Blender 3.1 - Procedural Tentacles with Geometry Nodes

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  • เผยแพร่เมื่อ 22 ต.ค. 2024

ความคิดเห็น • 492

  • @miketaulbut7568
    @miketaulbut7568 2 ปีที่แล้ว +4

    Mastery of nodes. Mind boggling

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thanks for the feedback!

  • @dafff08
    @dafff08 2 ปีที่แล้ว +45

    literally the most "for academic purposes" video ever

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +3

      😁

    • @thoracis
      @thoracis ปีที่แล้ว

      A bit of a whoosh, but what do you mean?

    • @JoJoo.w
      @JoJoo.w ปีที่แล้ว

      ​@@thoracistentacle hentai my good sir.

  • @owenrichards1418
    @owenrichards1418 2 ปีที่แล้ว +1

    I've been using Blender for nearly two decades. I've never got into geo nodes and this is a great introduction. Thanks!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you so much for the feedback!

  • @danmartinico944
    @danmartinico944 2 ปีที่แล้ว +3

    This is incredible man, can't wait to try this, such a thorough explanation, can't wait to see more from you

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you very much for the feedback! I hope to release new video pretty soon! 😊

  • @sirtvhed
    @sirtvhed 2 ปีที่แล้ว +2

    Never seen nodes explained so easily before, now I understand them

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you very much for the feedback! 😃

  • @etnaicholas
    @etnaicholas 2 ปีที่แล้ว +1

    Very straight forward and cogent. I usually find Geometry Nodes to be hard to approach, but this made it very clear.

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you very much for the feedback! I’m glad it helps 😊

  • @phuonganhtran7850
    @phuonganhtran7850 2 ปีที่แล้ว +2

    I was looking for an easy to follow tutorial forever. This is exactly what I need. Thank you

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you so much for the feedback! I'm glad you enjoyed the tutorial!

  • @nico.spezia
    @nico.spezia 2 ปีที่แล้ว +1

    One of the best tutorials explaining Geometry Nodes I've seen. Please keep uploading them 🤩

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Thank you very much for the feedback! Working on a new vid))

    • @nico.spezia
      @nico.spezia 2 ปีที่แล้ว +1

      🤩🤩🤩

  • @machi7495
    @machi7495 ปีที่แล้ว +3

    This video is fantastic, as a beginner, I had no clue you could do so much with just geometry nodes!

    • @retroshaper
      @retroshaper  ปีที่แล้ว

      Thanks for the feedback! I'm so glad you enjoyed it 😃

  • @Markeldo
    @Markeldo 2 ปีที่แล้ว +1

    That's some kind of magic 4 me. The huge thing is that it's all can be edited if needed at any time. Amazing. Just amazing. Gr8 work!
    + subscription, of course 👍

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you very much for the feedback!

  • @svenzethelius140
    @svenzethelius140 2 ปีที่แล้ว +7

    Instead of the double flip faces, you can make the offset scale negative

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Yep!) That is an easier option)

  • @jowanspooner8733
    @jowanspooner8733 2 ปีที่แล้ว +2

    One cool thing I found was to change the curve tilt with the spline factor, so it twists a bit. Thanks a lot for the tutorial, Geometry Nodes are still quite intimidating for me, and this helped a lot!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Sounds cool! Thank you so much for the feedback!

  • @Oblivionator100
    @Oblivionator100 2 ปีที่แล้ว +5

    This video inspired me to develop a method for something similar but with chains. Its really cool!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +2

      Thanks for the feedback! I would love to see what you came up with ;)

  • @4per8
    @4per8 ปีที่แล้ว +13

    thanks, these will be really helpful in the wrong hands, my hands.

  • @TrueRainsie
    @TrueRainsie 2 ปีที่แล้ว +1

    Great tutorial. Clear, consice and straight to the point.

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you very much for the feedback! ☺

  • @doctorklum
    @doctorklum 2 ปีที่แล้ว +2

    I dig this format, fast but dense.

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      😀Thank you so much!

  • @night1hal1
    @night1hal1 2 ปีที่แล้ว +10

    Let's be real.
    We all know what this is gonna be used for.

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Lol 😁

    • @vAmmonite
      @vAmmonite 2 ปีที่แล้ว

      Don't give me ideas...

  • @RyanKingArt
    @RyanKingArt 2 ปีที่แล้ว +3

    Wow that is really cool! 👍‍

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      😃Thank you very much!

