Welcome to 3D Tudor,
Dive into the forefront of 3D design with our expert tutorials in Blender 4, Geometry Nodes, and Unreal Engine. 3D Tudor is your go-to KZread channel for cutting-edge 3D modeling techniques and game design insights. Our content, rich with practical tips on Blender 4’s advanced features and the revolutionary Geometry Nodes, caters to both beginners and advanced users. We bridge the gap between creative concepts and real-world applications, offering in-depth guidance on Unreal Engine for aspiring game developers. Subscribe to 3D Tudor for the latest trends and tools in 3D modeling and game design, and elevate your skills in the ever-evolving world of 3D art.
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Musgrave is noise texture in new version
That's true. Thanks for sharing :)
Longest short
Under a minute :)
I LOVE YOU
:)
I've bought almost every one of these. Another fine addition
The wood is an actual texture which means it is kinda hard to change the colour. You can through a hue and saturation nodes but it wont change the wood grain look. You could also import your own wood into this setup. Thanks for the support Rob :)
did anyone else notice the pillars on the left was squint? thanks for the lesson but that really got my ocd D:
Oh, you're right haha :)
Oh my god thank you so much!
No problem!
Ok, bricks usually have 3 dimensions: length, width, height. I sell only length and height, no width. How exactly it would generated 90degress angles?
Just create to nodes and join them together this is the only way around that I'm afraid as this one is generated along curves :) trust me we tried XD
Tku bro you saved my time❤
Happy to help
damn thanks! u save my life
haha, no worries :)
wow this is crazy cool!
Thank you Rob!
nice, thanks
No problem!
How's the topology of the result? Is it watertight? Manifold? Can I 3D-print it? Edit: never mind, I asked before finishing the video. The answers are no, because clearly that was not a requirement. And that's totally cool, it still looks great visually!
Yer sorry about that was never intended for that purpose :)
nothing recent yet you charge for everything some of the thing i could see me using but i bet i can find something newer and the same or similar for free
Yes, we charge for our time and to feed our families. I don't think there is anything wrong with that.
Great.
No problem we do now have a geometry node to do all this now as well - kzread.info/dash/bejne/hoGltLZrmZDUl6w.html
thanks boss!
Welcome!
thx a lot. you saved my time!!!
You're welcome!
I get an error [SM6] (Node RotateAboutAxis) Cannot cast from smaller type float2 to larger type float4. :(
The error "[SM6] (Node RotateAboutAxis) Cannot cast from smaller type float2 to larger type float4" indicates a type mismatch in your shader code within Unreal Engine 5. This issue typically arises when there is an attempt to convert a smaller type (like a float2) to a larger type (like a float4) without the correct method or function. To address this issue, you need to ensure that the data types being used in your shader operations are compatible. Here’s how you can troubleshoot and potentially fix the problem: Steps to Resolve the Error: Check the Node Inputs and Outputs: Ensure that the RotateAboutAxis node is receiving the correct data types. Specifically, check if you are passing a float2 where a float4 is expected. Use Proper Type Conversion: If you need to convert a float2 to a float4, you must do so explicitly. For example, you can expand a float2 to a float4 by adding the necessary components. In shader code, it might look something like this: hlsl Copy code float2 value2 = ...; // Your float2 value float4 value4 = float4(value2, 0.0, 0.0); // Converting to float4 by adding zeroes for the missing components Modify the Shader Code: If you have access to the shader code, look for the part where RotateAboutAxis is used and ensure the inputs are correctly typed. Here’s an example adjustment: hlsl Copy code float4 position = ...; // Ensure this is a float4 float4 axis = ...; // Ensure this is a float4 representing the axis float angle = ...; // This can be a float representing the rotation angle // RotateAboutAxis expects a float3 or float4 depending on the context float4 rotatedPosition = RotateAboutAxis(position, axis.xyz, angle); Check Material Graph Connections: In the Material Editor, verify that the connections to the RotateAboutAxis node are correct. Ensure that the inputs are appropriately set to float4 or use conversion nodes to match the expected types. Use Shader Function Nodes: Sometimes using built-in functions or nodes can help manage type conversions automatically. Ensure you are using the correct functions for your operations. Example Correction in Material Editor: If you are using the Material Editor and not directly coding HLSL, follow these steps: Locate the RotateAboutAxis node. Check the inputs connected to this node. If you have a float2 connected, use a MakeFloat4 node to convert it: Create a MakeFloat4 node. Connect your float2 to the XY inputs of MakeFloat4. Set the Z and W inputs to 0.0. Connect the output of MakeFloat4 to the RotateAboutAxis node. By ensuring the types are correctly matched, you should be able to resolve the casting error and proceed with your skybox creation in Unreal Engine 5. If the issue persists, double-check the entire shader network for any other type mismatches or incorrect node connections.
