Great tutorial, thanks! Is there a way to store the normals on the geometry itself instead of relying on the shader editor? I'm wanting to transfer normals from one mesh to another but overriding the original normals
In 4.0 Transfer Attribute is removed. Sample Nearest Surface is. But I cant get the same result in rendering mode. In shader preview mode working. Don`t know why
Im trying to do something similar to the tree shader but I cant get the normals transferred to the leaves. What nodes do you need to use now that there is no transfer attribute node? The problem I have right now is that each individual leaf is getting the normals of the base object, not all of them at once.
@@boostplanted it might be a shading issue, because the transferred normal will still produces some errors in the specular part of the shader, regardless wich version of blender you use. anyways, here is a file that shows how to transfer normals in 3.5. hope it helps. www.dropbox.com/s/qq8vmlt588vr3bk/transferNormal.blend?dl=1
How to do this in 3.4 blender geonodes? The Transfer attribute node just disappeared and was "replaced" by sample index node, but I don't think it works the same way. It is not functioning here...
@@100drips can you help give me some suggestion how to start the shader node setup to do it? Can I just plug the attr normal to a principal and bake it out?
@@gart2922 I'd plug the texture into an emission shader and bake the emission channel. You need to do that in cycles I believe (haven't done this in a while) and also set color management from filmic to standart. This way, you'll get the bro als as an rgb texture. I think you still have to do some gamma correction on this texture to work correctly. I might do a test later.
@@gart2922 alternatively I'd recommended to overwrite the normals directly (if you want to use you model in a game engine for example). Sadly, this ist not possible with geometry nodes atm, but you can do it the old way, with the data transfer modifier.
@@100drips noted. Thanks for the info. I guess data transfer is the most reasonable usage for this case. For more context. I am trying to blend hair normal together so on curly hair the shading is more blended.
Thanks! Another awesome tut. On a side note. I would love to see how you would approach something like procedural scaffolding. Like drawing out a cage using edges that would instance geo onto each edge and align it/scale it between two points. Cheers!
Nice! I searched for half a day for your tip. Attribute nodes are so powerful.
Thx!
can you share what you did for 7:06 where it smooths the intersecting normals?
Great tutorial, thanks! Is there a way to store the normals on the geometry itself instead of relying on the shader editor? I'm wanting to transfer normals from one mesh to another but overriding the original normals
In 4.0 Transfer Attribute is removed. Sample Nearest Surface is. But I cant get the same result in rendering mode. In shader preview mode working. Don`t know why
khuuute and fwuffy! Thanks for the guide! Keep up the good work.
hey on 3.4 the transfer attribute node is gone - how do you do the step at around 3:30 w/ new version ? trying to sort it out now
Hey, yes it's gone now. Now you have to do a combination of the "sample nearest" and "sample index" nodes if I remember the names right.
Im trying to do something similar to the tree shader but I cant get the normals transferred to the leaves. What nodes do you need to use now that there is no transfer attribute node? The problem I have right now is that each individual leaf is getting the normals of the base object, not all of them at once.
It might be that you have not realized instances on your leaves.
For transferring attributes, I have a specific tutorial for this on my channel.
doesn't seem to work in 3.5, using sample nodes instead of transfer attribute.
thanks for the feedback. i will investigate this
@@100drips appreciate it! grabbing the distance attribute works great, it's the normal transferring that seems to be weird.
@@boostplanted it might be a shading issue, because the transferred normal will still produces some errors in the specular part of the shader, regardless wich version of blender you use.
anyways, here is a file that shows how to transfer normals in 3.5.
hope it helps.
www.dropbox.com/s/qq8vmlt588vr3bk/transferNormal.blend?dl=1
@@100drips thank you so much!
How to do this in 3.4 blender geonodes? The Transfer attribute node just disappeared and was "replaced" by sample index node, but I don't think it works the same way. It is not functioning here...
Yeah, it is confusing. I have a video on my channel where I try to explain the transfering of attributes in 3.4
Thanks for sharing. What a simple and effective method!
Cool use cases, thanks a lot for that!
Is it possible to bake this custom normal as a normal map texture?
I have not tested it, but it should be possible to bake it to a texture or vertex colors.
@@100drips can you help give me some suggestion how to start the shader node setup to do it? Can I just plug the attr normal to a principal and bake it out?
@@gart2922 I'd plug the texture into an emission shader and bake the emission channel. You need to do that in cycles I believe (haven't done this in a while) and also set color management from filmic to standart. This way, you'll get the bro als as an rgb texture. I think you still have to do some gamma correction on this texture to work correctly. I might do a test later.
@@gart2922 alternatively I'd recommended to overwrite the normals directly (if you want to use you model in a game engine for example). Sadly, this ist not possible with geometry nodes atm, but you can do it the old way, with the data transfer modifier.
@@100drips noted. Thanks for the info. I guess data transfer is the most reasonable usage for this case. For more context. I am trying to blend hair normal together so on curly hair the shading is more blended.
Great find ... most useful indeed ! Thanks for sharing :)
Simple but effective
Tutorial for blender 3.4 please :C
should work in 3.4 too. just replace transfer attribute with the new sample nodes. i talk about them here: th-cam.com/video/LS7nsFNCRfY/w-d-xo.html
this is look like UE4 runtimeVirtual texture,let me see how you did it
Thanks! Another awesome tut. On a side note. I would love to see how you would approach something like procedural scaffolding. Like drawing out a cage using edges that would instance geo onto each edge and align it/scale it between two points. Cheers!