  • @rabbitadventurous9441
    @rabbitadventurous9441 2 ปีที่แล้ว

    Gosh, using geometry nodes feels like drawing with mathematical graphs instead of moving your hand with a pen. Thank you for your wonderful tutorial!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Absolutely! That is the best description of what geometry nodes are 😃 Thank you so much for the feedback! I'm glad you enjoyed the tut ☺

  • @michalpecz9433
    @michalpecz9433 2 ปีที่แล้ว +3

    7:46 i just want to point out, that you actually don´t need that switch procedure. You can extrude in negative values. it's just that slider cant be defaulty moved to negative by mouse, but you can tipe it manually. That way you overwrite minimal slider value to the one you tiped and can move it by mouse then. Still great tutorial thought.

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +2

      Hi Michal! Thank you very much for your feedback!
      Yes, you’re absolutely correct ) I just thought that it was a great opportunity to show flip faces, face orientation and switch functionality) I hope I didn’t confuse anyone with this 😊

  • @necklesslee
    @necklesslee 2 ปีที่แล้ว +1

    Genius! Easy understandable tutorial. I like the music and the pace. Thank you!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you very much for the feedback and for watching! ;)

  • @randomcashews9688
    @randomcashews9688 2 ปีที่แล้ว +1

    Extremely well made, detailed and easy to follow tutorial. Thank you my good sir.

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you so much for the feedback! 😃

  • @elemigrante76
    @elemigrante76 10 หลายเดือนก่อน +1

    One billion thanks for you, the best video even seen since I am starting playing with blender (I am an absolute beginner)

    • @retroshaper
      @retroshaper  10 หลายเดือนก่อน

      Thank you very much for the feedback! ☺☺

  • @jmoconcept6672
    @jmoconcept6672 2 ปีที่แล้ว +1

    Learned many things about nodes. Thank you for this very good tuto.

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you for your feedback! I’m happy to be helpful 😊

  • @FlashySenap
    @FlashySenap 2 ปีที่แล้ว +4

    That was so cool! got stuck watching instead of going to bed XD

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      😁 Thank you so much for the feedback!

  • @HelloHiHola
    @HelloHiHola 2 ปีที่แล้ว +3

    It's official, I don't know shit about geometry nodes but this video gets me more confident. How do people even know what to search for when they know they need a particular node? I love this video you made, it's super! Really; it's also the one I picked as my first to watch all the way through. But did you bring knowledge from another software into this? GeoNodes are incredibly powerful but very intimidating. Much appreciation for your clear and direct lesson!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      @HelloHiHola Thank you very much for the feedback! I'm very happy to hear that! ;)
      Regarding the nodes - it is just the matter of time and experiments. Some things you can find in blender documentation , some of them in others tutorials and trying to get the most of them ;) Blender is the only software that I use for 3D modeling ) However, I'm familiar with a few game engines and have a very basic programming skills which helps in problem solving. And that's about it)
      I'm working on a new tutorial right now, with map ranges and fields in Geometry Nodes - well that was really cool to investigate and experiment with. Hope to upload it within the next few days.

  • @guillaumedeschamps4566
    @guillaumedeschamps4566 ปีที่แล้ว +2

    Thank you so much for this amazing pedagogical tutorial. I learned a lot. This is impressive what geometryNode can brings and how it saves times. I have a suggestion : i wanted to make staggered suckers, to make the tentacles more realistic. So i added a "triangulate node" to the suckers meshe (before the "dual mesh" which is before the first extrude Mesh node) . And... it works :D !
    THANK YOU SO MUCH !

    • @retroshaper
      @retroshaper  ปีที่แล้ว +1

      Thank you so much for the feedback! Great suggestion!) Need to try it out 😃

  • @superjarri
    @superjarri 2 ปีที่แล้ว +1

    You really know your stuff inside out, well done sir.

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you so much for the feedback! 😃I'm pretty sure there are still lots of things to learn 😁

  • @radhikakamdi4443
    @radhikakamdi4443 2 ปีที่แล้ว +1

    Still works perfectly thanks for the link!

  • @violetshadow3184
    @violetshadow3184 2 ปีที่แล้ว +1

    thanks for this just what I need. I see you helping people down below very nice person

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you so much for the feedback! ☺I'm trying to do my best 🙂

  • @alexromero6947
    @alexromero6947 2 หลายเดือนก่อน +1

    Thank you so much, do you know why blender 4.1 does not contain same functions and options of this video?

  • @Darkfredor
    @Darkfredor 2 ปีที่แล้ว +2

    Ton tutoriel est une tuerie (magnifique ,super,....)
    Merci

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you very much for the feedback! 😃

  • @mariocasallas
    @mariocasallas ปีที่แล้ว +2

    Thanks a lot. It takes a bit of practice to really understand it. Fantastic exercise!!

    • @retroshaper
      @retroshaper  ปีที่แล้ว

      Thank you so much for the feedback! Just need to keep practicing and experimenting 😃

  • @kennethnewman9927
    @kennethnewman9927 ปีที่แล้ว +4

    Great video. I got lost at 6:30.. Did you just create a new set of nodes off to the side so you could copy/paste as needed, or create an entire new set of nodes, or....? Thanks for a quality video. I didn't mind the3 music, as I used closed captions and slowed the speed down a notch.