@@3DTudor This is a little confusing. I'm using a fresh UE 5.4.2 install, but my absolute World Position looks different. I followed the exact steps and have the same node tree. While I understand the error itself, I am still struggling to fix it. I tried operations like UVtoLongLat, LatLongtoUV, and MakeFloat4 (which does not have a W input, but A instead). Plugging Absolute World Position XY into MakeFloat4 XY and setting Z and A both to 0 results in:[SM6] (Node RotateAboutAxis) Cannot cast from larger type LWCVector4 to smaller type LWCVector3. Also, I am not sure how one would check the shader code itself. I have experience in Maya but am new to UE5.
Its hardly fast and its certainly not easy but great tutorial as always 👏🏻
What I mean is the fact that its around the hour mark to learn a fire geometry node :)
If you didn't know at 17:20 you can highlight any or ALL actors you want to replace, right click and select replace with: and choose your new blender model. It will automatically position the new blender model in replace of the old grey actors.
Thanks for this we are always learning :)
Hello, I hope this message finds you well. I would greatly appreciate a few minutes of your time for a constructive conversation regarding your Udemy course. If possible, would you be available for a quick call? Thank you in advance for considering my request.
Reach us via our email address please.
@@3DTudor Kindly check your mail inbox sir. I've texted you with a proof sir
How could I add scratches to the glass?
Roughness or normal grunge textures, depending on the size of scratches :)
thanks
You're welcome!
Thanks
great color all work fine!
Thank you! Cheers!
Clear and concise. Top marks :)
Glad it was helpful!
Hello Luke, this looks neat. I am looking forward to check your tutorial on Skillshare. But now, please, let me bother you with some questions. I wouldn't ask if I was lucky enough to find anything useful. Unfortunately, so far I haven't found any video or article to help me out clearing my confusion. I tried Blender and 3d modelling channels on Reddit as well but nobody answered. And so here I am, trying to reach the only one I know who actually mastered geometry nodes. If you, as the geonodes master, don't know the answers than officially nobody will. This is the most desperate hour. Help me Obi W... Luke. You are my only hope. Can you please explain to me whether models made with geometry nodes can be exported to engines (mainly to UE5)? 1. I am not expecting geometry nodes to be exported into engine and work as the procedural generator (as it is with Houdini). But I suppose that if I create, for example, stairs with GN and choose to use only the best one, I will be able to convert it to mesh in Blender and then export it as the .fbx solid mesh. Am I right? If yes, is there any limit or restriction to keep in mind? 2. Is it possible to use hair made in the new Blender geometry nodes system in engine? If yes do you know how? Or at least what keywords to search to get the sound and clear answer? What I found was rather vague or confusing/too old. 3. I know curves cannot be exported from Blender to UE without the specific addon but what about if curves are converted to meshes? 4. And what about animations? I've found the KZread video where the guy explains how to do it. Surprisingly, it was the actual tutorial, no clickbait and it worked for him. (Of course, I cannot find it right now to provide more information). Anyway, I expect some obstacles or exceptions and I don't have any animation made with GN around to check it and screw it myself. Do you have any experience with it? Is it actually possible without (non-functional) Altermesh or addon/plugin and pipeline made by one game studio just for the use by this particular studio? it can't be that easy otherwise tutorials on it would be everywhere. I'd appreciate any explanation as it bugs me for some time now but can't twist my mind around it. I really want to use GN to improve the workflow and overall speed, making various alternatives at once and just import them mesh by mesh. And I hate particle system used for old hair creation we are enemies from the very beginning. And as for the complex scene assets or animations... I can't stop thinking about it as this is the goal Blender should be seeking to achieve next. Just imagine all the possibilities - model composed of dozens or hundreds solid objects moving elegantly and in synchrony. Imported to UE5, the new film industry standard, and ready to shine as the new shining movie star. Maybe Matrix-like sentinels moving flawlessly and smoothly without hours of tedious animating and polishing. Or detailed procedural environment, big cities like from the famous "must have for environmental art" Houdini, now casually made in open source Eintopf software like it was a piece of cake. And imported to Unreal just with a few clicks. It would be, literally, the mockery straight into the eyes of this famous magician and the mainstream industry pipelines in general. And definitely another Blender (r)evolution like with 2.8.
