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@malikarsyasakani
@malikarsyasakani Күн бұрын
How does one fix Normal Map Artifacts in GIMP?
@looseEdges
@looseEdges Күн бұрын
You should be able to follow the same steps, the tools will just be in slightly different places: Create a selection/mask from the blue channel. Delete the bad pixels. Make a copy of the layer. Blur the bottom layer. Use curves on the alpha channel to make semi-transparent pixels opaque. Repeat until the holes are filled.
@nandaje
@nandaje 3 күн бұрын
can it make hires big terrain like gaea ?
@looseEdges
@looseEdges 3 күн бұрын
You can set the resolution as high as your pc can handle, and all of the modifiers tile. That being said... I'd say that getting results that look like gaea might be difficult, it will always have a slightly different feel to it, and I've definitely done most of the testing with smaller scales in mind, i.e. a few hundred meters across rather than several miles.
@graphguy
@graphguy 3 күн бұрын
@@looseEdges what are your thoughts on PC specs that could handle it?
@looseEdges
@looseEdges 3 күн бұрын
@@graphguy I have a pretty old pc, 4 core i5, 16Gb ram, and GTX1070. That can generate a 1 million vert terrain with erosion (which is the slowest part) in ~30 seconds. Once it's generate the viewport performance is fine. Hopefully that gives you a point of reference.
@sander-wit
@sander-wit 4 күн бұрын
Beautiful work! Some light jazz would've been nice behind the last part of the video :)
@looseEdges
@looseEdges 4 күн бұрын
Thanks! Yeah, I thought about it, but was rushing to get it published yesterday evening... this way you can play whichever tunes you like best in the background :)
@graphguy
@graphguy 3 күн бұрын
No!
@webinatic216
@webinatic216 4 күн бұрын
Is it possible to apply everything and then import to Godot engine?
@kewa_design
@kewa_design 4 күн бұрын
Wanna know this as well
@looseEdges
@looseEdges 4 күн бұрын
Technically, yes it could all be converted to a mesh and imported. However for performance reasons...depending on the scope of what you're doing... it my be better to export the terrain as height and attribute maps, the export addon that comes with TerraNode does this. I'm afraid I don't have much experience with the Godot engine, I have been told that terrain can be imported from heightmaps using an addon but isn't supported in Godot by default. A custom terrain shader might also be needed, unless the scope is small enough that the blender shaders can just baked into a texture. I've been asked about Godot and TerraNode a lot, so I think I'll look into it again and see if I can't write something to make exporting to Godot an easy process.
@webinatic216
@webinatic216 4 күн бұрын
@@looseEdges I don't mind doing most of the stuff myself to export to godot as long I can bake and save objects and so on. I see this more as a level editor that I can later export and do the necessary hard work myself. Even as a isometric render would be useful. Imo I think you should work on the add-on and not worry to much about the export to godot part.
@looseEdges
@looseEdges 4 күн бұрын
@@webinatic216 For sure, and I might decide it's not worth the time it would take to learn, but it doesn't hurt to look into it either. I also use Blender kinda like a level editor, and I've make several tools that transfer data from Blender to Unity, so it's sort of half done already if I can make a Godot importer for those same files.
@zboy303
@zboy303 4 күн бұрын
Nice!
@markonar140
@markonar140 5 күн бұрын
Thanks for the New Update for Blender 4.2!!! 👍😁 TerraNode is Really a Very Powerful Addon!!! 👌😉
@looseEdges
@looseEdges 5 күн бұрын
You're welcome!
@developeralley
@developeralley 5 күн бұрын
If I understood correctly with his addon: one can take benefit of Blender's easy and intuitive interface for designing complex objects using instances and then export them to Unity as premade prefabs. Blender provides a lot of modifiers for automating tasks such as array modifiers, or geo nodes. In unity, assembling complex object can be a double work or tedius thing, (in this context). If this is so, this addon is really solving a problem.
@looseEdges
@looseEdges 5 күн бұрын
Correct, the blender addon saves a .basset file which is a list of mesh names and transforms, and the unity importer for that file type loads gameobjects for each mesh, places them at the instance transforms, and then saves it as a prefab which should match what was in blender.
@senchi3836
@senchi3836 6 күн бұрын
Amazing ! :)
@reddragonrider4586
@reddragonrider4586 7 күн бұрын
What’s the name of the other program?
@looseEdges
@looseEdges 7 күн бұрын
Krita: krita.org/
@senchi3836
@senchi3836 11 күн бұрын
What if instead of Rope or Chain or Cable i want to use my own unwrapped mesh ? (preferable with End and Start segments ?)
