with Blender.
Big salute to you Sir! ❤
Loved it, thanks
Hello. Nice tutorial!
Would it be possible to add several different items rather than just one bolt? For example randomly, a bolt, a screw, a nail...
I'm totally new to Geometry Nodes.
THANKS.
Thank you ducky. Love typography animation
I’m glad you like it!
you never miss
Thanks as always! What does the repeated Merge by Distance achieve?
awesome tut!! :) thanks
Great channel, glad I discovered
Glad you enjoy it!
thanks man great tuts
No problem!
Thank you
Thanks for another great tutorial :)
Best regards
My pleasure!
Waiting for this video ❤
Hope you enjoyed it!
Thanks! Cool video.
that Thumbnail is Nuts!
Wow
Very helpful ❤❤❤
Hi How can I make sure they don't collide with each other?
I don’t understand what the difference is between doing merge by distance once and doing it four times, if the distance is the same?
Great tutorial. Can you please explain how to make that elements in shape have different colors/materials?
@anderdob to accomplish this, you have you create a collection of meshes in the outliner, then drag the collection into the Geometry Nodes window. Details have been provided by @libero8750
I'm guessing this is how they do the intro in every chucky episode. Pretty neat! Thanks!
Pretty much!
Thank you for the tutorial. But I couldn't understand the necessity of four stacked Merge By Distance nodes. Why can't we just use one?
How could I use mesh instead of the " String to curve" setup?
I answered this, see my previous post
That is a Nut good sir
Hey! Great Tutorial and great concept. .. I was wondering, what do i do if i need to add 4 or 5 different objects with different shapes, instead of using just one roundy nut that you used in the tutorial. . . thanks!!
ducky you are great
3:24 Why doesn’t Merge by Distance merge the points so the bevel works?
I tried it, personally I couldn’t get it to work
That's so useful! Thank you!
*you look like Vincent Bennett, a vocalist of the American deathcore band The Acacia Strain. 🤓🤘
when i tried to rotate the instances individually around their origin, like in the video, they all rotated around some random point in space, creating a waterfall of the object i was trying to rotate. how do i keep this from happening?
How to animate them like you do it?
Oh mannnnn. And I'm suppose to be able to focus on work now, knowing this is out to watch! lol.....BRB
Do your best haha
Can multiple types of objects be filled?
followed along exactly in version 4.2 but when I use random value into instance on points my objects fly everywhere. even used all the same valuses as you did. the random value was set to vector as well
Nvm found out why. My instance object did not have the origin set properly
Why are my key frames not registering the rotation. I am rotating and no key frames are added in the timeline. Please help
in this case, keyframes will not appear on the timeline, you have to go to the Graph editor to see the keyframes
THANKS!!!
Wonderful tutorial. I wonder how you are deciding colors and lighting which mesmerizes. Also, where you refer geo node details? Any guide or web links?
My viewport lags (not rendered view) with Nuts added in instances. I got i7-10870 processor with 3060RTX GPU laptop. 32GB RAM. Any optimization suggestion?
This is Great! Any idea how to convert it to mesh? i tried but it disappeared
i add realize instances and worked
How to do it with different objects on a single letter/word?
My advice.
Take that 100 minutes, and make that the start of a course on this very subject.
Text in Geonodes is likely a huge subject area with tons of things that can be done of course.
Endless. Make it a course. Give us some geonode setups with it and some training. like $60 course...
I know it's probably in the works, but they should have a distance min option so you don't have to merge by distance... (like in distribute on faces, poisson disk)
Pretty darn easy to get a nice custom result. They kicked ass with geonodes. I tried learning Houdini. Nothing against it - I know it's great. But not easy to get into.
How can I add multiple objects?
First they have to have approximately the same size.
Then you can put the objects you want in a collection and then use the collection instead of the object (at 6:09 you will see him dragging the bolt from the outliner drag the collection instead) but make sure to separate and rest children in the collection info node and check the pick instances box in the instance on points node and maybe plug a random value node in the instance index.
I hope that helped.
how similar is it to the poisson disk spacing option?
Pretty much the same
new to blender. Is it possible to do more than one object? lets say a nut, a bolt, and a screw?
