This is very good way of showing the feature, it feels like podcast and discussion where two peoples are talking and asking each other. do all upcoming updates with other team members as well.
8 minutes in. This is spectacular, I'm confident that artists will churn out these procedural meshes rapidly with this tool. 7:08 oh yeah, this is dang cool. it feels like a beginner making their own feature with ease 😊
If you can share tools as asset, asset sharing is going to explode! We'll have so many good tools! This is a great way to utilize the Blender community to improve it
This is such a big update. but i have to say. the name Tools confused me, now that i understand how they work, i feel like the name Operations would fit better!
This has so much potential. Amazing stuff! Wondering why you can't use something like capture Cursor3D position in Geometry nodes, it could be useful to have that.
@@btn237 in 3DS Max for example for some modifiers, Symmetry, Bend, Twist etc. you can define internal local pivot point for these modifiers. In Blender, that is not possible, you are either limited to pivot point of the object or some external location like locator. Locators are ok sometimes, but with many deformers in the scene it just becomes a big scene management issue, you can accidentally delete some, move them etc. So, having ability to store/capture a pivot/location for the modifiers (or geo nodes) would be extremely useful. That way location is localized to the modifier and invisible in the scene, and adjustable when needed.
It doesn't really make sense in modifier nodes, because modifier nodes are stateless - imagine the same nodes applied to two different objects, are they using the same 3d cursor position? What you want is to capture the 3d cursor's state at a particular point in time and set that as an input to the geometry nodes. Something like 'copy/paste 3d cursor location/rotation' might be a better approach to achieve what you want. It could probably be done in an addon.
@@scaredyfish That is basically what I meant, being able to capture and store cursor location at some point in time. Not to evaluate it whenever it moves around the scene. But once that position is stored internally in the modifier, user should be able to adjust/modify and should be able to reposition it in the scene to another location. As mentioned, Max does great job in this area since all the modifiers have internal modifier specific pivot/origin point stored that is independent of the objects pivot point or some other objects pivot point. So for example symmetry modifier in Max has its own specific pivot point that is not an independent locator (different object) or objects pivot point. Because there are many times where you do want to change objects pivot point, temporarily or permanently, but you don't want that change to affect the modifiers.
Its obscure because its an advanced tool, not beginner friendly, i think its very justified to be called "obscure", there will be new workflows created by this and we'll adapt accordingly for future blender learners
The one thing Blender has over Houdini, is the UI and user Experience. Houdini is and will for a long time be the undisputed king of nodes and simulations, but the learning curve is so steep, partly cos you have to do everything from 0
oho yeah 😀 that will be very feature for modeling , I wonder if there is possibility for an edit stage node , like ... editing a resulted geometry through a node like houdini , that will be awesome
I hope this will be developed so it would be able to automate more complex things outside of edit mode. For example create geometry and put in collection with given name.
Love it! Walkthroughs like this remind me of 3DBuzz's original tutorial formats (RIP). Find the unedited conversational format to be more... engaging? Look forward to more like this. ;)
What a promising tool! Yeyyy! Very cool. I have an idea till a long time. What if I could on the opposite way, create automatically a set of nodes when using the original existing old tools that are in blender already once, like recording my actions into my custom set of node tools to be refuse later. Pushing this to a complete re-construction of a mesh or curve...could be neat wont you think ?
I really hope at some point you can make a non-destructive subdivide that works with sculpt mode painting, so that you can paint with quality on a high res mesh and have a low res for the viewport performance when animating it allowing for minimal back and forth and the need for a finalized design. Also the Tool not updating automatically in the viewport can be confusing, I would expect it to show the results as you work on it, maybe there can be a "live" mode. 9:30 Assigning it to a menu in that fashion also seems very unlikely to be found outside the scope of this video, I can't imagine I would have ever guessed you could add stuff to the default menus without prior knowledge. 11:48 A "Remove all incompatible nodes" operator would be very handy for larger node trees.