@looseEdges
@looseEdges 11 күн бұрын
I don't have a modifier for that in the strands collection. It's a good idea, I'll try to add something for custom meshes in the next update. If you have my GeoNode Assets, Deform Match Curve is pretty close to what you're describing, but it doesn't have start/end caps and can't make use of the strand tags.
@senchi3836
@senchi3836 11 күн бұрын
@@looseEdges Thanks ! :)
@BlenderDunes2.0
@BlenderDunes2.0 11 күн бұрын
Nice video, Daniel! Apreciate your content!
@looseEdges
@looseEdges 11 күн бұрын
Thanks! Glad you're enjoying.
@quackers969
@quackers969 18 күн бұрын
Nice vid! Had the idea of making this kind of node floating around in my head for a few days now, so the timing of this video was just really fortunate. ^^ 12:52 Bit of a tip, but you can actually set Position as a default input. It's under the "Default Input" option under Min and Max. It's a 4.1 addition afaik, so that avoids the whole magic number shenanigans. Vector sockets should have Position & Normal, and Integer sockets should have Index and Index/ID available as default inputs.
@looseEdges
@looseEdges 18 күн бұрын
Yo! That's sick. I must have missed that in the release notes.
@RazsterTW
@RazsterTW 19 күн бұрын
Sad to say I need to wait for it to be on sale before I can buy, only thinking of one project.
@byAndreasEkberg
@byAndreasEkberg 22 күн бұрын
yummy! :D
@mustaphamaxlogo7013
@mustaphamaxlogo7013 26 күн бұрын
Great Job and great explanation, keep going.
@georg2478
@georg2478 26 күн бұрын
the variety of Geo Nodes is amazing, this topic and they way you both solved and presented the issue speaks for itself. Great job.
@tarekwayne9193
@tarekwayne9193 Ай бұрын
How many tris are one of these trees on average (sticking within low poly constraints) ?
@looseEdges
@looseEdges Ай бұрын
You have some control over it actually, you can adjust the trunk/branch resolution, and it mostly depends on the resolution of leaf meshes, plus how many times you instance them. For the example trees, you can see at the bottom that the w̶h̶o̶l̶e̶ ̶s̶c̶e̶n̶e̶ ̶a̶v̶e̶r̶a̶g̶e̶s̶ ̶~̶5̶0̶0̶0̶ ̶T̶r̶i̶s̶,̶ ̶t̶h̶a̶t̶'̶s̶ ̶a̶ ̶p̶r̶e̶t̶t̶y̶ ̶g̶o̶o̶d̶ ̶a̶p̶p̶r̶o̶x̶i̶m̶a̶t̶i̶o̶n̶ ̶s̶i̶n̶c̶e̶ ̶t̶h̶e̶r̶e̶ ̶i̶s̶n̶'̶t̶ ̶m̶u̶c̶h̶ ̶e̶l̶s̶e̶ ̶i̶n̶ ̶t̶h̶e̶ ̶s̶c̶e̶n̶e̶.̶ Turns out the scene is not a good approximation, the example trees are 1500-2000 tris.
@tarekwayne9193
@tarekwayne9193 Ай бұрын
@@looseEdges Cheers! So, to be specific, each tree, on average would be around 1500-2000 tris?
@looseEdges
@looseEdges Ай бұрын
@@tarekwayne9193 Yes, 1500-2000 for one tree.
@JackAssetsBakin
@JackAssetsBakin Ай бұрын
Very nice
@guzz2145
@guzz2145 Ай бұрын
Simplement amazing
@JackAssetsBakin
@JackAssetsBakin Ай бұрын
Amazing!
@fergadelics
@fergadelics Ай бұрын
! Cool to see the work. Updates are appreciated!
@fxnoob7486
@fxnoob7486 Ай бұрын
Thank you
@SJ98296
@SJ98296 Ай бұрын
I am trying to do a simple index shift...so taking the preset starting index 0 and shift it to some other position...mainly useful for aligning the 0 vert on two morph objects. I am familiar with the math to redistribute verts, invert them, but not so sure how you would set a new starting position for index 0. I don't think that was mentioned in this video, so can you point me in the right direction?
@looseEdges
@looseEdges Ай бұрын
If I understand correctly, you have two objects with the same topology, so vertex 0 on one is equivalent to vertex 0 on the other, and you want to move the verts in one of the objects to the position of the verts in the other object. You can do that with a Sample Index node using the Index node as the Index value. Here's an example file: danielhickox.com/uploads/morph_example.blend
@SJ98296
@SJ98296 Ай бұрын
@@looseEdges Thanks so much for sharing this sample file! This isn't exactly what I was trying to do, but it's very interesting to see the setup you used none the less! I am extremely close to what I was going for. I was originally trying to flip the index ordering, without moving the starting point (index 0), which I was able to figure out. What I am not sure about is if you want to set some other index (index 7 for instance) to be the starting point 0, so that you can better align the indices for a shape morph, what is the best way to offset your indices? I am also very curious about the samples you used in this video, is there any chance I can get the project file(s) somewhere to dissect your setups further? I am following along on my own but there are definitely still some gaps and I really want to understand this stuff to the core. Thanks again for sharing!!!