Much easier in C4d, no? or Maya?
is it possible to fill the volume but in "textured" way? to get a more random distribution
I believe so
dude that is very nice. i am searching how to make objects on a floor fly up and assemble to make a text like this or any other shape i want, i can't find a tutorial how to animate objects. for example, i want to make a monster creature wake up by getting his shape from random scattered rocks on the ground. please help.
try this:
at the far right of the geometry nodes tree you see the node 'Group Output'
add a new node between that and the previous one, use 'Set Position'
add a new node beside the 'Set Position' , 'Random Value' set to Vector
plug the output from that into the 'Offset' of the 'Set Position'
at frame 1, in the 'Random Value' node, type in weird values for Min and Max, you decide, then keyframe all six of them
at the last frame on your timeline, change all random values to zero and keyframe those
play animation
this might give you what you are looking for
connect the back using MERGE BY DISTANCE
I tied that I couldent get to work right
@@TheDucky3D You have to realize instances first and then you can use the merge by distance node (some nodes need actual geometry to work) you can also apply a bevel modifier after that. You might need to flip the initial face using a flip face node to get all the normals pointing in the same direction, depending on the extrusion direction.
you best teacher
Great as always! Thanks.
Is ist possible to use the 'Merge by Distance' node to join the back faces with the rest of the geometry in order to close the volume?
I tried but couldn’t get it to work
is this possible with a logo rather than just a font? i'm super new so sorry if that's a noob question
Yes any object can work
great question, could you please explain how? thanks!
@@DroidZzz agreed i'd love to see how
@@TheDucky3D still hoping you will explain how it can be done with an object .. I want to take my logo .. extrude it and then put things inside it like this thanx
There is must be insane animation to create if you add an empty and a circle curve and make the empty rotate along that same curve circle with follow path constraint, THEN you add to your geo node setup that sane empty object (did i really need to tell you to drag and drop.. ahaha) connect the location of this buddy to a mesh line (1) then connect it to a geometry proximity set as ''points'' aiming for any node that'll animate your scale considering the location of your empty,,,,, not gonna lie writing words for words what to do in blender is a pain.
interesting...hard to imagine the results though...can you post a link to your video please?
@@mystery_guy i tried it once very quickly and yes result was weird according to a circle curve. I know that the position of the empty on the first frame have a strong importance on the whole thing.. honestly i wrote it down here because i am also wondering how to make the whole thing to build properly and was hoping ducky could make the idea further interesting ;P
this addition to the whole node setup he built is beyond my knowledge to be honest but now that you make me believe it could lead to somethig i'll give it a couple try again
@@RELEVANT3D most excellent! report back!
Dope!
can this be done with a SVG imported logo?
Yes!
@@TheDucky3D thank you brother! I am going to try it
Is there a way to animate it and have it all come together to create the text
I will have to look into that!
I answered this previously. Check it out...works great!
Your "Random Value" isn't using degrees so these large values are incorrent. If you want to use degrees then you should multiply random value's output vector by (pi/180) with vector math node.
This is possible in which version, sir? 2.9, 3.0, 4.0/.1 ???
for the part u havent figure out, you literally mentioned merge by distance, that should work
0:42
Wait a minute. Your name is not Ducky. 😵😵😅
I too was surprised
Can't spot any intersection of meshes in your Thumbnail. Cherry picked that, or is there another special trick? 😁
Me and his tutorials🤞🏽🙂
hey ducky3d wow that was
will the neon sign be on youtube eventually?
No it will just be on Patreon
@@TheDucky3D good to know. When it It's possible, I'll contribute and take a look
3:30 just remove doubles to make a bevel work
I don't have "String to Curves" in the geometry nodes
are you using Blender 4?
You know what I’ve never worked out. How to fill an object with smoke. Not a cube. Something like a font.
weren't that better if we added material on instances level?
ok i have a problem. i have a laptop of rtx 2050 where i know rendering animation is almost 0. still i want to render some stuff through animation. so can anyone tell me how can i bring my laptop to render small animations smoothly.
just start the rendering and wait
@@mystery_guy wdym can u explain
@@Kris_misra If I understand your problem correctly, your rendering takes a long time and is not smooth.
take some video tutorials on how to render.
Render settings should by either EEVEE or Cycles, depending on your scene.
Max samples no more than 100.
Under Output, change the frame rate from 24 to 30.
Hope this helps.
@@mystery_guy ok I will try
Wow, how simple is that....
cool, how about, an object pass through the nuts and it collide with the object maybe not to fast.