you are talking about Next thing- if you will ask me then i will say just two special node: "Store selection" and "store Node tools History" so all the editing stores in the form of node which we can open later to change as we are going back in history or simply like precomp in after effects. Also i dont know how IDs are generated in blender, for example- lets say we have plane that has obviously has 1 face and id=1, now we extruded it and the face count goes to 6 which means 6 ID, my question is now what blender will do, will reset all IDs and form a new series or keep the old ID as it is. also, how these ID will change when we select one face and extrude it. i mean if the old face will have same ID or it will be recalculated, if it is recalculated then we lost the origins of original faces just like removing surname from name. I am asking this question because i used 3ds max and it has "Edit poly modifier" which lets you allow to work on any Level of subdivision just using very robust internal arrangement of IDs. Blender also has Multires Modifier but it works only on Sculpting, i dont know why blender dont allow to use it in edit mode (The workflow can be like- user prepare base mesh in level 1 then he go further to add secondary detail by adding another level, lets say he has done five levels to add all required detail and apply subdivion modifier. After he has finished all his editing as much he want, he has five levels to play with to change geometry. These levels will work fine if the user just doing move, rotate and scaling the selection but whenever the user will add/substract any vertex/edge/face by any modelling tool, all the upper layers will be damaged just like when to remove one brick from stack and all the upper layers are collapsed for that to prevent blender can put the warning that please remove upper layers first or it will automatically remove them after getting confirmation from user.
I see Blender heading more towards the way of HOUDINI Sidefx in the future, with almost everything being node based. Blender is still a destructive way of modeling just like Cinema 4D and other modeling software. With that being said I still love Blender.
Interesting but you're going to have to make some simple examples of whgere these are in Blender and how you access them. This does look like the first big step of making Blender into Blendini!
Dear Blender Team, WHEN are you guys going to pay attention to us who use Blender for 3d printing? Should we collect and send you resin printers to your offices 😄. Maybe that would put some fire in the belly for updating Blender for the modeling of real world stuff and not only focus on visual fx . Please make a big poll on your website to know how many of the user base need better 3d printing workflow. I can assure you they will not be few. This is not going to go away, the need for reliable tools in Blender for these tasks is only going to increase. Regards
Sweet! Guys , please please please give us the pencil tool from sketchup! I prefer to model that way drawing out the model versus mixing shapes together.
hi guys, the Serpens addons does exactly this and has a lot of finished nodes and documentation, did you try to reach out to the Dev and implement their work instead?
Not to mention all of this is using geometry nodes code under the hood- it would be a huge waste of time to ingest some existing paradigm that was made by a third party (with all of the baggage that comes with that) and then maintain two separate codebases that both have the same fundamental goals executed in two completely different ways.
It will be very nice if blender make separate videos editing software to compete with premiere pro and davinci There will be more user and supporter than blender itself
Hi, u talking about 3 D Printer. This is my major issue, currently. I'm designing RC Models in Blender. And i stand with Blender cuz i'm experienced i Blender most and it's so easy to modify and make changes. May u recognize my vids about my first design process of polish WW 2 fighter plane PZL 11 at my channel. Still so much to learn.
Seems a good time to walk away from updates to Blender. As the "creator of nodes updates" this makes sense in your own head. Click icon, sub-menu, update. Ayvay.
If they made this tool non-destructive, i.e. when you select a cube, its settings would be displayed, then there would be no price for it!!! And why do these tools only work in edit mode?
For tools to be non destructive simply mark them as modifier. The reason they are limited to edit mode is because it's the first implementation. Ideally they will work in more modes in the future.
Что-то вы долго рассказываете, я уже опробовал и написал коротенькую статью на 5 минут о том, как всем этим пользоваться, ссылку можно найти в моем канале, в записи в разделе сообщества.
Geometry nodes is such a big disappointment. Not artist friendly and not even particularly useful. Even after several years. I keep trying to use Blender in productions, but I usually give up
They are. There's more than two people working on Blender. Animation 2025 is a whole module unto itself with around a dozen developers involved. Already there's the new bone collections and colours replacing the old layer system, a Butterworth smoothing algorithm for animation curves, and a massive performance boost for the graph editor drawing overall, to name a few. Animation layers is currently at the head of the queue for the new animation data system.
@@antoonsorg NLA, dopesheet, and timeline are getting reworked into a streamlined, comprehensive editor, from my understanding. Animation layers/strips should ultimately end up more similar to the VSE than the current NLA.
Please do more demos like this! It's so helpful to watch a developer walkthrough.
WWWOOWW what a tease at the end!!! geonodes in greasepencil 🤩
good to finally see Hans on screen
so this is Hans Goudey the great!
Amazing feature! Blender is awesome! The Blender devs and foundation are heroes! Thank you!
Many thanks and congratulations to all peoples involved in developement of those tools.