@looseEdges
@looseEdges Ай бұрын
@@SJ98296 Sure, I think I still have the file, I'll see if I can find it. I guess I'm not quite following what you're trying to accomplish. Do you want to join my discord server so you can share an image or drawing of what you're going for? discord.com/invite/6rdD5jQtNn
@looseEdges
@looseEdges Ай бұрын
@@SJ98296 Here's the index examples file: danielhickox.com/uploads/djh_index_node_examples.blend
@valerys.219
@valerys.219 Ай бұрын
@@looseEdges great, thank you.
@JackAssetsBakin
@JackAssetsBakin Ай бұрын
Amazing
@bUildYT
@bUildYT Ай бұрын
hey, what would u say suggest to learn that fast? do i have to know python or c++ before i can takle that, would be very cool if could recomend a few good courses/tutorials... very very cool what u r doing!
@looseEdges
@looseEdges Ай бұрын
To learn how to make node setups like the one in the video? I don't think it's essential to learn a specific language, I think a basic knowledge of programming concepts helps a lot with understanding what nodes are doing under the hood. But, if you have some interest in programming, (as opposed to viewing it as a necessary evil) and your main focus is Blender related, I'd recommend learning python and the blender python api, which would enable you to make scripts and addons and opens up possibilities beyond just Geonodes. Regarding courses and tutorials, I'm afraid I may not be the best source for specific recommendations. I am self-taught and have been trying to learn whatever I could get my hands on about 3d graphics, programming, game development, proceduralism, etc for a long time, in my spare time. I've learned a lot of what I apply to nodes from GDC talks, articles about code architecture and design patterns, Catlike-Coding's Unity tutorials, scene breakdowns, and honestly just setting a goal and experimenting. I haven't followed tutorials about GeoNodes much at all, I started experimenting with them when there were only a couple of nodes, and have kept up with all the changes and additions as they were made. I think I'd recommend a similar approach to anyone starting now, with the caveat that I was already familiar with the core concepts from dabbling in adjacent fields. I recommend mastering the basic nodes first, Math, Vector Math, Selections. Then use those as tools to solve simple problems, each problem you solve is another 'tool' that you can pull out and reuse in the future. As you acquire more and more tools to work with, the ways in which you can combine and apply them to problems should expand so you can make more and more interesting things. Also, beware of mistaking copying for learning, sometimes following a tutorial might enable you to 'build a house', but if it doesn't teach how to hammer a nail, or cut with a saw, it isn't helpful long term. Sorry for rambling, hope that helps a bit!
@bUildYT
@bUildYT Ай бұрын
@@looseEdges awesome, thx for the detailed answer! I'll focus on hammers and saws now ;) btw bought ur geo node house assets and learning more n more now! great stuff!
@user-kb2qz3gj6k
@user-kb2qz3gj6k Ай бұрын
Awesome Bro
@garrysalisbury211
@garrysalisbury211 Ай бұрын
Thanks for this. Very helpful. An added effect is to add a trail of the geometry using another simulation zone after the first simulation zone that has a join geometry node only. Then join the geometry of that simulation zone with the output from the Store named geometry node. One can add a 'set point radius' to get the trail you like and add a material if desired.
@JacksonMeira-hx5wd
@JacksonMeira-hx5wd Ай бұрын
Amazing
@windworldwide8840
@windworldwide8840 Ай бұрын
Thks Daniel, ... Learning Blender is a long haul, and your help is very much appreciated ! ... and thks for sharing !
@looseEdges
@looseEdges Ай бұрын
You're welcome!
@NicCrimson
@NicCrimson Ай бұрын
Super unrelated, but how did you get the background to not be transparent like that on the sides of the N-Panel and Tools?
@looseEdges
@looseEdges Ай бұрын
Hmm, I think you can do that from preferences -> themes -> 3d viewport -> theme space -> region background.
@fx.minecraftgamer2370
@fx.minecraftgamer2370 Ай бұрын
Finally a solution to the UV, thank you very much, I hope that I can solve the problem with the extrusion node thanks to this, since I was never able to achieve a precise solution to the problem, for which I thank you very much for the work you do. Thank you so much.