    • @retroshaper
      @retroshaper  ปีที่แล้ว +3

      Thanks for the feedback! I’ve created a node group there with Ctrl+G. A very convenient way of handling repetitive nodes sets)

  • @blakeXYZ
    @blakeXYZ 2 ปีที่แล้ว +1

    Hey Retro, awesome guide! I'm just beginning to dive into Geo nodes and your videos have been really helpful

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Thank you very much for the feedback! I'm glad you've enjoyed the format! I'm pretty close to releasing a new vid on GeoNodes! 😃

    • @blakeXYZ
      @blakeXYZ 2 ปีที่แล้ว +1

      @@retroshaper oh sweet, can't wait!

  • @ernesthemingway6563
    @ernesthemingway6563 2 ปีที่แล้ว +2

    Simply awesome. Today i've learned a lot. Thanks

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Thank you so much for the feedback! 😀

  • @trulex
    @trulex ปีที่แล้ว +1

    SUPERB! Thank you for a detailed narrative and Tutorial 🤘🤘🤘

    • @retroshaper
      @retroshaper  ปีที่แล้ว

      And that you so much for watching and for the feedback! 😃😃😃

  • @samdavepollard
    @samdavepollard 11 หลายเดือนก่อน +1

    amazing to see what's possible with geometry nodes
    subbed

    • @retroshaper
      @retroshaper  11 หลายเดือนก่อน +1

      Thank you so much! ☺☺

  • @cyano3d
    @cyano3d ปีที่แล้ว +1

    MY GOD I AM IN LOVE WITH GEO NODES NOW

    • @retroshaper
      @retroshaper  ปีที่แล้ว +1

      🤩🤩🤩 they are truly powerful

  • @Impossible_Emporium
    @Impossible_Emporium 2 ปีที่แล้ว +2

    Brilliant tutorial.
    8:23 But why use the "flip faces" & "switch" nodes when you can just use a negative Scale offset?

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Thanks for the feedback and great question! For some reason, negative values are supported only with keyboard input, at least in 3.1.2. So, I considered it an opportunity to introduce flip faces node and face orientation which is a common issue when texturing. But yes, negative scale would be easier 😊

  • @stuartmiddleton9320
    @stuartmiddleton9320 2 ปีที่แล้ว +2

    Seriously impressive tutorial

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you so much for the feedback!

  • @production2851
    @production2851 ปีที่แล้ว +3

    Hi, thanks for a good tutorial, but can you tell me what to do if I have a mixed up surface with and without suction cups. With suction cups, the surface is larger and for some reason I can't change it. I will be grateful for the answer

    • @retroshaper
      @retroshaper  ปีที่แล้ว

      Hi! Thanks for the feedback and for the question!
      It is hard to tell. However, from the top of my head, it may be because of the extrude node maybe. Try using scale elements for that bigger par. Also, make sure to use proper face selections for scaling. Let me know if that is something that helped))

  • @Ronin_Gerko
    @Ronin_Gerko 2 ปีที่แล้ว +3

    I got a question: what if I want to "clear the tip" from suckers like a real tentacle?... do I have a node to "finish" my suckers area to cero and keep the same texture?... do I have the option to keep sukers on a round shape as the middle suckers?

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Hi @Gerko ! As for the tip of the tentacle - definitely. You can make selection of faces/points on X and Y coordinates. To do that, you just need to plug-in captured attribute of the curve line into the Combine XYZ node -> Y coordinate (the one that is used for material and extrude selection (3:39 in the video)). Of course, to make proper selection, you'll have to use compare or math node to specify rows for selection.
      The deformation of suckers shape is caused by face stretching on bending (as for me it looks pretty natural ;) ), but I assume it can be changed with "accumulate fields" and offset position of each point along the curve to have relative to spline factor quad sizes. But that is only my assumption) Need to experiment )
      I hope it all make sense ;)

  • @pikachufan25
    @pikachufan25 2 ปีที่แล้ว +4

    i know you have a Download link but i found it Satisfying to just Rebuild it and understand it.
    Wow i discover soo many new stuff about Geometry nodes. Such OP your making me want to Learn it now ;-; , and + thats a interesting way of making Textures Using a Mix Node + Texture Node
    never though about that. Still learning about Texture nodes and ways to get looks that i want. (already know the basics of Textures, but i haven't discover how to mix them Properly yet :P getting there Slowly but surely).

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Thank you so much for the feedback! It makes me so happy to see that this format and process helps to improve blender skills! ) This is very inspiring!