This is very good way of showing the feature, it feels like podcast and discussion where two peoples are talking and asking each other. do all upcoming updates with other team members as well.
Aren't we lucky to have Hans (and everybody else !)
8 minutes in. This is spectacular, I'm confident that artists will churn out these procedural meshes rapidly with this tool.
7:08 oh yeah, this is dang cool. it feels like a beginner making their own feature with ease 😊
If you can share tools as asset, asset sharing is going to explode! We'll have so many good tools! This is a great way to utilize the Blender community to improve it
Yeah, tools are assets just like regular geometry node trees are.
This is such a big update. but i have to say. the name Tools confused me, now that i understand how they work, i feel like the name Operations would fit better!
Operator tools...😋
This has so much potential. Amazing stuff! Wondering why you can't use something like capture Cursor3D position in Geometry nodes, it could be useful to have that.
What’s the case where that’s needed?
@@btn237 in 3DS Max for example for some modifiers, Symmetry, Bend, Twist etc. you can define internal local pivot point for these modifiers. In Blender, that is not possible, you are either limited to pivot point of the object or some external location like locator. Locators are ok sometimes, but with many deformers in the scene it just becomes a big scene management issue, you can accidentally delete some, move them etc. So, having ability to store/capture a pivot/location for the modifiers (or geo nodes) would be extremely useful. That way location is localized to the modifier and invisible in the scene, and adjustable when needed.
It doesn't really make sense in modifier nodes, because modifier nodes are stateless - imagine the same nodes applied to two different objects, are they using the same 3d cursor position? What you want is to capture the 3d cursor's state at a particular point in time and set that as an input to the geometry nodes. Something like 'copy/paste 3d cursor location/rotation' might be a better approach to achieve what you want. It could probably be done in an addon.
@@scaredyfish That is basically what I meant, being able to capture and store cursor location at some point in time. Not to evaluate it whenever it moves around the scene. But once that position is stored internally in the modifier, user should be able to adjust/modify and should be able to reposition it in the scene to another location. As mentioned, Max does great job in this area since all the modifiers have internal modifier specific pivot/origin point stored that is independent of the objects pivot point or some other objects pivot point. So for example symmetry modifier in Max has its own specific pivot point that is not an independent locator (different object) or objects pivot point. Because there are many times where you do want to change objects pivot point, temporarily or permanently, but you don't want that change to affect the modifiers.
@@Intercepto Pretty sure thats one of usages of the GN gizmos proposal
Thanks a lot guys! Love you!
Feels a bit obscure unlike houdini where everything can be seen in SOPs. We need an object/scene level node graph.
Yes please,,, ❤
Its obscure because its an advanced tool, not beginner friendly, i think its very justified to be called "obscure", there will be new workflows created by this and we'll adapt accordingly for future blender learners
Yes Yes Yes yes!!!!
The one thing Blender has over Houdini, is the UI and user Experience. Houdini is and will for a long time be the undisputed king of nodes and simulations, but the learning curve is so steep, partly cos you have to do everything from 0
"the blender way"
oho yeah 😀 that will be very feature for modeling , I wonder if there is possibility for an edit stage node , like ... editing a resulted geometry through a node like houdini , that will be awesome
really useful, I didnt notice this in the 4.0
A-MAZE-ING! Both the ability to create and share, but the fact that it's a persistent tool you don't have to 'apply'!
developers are super cool.Thank you
This was a nice little surprise, can't wait to see what's brewing in the community after this
I hope this will be developed so it would be able to automate more complex things outside of edit mode. For example create geometry and put in collection with given name.
🤯WHOA.. This is amazing!!!!
Please do more like this!
Love it! Walkthroughs like this remind me of 3DBuzz's original tutorial formats (RIP). Find the unedited conversational format to be more... engaging? Look forward to more like this. ;)
OH... and I should also say, the tools... Oh my. A great demo that helped me understand the potentials... which are leaving me speechless.
Loving this! Do this more often please!
Great tool can't wait for community inputs as presets
Blender community is the best community
Looks great. Love this method of sharing updates.
Thanks 🙏🏽 for clearing some things up!
WOW what a great tool guys well done!!
Sharing node setups is quite cumbersome and I see a lot of people resorting to screenshots. Would you consider allowing sharing node setups as text?
asset Manager...?¿?!
it is an ingenious idea! even houdini doesn't have anything like that. Truly next level!
