Np, I appreciate the shout out, as I always try to help the community given we're all working towards the same positive goals of learning and making art, which to me is a great salve for my soul. I've always found your tuts interesting and have learned a lot from them too.
@@KrazyKaiser Hey, if I didn't live it, I wouldn't have thought to display it proudly. My country is beyond a tinpot dictatorship, it's a banana republic, without any good bananas. I'd even take plantains in lieu of bananas, but all I can get is pig slop. _"When a man is denied the right to live the life he believes in, he has no choice but to become an outlaw."_ - Nelson Mandela, no way to tell if it was changed by the Mandela effect... Don't tell anybody, they can't handle the truth, or we wouldn't be living in the level of tyranny we consented to: _The Politics of Obedience: The Discourse of Voluntary Servitude_ - by Étienne de La Boétie Free pdf online somewhere. Short book, only need to read the intro honestly: "The tyrant has "nothing more than the power that you confer upon him to destroy you. Where has he acquired enough eyes to spy upon you, if you do not provide them yourselves? How can he have so many arms to beat you with, if he does not borrow them from you? The feet that trample down your cities, where does he get them if they are not your own? How does he have any power over you except through you? How would he dare assail you if he had no cooperation from you?""
@@KrazyKaiser Btw, the hardest part about the PfP was getting the duck tape to stick to the Chinese made US war flag. (The US has 2 flags, this one we know is only flown in times of war. The "peace" flag is a flag with red stripes vertical.)
This is simpler now: You can right-click a Node Group's name (the name field, not in the top-bar) and Mark as Asset from there. Then to use an asset node graph, just drag it into your geometry node graph window. Full geometry node graphs can also be assets, just mark them from their name field as well. Not sure when that was added, but works nicely in Blender 4.1
Very true. It also deals with Geometry Node tools and Geometry Node setups differently. I have a video covering those changes here: th-cam.com/video/Byp1dC0dRPo/w-d-xo.htmlsi=PBY9-gl8yUb9Zlqx
--I can only get the geometry node to appear in the asset browser of the file I created it in, once I move to a new file I can't see it in my asset browser anymore, not really sure what I'm doing wrong, it worked for all of the assets I got in the Human Base Mesh file from Blender.-- Nevermind it turns out I didn't understand how Filepath for asset libraries works in preferences, I figured it out now! Thanks for the tutorial!
In theory you'd just need to put them into a file they they could then make an asset. Their may be a more elegant way than that though. Let me look into it.
Great question. With objects in the asset browser you have options of bringing it in independently or if they are connected but I'm not sure if that would work for geometry nodes.
@@ArtisansofVaul yes, when you select User Library in the Asset Browser, a dropdown appears and if you pick "Link" from the dropdown before dragging, the geometry node's definition in your file will be linked to the geometry node's definition in the User Library. Meaning that if you change the definition in the User Library, it will affect the definition in your file. Be careful though, if you e.g. delete an input, blender will crash when you try to open your file! To fix this, temporarily re-add the input in your User Library, then open your file, find the group nodes which refer to the problematic geometry node, and temporarily make them point them to something else. Then, go back to your User Library, remove the input, go back to your file, and switch back to your geometry node.
after we import like this we have to manually connect the group input to see the properties on the modifiers tab? is there a way to have it set automatically?
@@ArtisansofVaul sorry I'm explaining it badly. lemme back up: so I'm trying to save reuse the node group in other scenes, I import it through the asset browser like you explain, but you know how in geo nodes normally there is a "group input" and "group output"? connecting to group input exposes all the parameters so they are editable outside of the geo nodes editor. (and they show up in the modifiers tab) So this is all well setup in the original file, but when I import it to another scene it seems as though I have to reconnect all those parameters manually to the new scene's group input in order for them to show up. does it make sense? I'm not sure if this is default behaviour or i'm doing something wrong.
@@sirg1764 Ah I get what you mean now. If you have made a node group (as in something you have to tab into to see) then they should all be there to connect to the group input and output from what I have done in the past, unless something has changed.
Np, I appreciate the shout out, as I always try to help the community given we're all working towards the same positive goals of learning and making art, which to me is a great salve for my soul.
I've always found your tuts interesting and have learned a lot from them too.
No worries. 👌 It's always great to give the recognition due and thanks again for the tips 👍🏻
Dude, your profile picture is so great.
@@KrazyKaiser Hey, if I didn't live it, I wouldn't have thought to display it proudly.