  • @minhtrong8118
    @minhtrong8118 2 ปีที่แล้ว +1

    I just wanna learn even more now- it looks so cool o.O

  • @GucciGoon
    @GucciGoon 2 ปีที่แล้ว +2

    I followed you’re tutorial and the look great, i was wondering if there’s a way to animate the tentacles aswell? I can’t animate curves and when i change it to mesh there’s a million vertices i have to move manually to animate it.

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Thank you so much for the feedback!
      It really depends on what type of animation you want to make. For curve animation, there are a few ways: 1. If Bezier curve, possible to use Set Handle Position Node and experiment with Noise Texture or Sine in the Offset and Scene Time. 2. If Poly Curve is used, the easiest would be to use Set Position node and use Noise Texture or Sine for the Offset with a value driven by Scene Time. 3. Also possible to use 2nd method but with a conversion to mesh, just need to make displacement (Set Position) based on Spline Parameter Factor or Index (captured in the attribute). 4. Finally, it's possible to realize instances and use armature for the animation.
      Those would be my suggestions. Hope that helps 😊

    • @GucciGoon
      @GucciGoon 2 ปีที่แล้ว +1

      @@retroshaper thank you so much! I’ll look into to those and try it out! (I made tentacles come out of a broken rum bottle and hold a blade to create a pirate themed sword) i want the tentacles to move around the blade slightly up and down. I thinkni can figure it out now thanks again!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      @@GucciGoon Sounds awesome!

  • @Cole_McGill
    @Cole_McGill 2 ปีที่แล้ว +1

    Amazing tutuorial. I learned a lot from this video.
    How would you go about extruding a row, instead of a column? I'm trying to use this to make horns like rams and antelope have. What's the best way to go about doing this?

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you very much for the feedback!
      To extrude faces in a column, you just need to make a selection of the points (index and compare nodes) of a curve line (the one that builds your geometry vertically) and plug that into selection of the extrude node.
      However, to achieve that twisted shape you were talking about, you may try a bit different approach: for the Profile Curve -> instead of using a circle, try using Star and Fillet Curve node to cut the corners of that star. After converting curve to mesh - use Set Position node and rotate each row of the mesh by a small degree based on the index of the Curve Line on z axis with Vector Rotate node (simply multiply Index by a degree).
      I'm currently working on a video with a lot of twisting, displacement and positioning, hope to upload it soon.;)

  • @pedrojustice
    @pedrojustice 2 ปีที่แล้ว +1

    that's awesome!
    question though:
    Is it possible to create a mesh from the nodes?
    so It can be 3d printed?

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Thanks for the feedback!
      In this particular case (with curves), we can simply convert curve object to mesh (through object menu or Alt+C hotkey) - it will also apply Geometry Nodes modifier.
      There's one thing with geometry nodes (not in this case), when you instance objects, you need to realize all of those instances (with a node) for them to be real objects and to appear after applying modifier.

  • @drawthingz1201
    @drawthingz1201 2 ปีที่แล้ว +1

    love this!! Thanks for sharing. I need spend time learning Geometry nodes

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thanks for the feedback! I'm glad you enjoyed it

  • @dragonautt
    @dragonautt 8 หลายเดือนก่อน +1

    Amazing video! I make them very similar to yours, but during the process I made some lines and now they are all linked and i want to add some articulations for it, but if i select one, all of them are selected too, and now i cant make the line to create just one to animate. How can I turn all the lines in different objects to work?

    • @retroshaper
      @retroshaper  8 หลายเดือนก่อน

      Hey! Glad you’ve enjoyed the video 😊 it is still the same object if created with a single geometry nodes setup. You may try converting the whole thing to mesh by applying the modifier (make sure to use realize instances node if you’re instantiating anything). That’s the easiest approach. However, if you still want to modify parameters of the node tree, you may need to create animation inside the GN, which is quite limiting at the moment.

  • @johngrean3307
    @johngrean3307 2 ปีที่แล้ว +1

    Cool video, but is there a way to set an image texture on it instead of just the BSDF material?

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thanks for the feedback! Yes, of course, 😃You can just put an image texture with Box Projection selected into the base color of Principled BSDF. Also, add Mapping and Texture Coordinate nodes for the texture vector. Hope that helps ))

  • @xirtus
    @xirtus 6 หลายเดือนก่อน +1

    what would be a good tutorial to watch on how to add these procedural tentacles to a another project like to make a octopus or something?

    • @retroshaper
      @retroshaper  6 หลายเดือนก่อน

      Hey! Thanks for the comment! Not sure about exact tutorial, but you can look into Geometry proximity node and how to use it. In addition, you can also check Demo file on Blender website (www.blender.org/download/demo-files/). Th Halloween Spider project in particular. I think this is something you're looking for.