Is the undo history ever gonna be turned into nodes, to allow for non-linear editing?
this is exactly what I had in mind , great work, next is a bitmask based state machine
(like old bge logic brick states)
What a promising tool! Yeyyy! Very cool. I have an idea till a long time. What if I could
on the opposite way, create automatically a set of nodes when using the original
existing old tools that are in blender already once, like recording my actions into my custom set of node tools to be refuse later. Pushing this to a complete re-construction of a mesh or curve...could be neat wont you think ?
I really hope at some point you can make a non-destructive subdivide that works with sculpt mode painting, so that you can paint with quality on a high res mesh and have a low res for the viewport performance when animating it allowing for minimal back and forth and the need for a finalized design.
Also the Tool not updating automatically in the viewport can be confusing, I would expect it to show the results as you work on it, maybe there can be a "live" mode.
9:30 Assigning it to a menu in that fashion also seems very unlikely to be found outside the scope of this video, I can't imagine I would have ever guessed you could add stuff to the default menus without prior knowledge.
11:48 A "Remove all incompatible nodes" operator would be very handy for larger node trees.
💪💥🗯💭💨🕊
you are talking about Next thing- if you will ask me then i will say just two special node: "Store selection" and "store Node tools History" so all the editing stores in the form of node which we can open later to change as we are going back in history or simply like precomp in after effects.
Also i dont know how IDs are generated in blender, for example- lets say we have plane that has obviously has 1 face and id=1, now we extruded it and the face count goes to 6 which means 6 ID, my question is now what blender will do, will reset all IDs and form a new series or keep the old ID as it is. also, how these ID will change when we select one face and extrude it. i mean if the old face will have same ID or it will be recalculated, if it is recalculated then we lost the origins of original faces just like removing surname from name.
I am asking this question because i used 3ds max and it has "Edit poly modifier" which lets you allow to work on any Level of subdivision just using very robust internal arrangement of IDs. Blender also has Multires Modifier but it works only on Sculpting, i dont know why blender dont allow to use it in edit mode (The workflow can be like- user prepare base mesh in level 1 then he go further to add secondary detail by adding another level, lets say he has done five levels to add all required detail and apply subdivion modifier.
After he has finished all his editing as much he want, he has five levels to play with to change geometry. These levels will work fine if the user just doing move, rotate and scaling the selection but whenever the user will add/substract any vertex/edge/face by any modelling tool, all the upper layers will be damaged just like when to remove one brick from stack and all the upper layers are collapsed for that to prevent blender can put the warning that please remove upper layers first or it will automatically remove them after getting confirmation from user.
That Voronoi FaceSet for Sculpt and then save and load seems handy! Do you have the BLEND with the tools shown on video to download?
Oh, wow, this is something I did not know I needed
5:13 nice
so, basically its procedural/parametric tools with nodes instead of python code.
the intro from the blender blog helped (:
Pablo I would love to see a node for Geo nodes that gives you the position rotation and scale of the 3d cursor
on right click select they down vote the idea..but you can maybe do the same now with a node tool and a empty ..
It already exists. It's called the 3D Cursor node.
I see Blender heading more towards the way of HOUDINI Sidefx in the future, with almost everything being node based. Blender is still a destructive way of modeling just like Cinema 4D and other modeling software. With that being said I still love Blender.
Interesting but you're going to have to make some simple examples of whgere these are in Blender and how you access them. This does look like the first big step of making Blender into Blendini!
Dear Blender Team, WHEN are you guys going to pay attention to us who use Blender for 3d printing? Should we collect and send you resin printers to your offices 😄. Maybe that would put some fire in the belly for updating Blender for the modeling of real world stuff and not only focus on visual fx . Please make a big poll on your website to know how many of the user base need better 3d printing workflow. I can assure you they will not be few. This is not going to go away, the need for reliable tools in Blender for these tasks is only going to increase. Regards
Once the Object Info Node is ready we should be able to have an Insert Mesh brush?
Sweet! Guys , please please please give us the pencil tool from sketchup! I prefer to model that way drawing out the model versus mixing shapes together.
Wouldn't it be cool to modell as usual and Blender converts everything to nodes in the Background ? Would that be possible? Just thinking ...
Hey blender team!!!
We need Preview Mode in Node Tools
What about animatable object visibility/opacity parameter ?
First in 16 seg. From Brazil.
Primeiro, em 16 segundos. Do Brasil.
