Transfer Normal use Geometry Nodes /Blender 4.0 /Character(人物) & Hair(髮)
ฝัง
- เผยแพร่เมื่อ 26 ก.ย. 2024
- In this video I record a process that use Geometry Nodes to transfer a UV sphere normal to my character(Part I) and a anime style hair(Part II).
Hope useful to you :)
I use Blender 4.0.2 + Eevee
You can also download the Demo File here if you need:
naritaharuka.g...
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這部影片中我簡單錄製了使用Blender Geometry Nodes去轉移Normal的過程(一般是使用Modifier),Part I是人物;Part II是人物的頭髮;
希望有幫助到你:)
我使用的版本是 Blender 4.0.2 + Eevee
如果有需要也可以到下面的連結中下載Demo的Blender檔案:
naritaharuka.g...
Thank you! I'll try this method and the other one with full control over shadows by UV and nodes.
Well done. thanks for sharing
Oh wow! Thank you ❤
Amazing! Thank you! ❤
Thank you for watching, hope a bit useful to you somewhere!
Thank you!
wow
總感覺有印象也是改法線,但不是用GEO的做法O_o
也有單獨對個別的點旋轉法線的方式,或是Modifier等等;都可以試試!
How to store the normals generated in GN to the custom normal data of the mesh
It's at the Output Attributes in GeometryNodes in Modifier Tab. In the video, I set the value "Normal Paomxity", and use the same name in the Attribute Node in shader editor.
@@NaritaHaruka The normal custom in GN is the only attribute that cannot be stored not only for the shader, if you need to use the normal custom outside of blender you have no way
@@RandyTech272 I click apply in modifier :)
@@NaritaHaruka I have experience in this regard, you do nothing with a generic attribute that is not stored as normal, in this case when applying the modifier, the mesh does not interpret this attribute of this type, but if stores an attribute in 2d vectror, the mesh interprets it as UV for example