  • @alexandrepv
    @alexandrepv ปีที่แล้ว +1

    Simply brilliant :) Thank you!

    • @retroshaper
      @retroshaper  ปีที่แล้ว

      Thank you so much!! 🤩😃

  • @Adimant2097
    @Adimant2097 2 ปีที่แล้ว +1

    incredible

  • @pandoraslove840
    @pandoraslove840 3 หลายเดือนก่อน +1

    This is such a cool tutorial and easy to both follow and customize, but I do have a question, Is it possible to animate these? I've never animated Curves before so IDK if I have to add armature or anything

    • @retroshaper
      @retroshaper  3 หลายเดือนก่อน +1

      Hey! Thank you so much for the feedback. Well, there are few ways to animate these. 1. From the geometry nodes - by displacing the points of curves with set position and noise texture. 2. Convert to mesh, apply modifiers and add armature to animate

  • @nextid9074
    @nextid9074 2 ปีที่แล้ว +1

    really cool, keep making like this.. this is aweesome

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you very much for the feedback!

  • @Mausi_2208
    @Mausi_2208 2 ปีที่แล้ว +2

    Hi there!
    I'm doing your tutorial right now but I'v got the problem the "Greater Than" node isn't available. If I search for it I can't find it anywhere. Is there something I have to activate in the properties first or what could be the reason for that?

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +3

      Hi! Try searching for "Compare" node and select Greater Than in the dropdown. Alternatively, you may use "Math" node, "Greater Than" operation is also available there.

    • @Mausi_2208
      @Mausi_2208 2 ปีที่แล้ว +2

      @@retroshaper ah got it! Thanks for your quick respond!

    • @bizzydizzy
      @bizzydizzy 2 ปีที่แล้ว +3

      Search for "compare", and you'll find a node that defaults to "greater than" but also has "less than", "less than or equal to" and other comparison options.

  • @dragstikafantagstika58
    @dragstikafantagstika58 2 ปีที่แล้ว +1

    Great content! It helped me to understand the basics of Geometry Nodes :)

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Thanks for the feedback! 😃 I’m so happy it helps to get into the nodes!)

  • @rohitjohn6180
    @rohitjohn6180 2 ปีที่แล้ว +1

    Amazing. I really love it!!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you so much for the feedback! 😃

  • @OBELION9
    @OBELION9 2 ปีที่แล้ว +1

    This is really awesome! I'm trying to modify this so the tentacles scale depending on how long you draw the curve. do you think this is possible and have any tips how this can be achieved? im kind of stuck haha

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Thank you so much for the feedback! ;) Pretty much possible. If you want to change the width of the tentacle based on the length of the curve, you may try multiplying Float Curve (1:55), that stands for the curve radius, by multiplier that is calculated from the curve length. To get that multiplier, you may use "Curve Length" node (connected to the bezier curve from group input) and divide it by some huge number (like 100 or smth). I'm pretty sure that there is more efficient way to do this with "Map Range". Need to experiment ;) Hope that helps.

    • @OBELION9
      @OBELION9 2 ปีที่แล้ว +1

      @@retroshaper yes that helps a lot, i will try that thank you! i also tried some other things and realized if you take curve length that it takes the length of all the tentacles you draw and adds that together since it counts as one object. a bit weird and not sure how to fix that but oh well :D

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      @@OBELION9 You are so right! When using Curve Length node on the spline we draw, it will calculate all of the points across all the splines. So, the more splines we draw, the bigger that number be. Just tested different approach ) - Instead of the curve length node - there is Spline Length input node - try using length parameter from there as a multiplier for curve radius. Spline Length takes into account all disconnected splines ;)

    • @OBELION9
      @OBELION9 2 ปีที่แล้ว

      @@retroshaper i will try that thank you! :D

  • @saisravan7268
    @saisravan7268 2 ปีที่แล้ว +1

    I see you are a man of culture as well

  • @palpytine
    @palpytine 2 ปีที่แล้ว +4

    Why not just use a negative offset to inset instead of face flipping?

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +4

      Good point) Just wanted to show flip faces node and face orientation overlay. 😊

  • @SamMansfield91
    @SamMansfield91 2 ปีที่แล้ว +1

    Wow, this is just incredible! - Where did you learn to use geo-nodes?

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thanks for the feedback! Some tutorials from other channels + blender manual and experimenting. I always try to challenge myself in creation of something new.

  • @6amsunset_
    @6amsunset_ 2 ปีที่แล้ว +1

    very informative and clear, thank you!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Thanks for watching! ;)

  • @jimcoote5094
    @jimcoote5094 2 ปีที่แล้ว +1

    I got very confused at 6.37 where suddenly all but 4 nodes disappeared. How did you do that? I tried just adding in copies of the Extrude and Scale elements and new inputs and outputs, but after grouping these and then pressing the key you hit at 6.57, I didn't get the result you did.