Can node tools work as sculpt brushes, including accounting for things like pen pressure, brush size, fall-off etc?
We need per node preview as default feature
Is blender changing the font?
yes it happened...last Paplo report...show it...
Hans hope you talk on the Bcon... thx
p.d. first thing he build is a antagonist of the cube...😂😅😂😅
hi guys, the Serpens addons does exactly this and has a lot of finished nodes and documentation, did you try to reach out to the Dev and implement their work instead?
It's made in python, geometry nodes is being made in C++ for speed reasons.
Not to mention all of this is using geometry nodes code under the hood- it would be a huge waste of time to ingest some existing paradigm that was made by a third party (with all of the baggage that comes with that) and then maintain two separate codebases that both have the same fundamental goals executed in two completely different ways.
Serpens uses Geo nodes too.@@ABentPaperclip
Brazil ama o Blender hahahaha
Oh hey, maybe we'll get primitives that can stay editable now.
nice
Hi Hans! Is your surname Ome? 😅 great tutorial. 😊
It will be very nice if blender make separate videos editing software to compete with premiere pro and davinci
There will be more user and supporter than blender itself
Great job❤
Creator from Bharat🇮🇳
will eevee ever get a shadow catcher , maybe in this century ?
Just google "Do Eevee Next have shadow catcher?"
@@igorthelight iam not smarter now, after i googled it , i missed something ?
Hi, u talking about 3 D Printer. This is my major issue, currently. I'm designing RC Models in Blender. And i stand with Blender cuz i'm experienced i Blender most and it's so easy to modify and make changes. May u recognize my vids about my first design process of polish WW 2 fighter plane PZL 11 at my channel. Still so much to learn.
‼🤯🤯🤯‼
TRULY FUN INDEED
KUDOSES ALL...
Wow 4.0 already?
Novermber, 7
Blender 4.1 in March of the next year!
How about brush orientation in texture mode like in sculpt mode? How about Nurbs modeling with splines?
This is going to open a lot of Possibility 😊, the guy is in coding mode everytime he text and finish it with / 😅
A i can never ever understand nodes and gem nodes idk why guess im dumb 😢😢
Maybe you are just not tech minded. That's ok ;-)
neat-o
Seems a good time to walk away from updates to Blender. As the "creator of nodes updates" this makes sense in your own head. Click icon, sub-menu, update. Ayvay.
i thought Conan O'Brien was in the thumbnail for a brief moment
If they made this tool non-destructive, i.e. when you select a cube, its settings would be displayed, then there would be no price for it!!! And why do these tools only work in edit mode?
For tools to be non destructive simply mark them as modifier. The reason they are limited to edit mode is because it's the first implementation. Ideally they will work in more modes in the future.
Hola cómo puedo instalar blender gratis por favor
Ve a blender.org/download y descarga. Luego es instalarlo como cualquier otro software.
Who ever knew that he knows Blender knows now that he knows nothing!!! Repeat and watch again!!! 🤕🤕🤕
Что-то вы долго рассказываете, я уже опробовал и написал коротенькую статью на 5 минут о том, как всем этим пользоваться, ссылку можно найти в моем канале, в записи в разделе сообщества.
Serpens is dissed...just humour😂
not confusing enough, try adding even more layers of complexity
It's still in preview (talking about UI).
About feature itself - just don't use it if you don't need it ;-)
now artist well become dumb geniuses as doing it before you should know your math and a majority of artist are.
Geometry nodes is such a big disappointment. Not artist friendly and not even particularly useful. Even after several years. I keep trying to use Blender in productions, but I usually give up
Looks like blender is acting more like houdini which is not necessary. Why not focusing on better animating tools.
They are. There's more than two people working on Blender. Animation 2025 is a whole module unto itself with around a dozen developers involved. Already there's the new bone collections and colours replacing the old layer system, a Butterworth smoothing algorithm for animation curves, and a massive performance boost for the graph editor drawing overall, to name a few. Animation layers is currently at the head of the queue for the new animation data system.
@@Arjjacks i can t wait to test the new blender 4.
Hopefully they improved or come with something better than the complex nla editor but i am afraid not.
@@antoonsorg NLA, dopesheet, and timeline are getting reworked into a streamlined, comprehensive editor, from my understanding. Animation layers/strips should ultimately end up more similar to the VSE than the current NLA.
I have to see it first before i believe it.