Geometry Node Assets: Array Fit Quads

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  • เผยแพร่เมื่อ 19 พ.ย. 2024

ความคิดเห็น • 7

  • @hombrezoo
    @hombrezoo ปีที่แล้ว

    Your nodes are amazing. Thank you very much for sharing them.

  • @lis6834
    @lis6834 ปีที่แล้ว

    Nice job!!!

  • @LawrenceAaronLuther
    @LawrenceAaronLuther ปีที่แล้ว

    Thank you very much for explaining all of the aspects of this setup. RE: 24:15 If you do continue on to develop a way to fit a rectangular object between the two closest edges of a face while maintaining its uniform scale, I'd be very interested. A while ago I spent weeks trying to work it out and never quite got there.

    • @looseEdges
      @looseEdges  ปีที่แล้ว +1

      Yes, I actually have a new (unreleased) node that can achieve that. I was unsure what I wanted to make a video about next but you've solved my problem, I'll make a video about that node.

    • @LawrenceAaronLuther
      @LawrenceAaronLuther ปีที่แล้ว

      @@looseEdges Well, that would be too kind as you've already been more than generous with your knowledge. Regardless- fantastic channel and thank you for all of the education.

  • @juhada
    @juhada ปีที่แล้ว

    what great looking icons, and overall nice setup, explained really thoroughly, I wish you could of "built" a bit more base geometry to see the corner cases where the setup might not be ideal or just a few more practical examples of like: this node setup is eficient for: wall sections, fences, bla-and bla, but it might not work as expected for flat rooftops, angled architecture or bla-and bla . Now thes examples where off the top of my head, I just feel that we got a thick under the hood demo, but not too much use case scenarios. Me being a novice in geo-nodes best of both worlds (showing the setup in action (for example building an asset) and also showing under the hood stuff works best. Bless you for doing all of this! Thank you.

    • @looseEdges
      @looseEdges  ปีที่แล้ว

      You're welcome! Thats a valid critique, I think it's best thought of as a generic 2d array with an easier to edit input because it's easier to add geometry to your input mesh and edit it in the viewport than to fiddle with sliders. It can work for a flat rooftop or floor, you just might want to rotate the object 90 degrees so local Z is horizontal for the sorting. It works best with squarish input instances, and is a good way to add detail while keeping it easy to edit.