This is a crazy amount of stuff to answer and I will need some time to look at all this I will put a response here today sometime :)
1. Yes, you are correct. You can convert a model created with Geometry Nodes in Blender into a solid mesh and export it as an .fbx file for use in Unreal Engine 5 (UE5). Here’s how you can do it: Convert Geometry Nodes to Mesh: In Blender, select the object created with Geometry Nodes. Press Ctrl + A (Apply) and choose Make Instances Real. With the instances now real, convert them to a mesh by pressing Ctrl + A again and selecting Convert to Mesh. Export as .FBX: Select the mesh you want to export. Go to File > Export > FBX (.fbx). In the export options, make sure to select the appropriate settings for your project, such as applying modifiers, exporting only the selected object, and ensuring that mesh smoothing is set correctly. Click Export FBX. Limits or Restrictions: Complexity and Performance: Very complex geometry can lead to large file sizes and may impact performance in UE5. Optimize your geometry where possible. Modifiers: Ensure all modifiers are applied before export, as non-applied modifiers may not translate correctly into UE5. Textures and Materials: While the mesh itself will export, you will need to re-assign materials and textures in UE5 as Blender’s material system doesn’t directly translate to UE5’s system.
2. Yes, it is possible to use hair made with Blender's new Geometry Nodes system in game engines like Unreal Engine 5, but the process is extremely complex and requires several steps including converting the hair to a mesh, optimizing it, and then exporting it. There isn't much detailed information available on this topic currently, and your channel is among the few covering these advanced features.
3. Yes, if you convert curves to meshes in Blender, you can export them to Unreal Engine (UE) without the need for any specific addons. Here’s how you can do it: Convert Curves to Meshes: Select the curve object in Blender. Press Alt + C or go to Object > Convert to > Mesh from Curve/Meta/Surf/Text. This action will convert the curve to a mesh. Check and Edit the Mesh: After conversion, it’s a good practice to inspect the mesh for any issues that might have arisen during the conversion process. Edit the mesh if necessary to ensure it meets your requirements. Export the Mesh: Select the converted mesh. Go to File > Export > FBX (.fbx). Configure the export settings to ensure all transformations are applied and that only the selected object is exported. Click Export FBX. Import into UE5: Open your UE5 project. Go to the Content Browser, right-click, and select Import to /Game. Navigate to the exported FBX file and import it. Make any necessary adjustments in UE5, such as assigning materials or tweaking mesh properties. Additional Resources
4. Yes, it is possible to export animations made with Geometry Nodes from Blender to Unreal Engine 5 (UE5), but the process can be quite complex and involves several steps. Here’s a high-level overview of how it can be done: Bake the Animation: First, you need to bake the animation to ensure all the procedural effects are captured as keyframe animations. Select your object with the Geometry Nodes animation. In the Timeline or Dope Sheet, use the Bake Action feature (Object > Animation > Bake Action). Convert to Mesh: Similar to previous steps, ensure all instances created by Geometry Nodes are made real and converted to mesh. Select the object and press Ctrl + A to make instances real, then convert them to a mesh. Export as .FBX: Ensure all your baked animations are correctly applied to the mesh. Select the animated mesh and go to File > Export > FBX (.fbx). In the export settings, ensure that you check Bake Animation to include the animation data in the export. Import into UE5: Open your UE5 project and go to the Content Browser. Right-click and select Import to /Game. Navigate to your exported FBX file and import it. In the import settings, make sure to import animations. Obstacles and Considerations: Complex Animations: Highly complex animations might not bake correctly or could result in large file sizes, which can impact performance. Material and Texture Adjustments: Materials and textures will need to be re-assigned and adjusted within UE5 as they do not always translate perfectly from Blender. Limited Tutorials: As you mentioned, there are limited tutorials specifically for Geometry Nodes animations, so a lot of experimentation and problem-solving might be required.
