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#geometrynodes

14 posts11 participants1 post today

This is my first post on Mastodon, so for an #introduction post I'm going to present a puzzle related to my interests, as I have an issue and could use the Fediverse's help! Specifically, the matter falls within the intersection of those interested in #blender3d as well as playing #guitar

I'm making a guitar fretboard visualizer with #geometrynodes as part of a bigger project, and am struggling with vertex selection for specific points fed by user input (think like how notes are numbered per string in guitar tablature)

Alt text for the images describe the issue I'm currently tackling:

  • A grid that represents a guitar fretboard, with a numbered index starting from 0 that increases along the X-axis. Upon reaching the last fret, the index number continues at the original X location and up one on the Y-axis. This repeats across all strings for all frets.

    Below the grid is a Geometry Node setup that shows how the grid changes shape to reflect the number of frets and strings on the user guitar, with rotation and flipping for left-handedness, as well as a Sort Elements node that arranges the aforementioned index of the grid vertices.

  • In addition to the grid, small circles are instanced at every vertex of the grid with matching rotation via an Instance on Points node.

  • In the Geometry Nodes space, we can see the Player controls with an integer for each fretted string. Using Integer Math nodes, we can get the value for each fretted note.

  • Using a Viewer node, we can see the values that correspond to each fretted note (i.e. on a 25-fret, 6-string guitar: [string 1, fret 3] = 3; [string 2, fret 5] = 30, etc.)

With the current Player input, the expected result is to have only circle instances show up in the shape of a G Major barre chord (except rotated 90° CCW from the linked image).

The idea is that the grid maintains its index that starts with 0 and increments by 1 (image 1), and circle instances are placed at the vertices corresponding to the values shown in image 4 (3, 30, 55, 79, 103, 128, all higher values won't appear on the fretboard).

The actual result is that nothing appears to happen; no circles are instanced to the grid. I'm currently stumped, so I'm hoping a friendly noder out there might have the solution I seek. Thanks in advance!

I did some more UV mapping experiments in tonight.

This one uses a UV mapping strategy inspired by triplanar mapping and granular synthesis. Each vertex maps its tangent plane to a random disc in UV space, and then the UVs and weights needed to make interpolation work are stored in the face corners. The material samples the same texture three times and applies the weights.

This is our latest project for one of Germany's biggest photo book online stores. The result was created completely in #blender. What you see here is completely procedural & done by using Blenders #geometrynodes. Nothing is modeled here! Every parameter is dynamic & can be animated. My collegue, Stephan Kellermayr from quellenform, is responsible for the genious geometry nodes stuff. I've developed the complex material shader, managed the project & produced this short trailer. #b3d #blender3d