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +3

      Hi. I've created a group from the selected nodes with Ctrl+G. Really handy when it comes to re-using the same sets of nodes. If you have sockets connected, they'll remain connected after creating a group. Also. once you've created a group, you may rename it and find it later in the search menu (Shift+A).

  • @Elbandagji
    @Elbandagji 2 ปีที่แล้ว +1

    Thanks for making this video!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      My pleasure! Thanks for watching!

  • @AnecProductions
    @AnecProductions 2 ปีที่แล้ว +1

    this was super cool and super easy to understand thank you for making it !! :)) hopes to many more thanks

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you very much for such feedback!) Already working on a new one ;)

  • @carlsen1111
    @carlsen1111 2 ปีที่แล้ว +1

    So cool. You inspirered me to work on procedural cactus' in blender!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Sounds amazing! I would love to see what you came up with!

  • @dbatdev
    @dbatdev 2 ปีที่แล้ว +1

    Spank me! That was so good. Thank you for the many insights and for posting the source file.

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thanks for watching and for the feedback! 😀

  • @septuleptum
    @septuleptum 2 ปีที่แล้ว +1

    Great tutorial. Maybe little bit fast for newcomers, but ideal for me. Thank you so much.

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you very much for the feedback! 😊

  • @andyweng3113
    @andyweng3113 2 ปีที่แล้ว +2

    Very Very Nice Tutorial,Thanks to share!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Thanks for the feedback and for watching!

  • @SaintMatthieuSimard
    @SaintMatthieuSimard 2 ปีที่แล้ว +2

    That's W'rrrrrrrly nice!

  • @wahra4526
    @wahra4526 2 ปีที่แล้ว +1

    Mr. Dr. Prof. Patrick appreciate it man

  • @sheikoner
    @sheikoner 2 ปีที่แล้ว +2

    WTF? Andrew price voice AI making tutorials? Thats so cool!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      😂 well that’s a compliment) thanks!

  • @FyresGames
    @FyresGames 2 ปีที่แล้ว +1

    Nice tuto. How could I set the texture to give a translucent effect on the tenticle? No matter hot much you rotate the tenticle. The middle look full but the sides are translucent? Like a glass filled with milk. You can't see through in the middle but can see through the sides. Could probably do that with 2 layers of mesh, but that seem heavy for nothing.

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Thanks for the feedback! 😊 Well, the effect that is used for the material is subsurface color. The setting is available in Principled BSDF so you could set two colors - Base Color and Subsurf. Color. It more depends on the thickness of the mesh.
      To make it translucent, you may use either Translucency setting or Alpha (if using image textures with Alpha).
      To achieve translucency based on the rotation, it is possible to use Fresnel node for the translucency with ColorRamp for tweaking.
      Hope that helps 😉

    • @FyresGames
      @FyresGames 2 ปีที่แล้ว +1

      @@retroshaper I'm kinda lost sadly. Is there a way to show a picture of the shader graph with the nodes?

    • @FyresGames
      @FyresGames 2 ปีที่แล้ว +1

      @@retroshaper I did managed to make some effects, but if I put a light behind. The middle part is see through as well.

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      @@FyresGames It can be made with only Principled BSDF. And btw, the settings for translucency is called Transmission (sorry for misleading you🙂). Here's the screenshot with a few annotations on the settings that can be used for transmission. snipboard.io/tsip1H.jpg

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      @@FyresGames Also, make sure to lower the roughness to make Transmission stronger. 😀

  • @AlexAntuna
    @AlexAntuna ปีที่แล้ว +1

    Awesome tutorial!! Thank you for sharing!

    • @retroshaper
      @retroshaper  ปีที่แล้ว +1

      Thank you so much for the feedback! I’m glad you found it helpful 😊😊😊

  • @TheLordQuasi
    @TheLordQuasi 2 ปีที่แล้ว +1

    Apologies if this question has been asked before. How would I go about skipping a row in regards to the tentacles? Like if I wanted the tentacle to form every other face and so on. Thank you for your time!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Absolutely possible. You'll have to calculate the selection of faces with math. There's ton of ways to achieve this. The easiest I think (from the top of my head) would be to: Plug the "Index" node into the "Math" -> Sine and use it for the selection. Multiplying index by a number may give you some variations. Hope that helps ;)

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      I forgot to mention, that you should make that calculation for spline points and multiply it by selection of circle points to combine the selection.

    • @TheLordQuasi
      @TheLordQuasi 2 ปีที่แล้ว +1

      @@retroshaper Thank you so much! This really helped me

  • @toufans
    @toufans 2 ปีที่แล้ว +1

    I love it, thanks

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you for watching and for the feedback!

