Procedural Cracks Tutorial: Tear your terrain using a set of input curves: youtu.be/DlPSrOKRq88
Procedural Cracks Tutorial: Tear your terrain using a set of input curves: youtu.be/DlPSrOKRq88
Tools is available for free:
https://blendermarket.com/products/tools
#b3d #geometrynodes
https://wolfstudioart.gumroad.com/l/tools
Bullets is available for free in our Tools assets pack.
#b3d #geometrynodes
The Set Mesh Normal node has just been added to #GeometryNodes. It allows adding and modifying custom normals, opening up many new possibilities. #b3d #devfund
Damage any mesh with our Tool available for free!! #b3d #geometrynodes
https://blendermarket.com/products/tools
I posted a part 2 of my previous video on randomized item placement in Blender #geometrynodes, where I look at randomizing materials and also take a look at the upcoming CSV import node. #b3d
Ivy generator, available for free here
https://wolfstudioart.gumroad.com/l/tools
#b3d #geometrynodes
In three weeks I'll be at the Everything Procedural conference with Simon Thommes. There, we'll also give a #GeometryNodes workshop. #b3d #EPC2025
Besides being able to import data into #GeometryNodes, Blender 4.5 will have a much better foundation for accessing and exporting the evaluated geometry data via the Python API. #b3d #devfund
https://docs.blender.org/api/4.5/bpy.types.GeometrySet.html
In Blender 4.5 one can import some file formats directly into #GeometryNodes: obj, stl, ply and csv (numeric data only). This can simplify some workflows quite significantly. #b3d #devfund
Generate snow, rain and dust with a single #geometrynodes setup using our #b3d Tools.
https://blendermarket.com/products/tools
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!
Generate snow on top of objects with our free tool
https://wolfstudioart.gumroad.com/l/tools
#b3d #geometrynodes
I made a thing that creates flow maps from curves, and then got a little carried away. #blender #geometrynodes
Is it possible to make a geo-node in Python?
i.e. I want to make a node that calls a python function to do stuff.
I did some more UV mapping experiments in #blender #geometrynodes 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.
I had a fun idea to use #blender #geometrynodes to UV map meshes with other meshes instead of textures, and, uh, crimes may have happened.
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