My country is beyond a tinpot dictatorship, it's a banana republic, without any good bananas. I'd even take plantains in lieu of bananas, but all I can get is pig slop.
_"When a man is denied the right to live the life he believes in, he has no choice but to become an outlaw."_ - Nelson Mandela, no way to tell if it was changed by the Mandela effect...
Don't tell anybody, they can't handle the truth, or we wouldn't be living in the level of tyranny we consented to:
_The Politics of Obedience: The Discourse of Voluntary Servitude_ - by Étienne de La Boétie
Free pdf online somewhere. Short book, only need to read the intro honestly:
"The tyrant has "nothing more than the power that you confer upon him to destroy you. Where has he acquired enough eyes to spy upon you, if you do not provide them yourselves? How can he have so many arms to beat you with, if he does not borrow them from you? The feet that trample down your cities, where does he get them if they are not your own? How does he have any power over you except through you? How would he dare assail you if he had no cooperation from you?""
@@KrazyKaiser Btw, the hardest part about the PfP was getting the duck tape to stick to the Chinese made US war flag. (The US has 2 flags, this one we know is only flown in times of war. The "peace" flag is a flag with red stripes vertical.)
This is simpler now: You can right-click a Node Group's name (the name field, not in the top-bar) and Mark as Asset from there.
Then to use an asset node graph, just drag it into your geometry node graph window. Full geometry node graphs can also be assets, just mark them from their name field as well.
Not sure when that was added, but works nicely in Blender 4.1
Very true. It also deals with Geometry Node tools and Geometry Node setups differently. I have a video covering those changes here: th-cam.com/video/Byp1dC0dRPo/w-d-xo.htmlsi=PBY9-gl8yUb9Zlqx
So cool! Thanks for sharing this trick!
No problem. I think it solves one of the massive annoyances either nodes so it's great to be able to share it.
--I can only get the geometry node to appear in the asset browser of the file I created it in, once I move to a new file I can't see it in my asset browser anymore, not really sure what I'm doing wrong, it worked for all of the assets I got in the Human Base Mesh file from Blender.-- Nevermind it turns out I didn't understand how Filepath for asset libraries works in preferences, I figured it out now! Thanks for the tutorial!
😁 Thanks man and great to hear you got it sorted 👍🏻
What exactly did you do? I'm having the same problem you had before.
Perfect! Thanks.
No worries 😁
Great! Wish I'd found this before my hair turned gray.
I know the feeling. It took more research than it should have to find this in my opinion
Is there a way to send these node groups to other people to use in their Blender files?
In theory you'd just need to put them into a file they they could then make an asset. Their may be a more elegant way than that though. Let me look into it.
What if you change your "Object Size" on the asset file, and just save it ? Does it update on all files using that asset when opening them again ?
Great question. With objects in the asset browser you have options of bringing it in independently or if they are connected but I'm not sure if that would work for geometry nodes.
@@ArtisansofVaul yes, when you select User Library in the Asset Browser, a dropdown appears and if you pick "Link" from the dropdown before dragging, the geometry node's definition in your file will be linked to the geometry node's definition in the User Library. Meaning that if you change the definition in the User Library, it will affect the definition in your file. Be careful though, if you e.g. delete an input, blender will crash when you try to open your file!
To fix this, temporarily re-add the input in your User Library, then open your file, find the group nodes which refer to the problematic geometry node, and temporarily make them point them to something else. Then, go back to your User Library, remove the input, go back to your file, and switch back to your geometry node.
@haskell_cat Thanks for the detail and suggestion/solutions. Really helpful 😁👍🏻
after we import like this we have to manually connect the group input to see the properties on the modifiers tab? is there a way to have it set automatically?
If you're asking how to get this in a new file (I think that's what you're saying) you should be able to save it as the startup file.
@@ArtisansofVaul sorry I'm explaining it badly. lemme back up: so I'm trying to save reuse the node group in other scenes, I import it through the asset browser like you explain, but you know how in geo nodes normally there is a "group input" and "group output"? connecting to group input exposes all the parameters so they are editable outside of the geo nodes editor. (and they show up in the modifiers tab)
So this is all well setup in the original file, but when I import it to another scene it seems as though I have to reconnect all those parameters manually to the new scene's group input in order for them to show up. does it make sense? I'm not sure if this is default behaviour or i'm doing something wrong.
@@sirg1764 Ah I get what you mean now. If you have made a node group (as in something you have to tab into to see) then they should all be there to connect to the group input and output from what I have done in the past, unless something has changed.