  • @TheDanielConsole
    @TheDanielConsole 2 ปีที่แล้ว +1

    amazing! Thanks for sharing

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Thank you for the feedback!

  • @BlenderBash
    @BlenderBash 2 ปีที่แล้ว +2

    Just wonderful use of geo nodes. Very clear explanation, super easy to follow. One of the best tutorials with geo nodes I've seen on TH-cam. Congrats and keep up, you've got yourself a fan and a subscriber

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you so much for such an inspiring feedback! I've seen some of your videos too. Great content! Procedural sofas series, my favorite!

  • @saintelmo5590
    @saintelmo5590 ปีที่แล้ว +2

    The only real criticism I have of this tutorial is that you sometimes are executing faster than your narration. It's a good thing I can download these videos for offline reference to snap back to points where you just fly off the rails so I can try to track what you're doing. Unfortunately, I am still trying to figure out how you created a split in the link at 5:26. Screencast would help. :)

    • @retroshaper
      @retroshaper  ปีที่แล้ว +2

      Thank you so much for the feedback! Will try to do best in future videos with the narration 😊
      That split is done with re-routing. You can do that with holding shift+right mouse click and dragging through the connections. (If it doesn’t work - Make sure you’re in the tweak node - can be selected in the upper left corner of the editor)

    • @saintelmo5590
      @saintelmo5590 ปีที่แล้ว +1

      @@retroshaper Thanks for the reply. I did end up having to look up another tutorial to figure that part out, LOL! I'm just getting started with geometry nodes and I clicked on your video because the subject interested me. Yeah, all you really need to do in future tuts (thanks for this tutorial, btw) is try not to outpace your narration with your execution. I understand that a lot of tutorials already presume that the viewers have at least a rudimentary knowledge of nodes, or modeling, or sculpting, or what have you, but still, never hurts to keep in mind that some folks do tend to leap before they look. :D

    • @retroshaper
      @retroshaper  ปีที่แล้ว +1

      @@saintelmo5590 I really appreciate the feedback! This is my goal to present some examples and how to's in an easy to follow form! The feedback is priceless! 😃😃😃

  • @misterprickly
    @misterprickly 2 ปีที่แล้ว +1

    Amazing!

  • @StuNankivell
    @StuNankivell 6 หลายเดือนก่อน +1

    Brilliant workflow mate! I ended up purchasing your project file when you lost me at 6:42 with that screen jump. You deserve the purchase though 😃

    • @retroshaper
      @retroshaper  6 หลายเดือนก่อน

      Hey! Thank you so much for watching, commenting, and getting the project file! Hope you've figured out the workflow! ☺

  • @simakov7465
    @simakov7465 2 ปีที่แล้ว +3

    Nodes skill 99lvl :) so dope!!!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you so much for the feedback! 😀

  • @vinciarts
    @vinciarts 2 ปีที่แล้ว +1

    How did you apply the "Suckers" material? I only see 2 materials in the G-Node pannel. My suckers are in white.

    • @vinciarts
      @vinciarts 2 ปีที่แล้ว +1

      Oh I see, I didn't set the default material for the obj

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      I think all materials should be available for selection in Set Materials node, even if they are not applied in material properties.

  • @arturbynibo8753
    @arturbynibo8753 4 หลายเดือนก่อน +1

    Cool. I'll try to do this later. What is the name of the music in the background?

    • @retroshaper
      @retroshaper  3 หลายเดือนก่อน +1

      Hey! Thank you so much for the feedback! The music on the background is my own) something I’ve created for tutorials)

    • @arturbynibo8753
      @arturbynibo8753 3 หลายเดือนก่อน +1

      ​@@retroshaperThe music is very beautiful. The tentacles turned out great too, thanks for the tutorial!

    • @retroshaper
      @retroshaper  3 หลายเดือนก่อน

      @@arturbynibo8753 😊

  • @deltsovshot
    @deltsovshot ปีที่แล้ว +2

    Thank you very much! Very helpfil tutorial!

    • @retroshaper
      @retroshaper  ปีที่แล้ว

      And thank you so much for the feedback and for watching!

  • @Orangenotfresh
    @Orangenotfresh 2 ปีที่แล้ว +1

    SO COOOOOL!

  • @КсенияЛандау-е9й
    @КсенияЛандау-е9й ปีที่แล้ว +1

    Great tutorial, thank you so much!

    • @retroshaper
      @retroshaper  ปีที่แล้ว

      Thanks for the feedback!)