@looseEdges
@looseEdges Ай бұрын
You're welcome! Although I don't think it will work with the extrude node, because the extrude node doesn't offset the UVs on new side faces and they will have a width of zero which cannot be scaled.
@torus1183
@torus1183 Ай бұрын
very cool
@Xaqaria
@Xaqaria Ай бұрын
I appreciate how you present your node groups. You present the details quickly enough that it's easier (at least for me) to maintain the context. I can watch without sitting in front of Blender and following along.
@NicCrimson
@NicCrimson Ай бұрын
Nice can you use this to seamlessly tile a 3d scatter.
@looseEdges
@looseEdges Ай бұрын
Are you asking about scattering something to render as a seamless texture? Yes, you just need to make the scatter slightly larger than the texture so that the edges will overlap a bit and then copy it 9 times similar to how the tiling part of this setup works.
@NicCrimson
@NicCrimson Ай бұрын
@@looseEdges I mean like lets say you have model of a leaf and you want to scatter that seamlessly.
@looseEdges
@looseEdges Ай бұрын
@@NicCrimson Hmm, I guess I'm not sure what seams you're thinking of. On its own, scattering doesn't have seams. In the case of a texture the seam is the edge of the image in 2d. You can also make a mesh that tiles, by intersection booleaning it with a cube in 3d. In either case you can make the edges match by copying 9 times into a grid.
@NicCrimson
@NicCrimson Ай бұрын
@@looseEdges I found a video that does what I mean. kzfaq.info/get/bejne/jL13p9Op2Jecf4k.html
@FuchsiaRiv
@FuchsiaRiv Ай бұрын
Thank youuu!!
@looseEdges
@looseEdges Ай бұрын
You're welcome!
@StarkRaveness
@StarkRaveness Ай бұрын
Awesome toolset. I plan to buy the add-on at some stage, thanks for the tutorials. Keep em comig.
@artresearch9650
@artresearch9650 Ай бұрын
It didn't end up looking like yours mine having more of a an criss-cross pattern rather than a braided one luckily it will work for my project so will call it a happy accident. However I followed your tutorial on my phone while I worked on my laptop so the way you layed out your screen made it hard to follow along. Next time give some more space to your geometry nodes editing space so it's easier to see Otherwise thank you so much for making this tutorial I would not have gotten my rope without you.
@DeGrey
@DeGrey Ай бұрын
Very handy. Looking forward to using this along with DJH nodes. You make the coolest promo videos for your products and have by far the best organized and clear documentation on your site. This was one of those "full confidence" purchase decisions.
@moravianlion3108
@moravianlion3108 Ай бұрын
Looking good! Are you planning on adding actual road system, not just colored terrain?
@looseEdges
@looseEdges Ай бұрын
Thanks! I am not planning to add tools for creating road geometry to the TerraNode library. I do have some unfinished modifiers that will be for making roads, but I think they'll be a separate library or an optional addon to the TerraNode library. I was making them in this series of videos, but that makes progress slow, so I may just finish them off camera at this point: kzfaq.info/sun/PLid29DRBYBBOvdazcLSbm6YSpdIMD4hPd&si=oRMepw2gXqgMWdeL
@Ivan_Balakirev
@Ivan_Balakirev Ай бұрын
I've just checked text documentation, and block with asset description doesnt work correctly (scroll text doesnt work, and long descriptions are cutted)
@looseEdges
@looseEdges Ай бұрын
Hmm, scrolling the description works for me. I've added some more padding to bottom of the description box, hopefully that will give it room to scroll up if it was getting cut off at the bottom.
@FuchsiaRiv
@FuchsiaRiv Ай бұрын
Thank you so much!!
@z1_Rome
@z1_Rome Ай бұрын
Great nodes, appreciate it. Between this and your geo/terra nodes, it's a lot of time saving tools.
@z1_Rome
@z1_Rome Ай бұрын
This is an awesome tool, and easy to work with. Thank you so much.
@looseEdges
@looseEdges Ай бұрын
Glad to hear it! You're welcome!
@user-uo9ue4ox1p
@user-uo9ue4ox1p 2 ай бұрын
Impressive showcase!
@sander-wit
@sander-wit 2 ай бұрын
Beautiful work mate
@Intercepto
@Intercepto 2 ай бұрын
Looks like a very useful set of tools. I will probably purchase it at one point when I'll need them. Thank you!
@thecommentermaker
@thecommentermaker 2 ай бұрын
Glad I checked that is a new addon, not part of other addon (of which I have already bought).
@fergadelics
@fergadelics 2 ай бұрын
excellent and thorough.
@eligijuspranskunas3509
@eligijuspranskunas3509 2 ай бұрын
nice!
@42yeah
@42yeah 2 ай бұрын
This looks so cool! Love the logo as well.