  • @garviegarzo6853
    @garviegarzo6853 2 ปีที่แล้ว +1

    wow, awesome

  • @KiR_3d
    @KiR_3d 2 ปีที่แล้ว +1

    Amazing things can be done in Geometry Nodes now! Thank you for the tutorial!
    I think that some suckers looks unnatural because they're stretched. Obviously it's because of the polygon's topo. Can we use the instancing approach here + Merge node to stitch instances to the mesh? Sorry, I'm noob here and have no time to check this :)))

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      Thanks for the feedback!
      Absolutely possible to achieve this with instancing. In this case, we would need use "Distribute Points on Faces" or "Mesh to Points" nodes with a selection of the area where suckers should be located. Then instance desired sucker mesh with a proper rotation. Additional math will be also required to calculate size of each sucker based on its location on the tentacle (can be done with Map Range node and Index or Captured Attribute).
      The only thing I'm not sure of, is merging it all together, it may bring some bad topology, unless spending more time on precise placing of the suckers before merging vertices.
      I hope that helps ;)

    • @KiR_3d
      @KiR_3d 2 ปีที่แล้ว +1

      @@retroshaper Thank you!

  • @renclaff6138
    @renclaff6138 2 ปีที่แล้ว +1

    Damn man i really surprised you can extrude in geometry nodes and faces is really clear damn you so good man thanks 👍👍

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      And thank you so much for the feedback!! 😊😊

  • @happysmash27
    @happysmash27 2 ปีที่แล้ว +1

    This looks familiar... did you post about this earlier on Reddit by any chance?

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      You got me! ;) Yes, I've posted this to reddit some time ago )

  • @nidalibio8474
    @nidalibio8474 2 ปีที่แล้ว +1

    Excellent video ...............................Thank You !!!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      And thank you for the feedback!

  • @gornakovanton
    @gornakovanton 2 ปีที่แล้ว +1

    Great tutorial! Thanks!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you so much for the feedback!

  • @bobcatdreams
    @bobcatdreams 8 หลายเดือนก่อน +1

    I'm trying to get them to be a bit more pointy but when I do that last sucker...gets odd and some times flips sides. am I not understanding the functions? I cant seem to get it to remove suckers in the Z axis

    • @retroshaper
      @retroshaper  8 หลายเดือนก่อน +1

      Thanks for the comment. Yes, there is such effect. It happens because of the scaling of the faces on a mesh which reached small size through spline parameter.
      To remove the suckers on the z axis, you may deselect the spline/curve points on which the suckers should not appear. When you select points and pass them as attributes later on to the mesh transformed from the curve, you’ll select the whole set of faces formed from those points. Hope that helps 😊

    • @bobcatdreams
      @bobcatdreams 8 หลายเดือนก่อน +1

      it sounds like it should! thanks! @@retroshaper

  • @blade2813
    @blade2813 ปีที่แล้ว +1

    Excellent video, thank you so much! I had never used blender before but this was easy to follow. Would you consider making a continuation for this where you show how to add some texture to the model itself (not just render it on top) on to the currently smooth side of the tentacle? My goal is to create a 3D printable tentacle model for my dnd character who can summon tentacles, so simply rendering a texture is not really an option. Perhaps some ridges or a sort of a cracked skin type of thing that seems to be common in octopuses? Please🥺

    • @retroshaper
      @retroshaper  ปีที่แล้ว +2

      Thank you so much for the feedback! Interesting idea! I guess, for 3D print-compatible model, we would need to build a high poly model with a high level of detail. I will definitely consider something like this in the future! Thanks!

  • @ellopropello
    @ellopropello 2 ปีที่แล้ว +1

    thanks for the great tutorial!

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว

      Thank you for the feedback! And for watching! ;)

  • @neonkkn3881
    @neonkkn3881 2 ปีที่แล้ว +3

    Nice! now I can finally make hent- i mean octopus

    • @vAmmonite
      @vAmmonite 2 ปีที่แล้ว

      𝘴𝘩𝘩

  • @hartdr8074
    @hartdr8074 2 ปีที่แล้ว +2

    How to remove the last set of suckers at the tip? theyre so weird looking. I'm trying to unselect the top part of the "red" skin part but I can't seem to do it... is it on the Z axis of the geometry / curve?

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      To remove top faces from the selection, you can use compare node (less then operation) to specify selected vertices of the spline (the one that you draw) by index - you may add those node before converting curve to mesh. And then multiply that with the selection here 3:57.
      Let me know if that helped. 🙂

    • @hartdr8074
      @hartdr8074 2 ปีที่แล้ว +1

      @@retroshaper i will try but could you link a screenshot image of this on the description?

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      @@hartdr8074 Sure, here you go! snipboard.io/O14lwj.jpg

    • @hartdr8074
      @hartdr8074 2 ปีที่แล้ว +1

      @@retroshaper OMG youre the best. I love you.

    • @retroshaper
      @retroshaper  2 ปีที่แล้ว +1

      @@hartdr8074 🤩