Quick and easy. Thanks for the help :)
Thanks :)
60fps looks much better..
hope so!
@3DTudor Hello there I would like to extend an invitation for a strategic discussion focused on optimizing your Udemy course to effectively attract and enroll a larger cohort of students, positive reviews with real and active student I don't know if might be available for a brief call @YAGI TEAM W.W
We are fine thanks for the invite though.
HOLY SHIT IT WORKS!!! LOL THANK YOU DUDE
Glad to hear it :)
Oh. My. God. Your art looks really good, seriously, but when it comes to teaching, you're abysmal. I just watched some videos from your Substance Painter course on Pluralsight, and man, I just had to look you up. If your unbearable English intonation wasn't enough to make anyone quit, then the endless micro setting of spinner values that don't really show any meaningful difference on screen, and which you don't even bother explaining, will certainly do it. If you've ever wondered why you get so few views on KZread, or why people probably don't buy your courses, this is why. You're welcome. Maybe next time, instead of texturizing a model offscreen, writing down setting values, and then recording yourself randomly dialing those numbers while incoherently babbling nonstop in that atrocious intonation from god knows where, start from scratch by showing your process and explaining why you're doing what you're doing. And if you're serious about teaching, taking classes in public speaking, foreign languages, and didactics would go a long way.
How to make those geometry nodes
we have videos on these as well latest one will be out today here - kzread.info/dash/bejne/ZJ-Wu7Otqsuek7g.html
Hi Neil, I've started your course on Go1 but I can't seem to find a link to download your resources pack? Any chance you could provide that :) many thanks!
As far as im aware we are not even on this site so it sounds as if someone has stolen our content and put it on there. If you could be more specific about the content that would help :)
@@3DTudor Haha, definitely not stolen. As far as I am aware they're integrated Packt courses for our in-house learning central at work. I highly doubt a big organisation like my work would subscribe to illegal stuff :)
@@FuadAbdi-SRG phew you are right we do work with packet :) ok will let packet know that they need to upload the resource pack and should be up today :) what course is it please ? is it this one the blender bootcamp
@@3DTudor Hi, yes correct. The bootcamp one :)
@@3DTudor Still nothing on there :(
Hi, just may be a silly question, if I create any geometry node object or object (like your castle) which contains geometry node can I export them to let say UE5 or else. Or, are this objects can only be used in Blender to built a bigger scene.
You can use obect > convert > mesh, to set it up as a simple mesh :)
Excellent! Once my Sunken Ship Coral reef is done, I can use this one for the next project 😃😃 Say, did you somehow get an insight into my brain? I gotta check it for leaks!
haha just trying to think of things that will help people and what i would struggle with myself :)
A must-have for sure. Thanks for doing fantasy!!!
We need to branch and do some dystopian stuff XD
@3DTudor Hello Coach, Hope this message finds you well. I'm reaching out to you today because I believe your courses have the potential to attract a significant number of students and generate positive reviews. Would you be interested in proceeding further? Here are my marketing plan to promote your Udemy course to attract more students and gain many positive 5 stars reviews: 1. Offering free Coupon: Provide a taste of your course content with a free coupon to enroll 1000 students in 5 days. 2. Utilizing Social Media 3. Email Marketing Campaign 4. And possibly running ads. I am looking forward to hearing from you soon.
I am using level editor Trenchbroom and it does exactly this but I feel like a lot better. However its for old games, but it can export to obj. Is it worth swaping over to UE5? I am only interested in level design, mostly gray boxing.
At the end of the day, if you find something that works well for you, and is efficient timewise, then use that. Designing in UE5 would be great as you wouldn't need to switch between programs and you could work directly with lighting as well which greatly effects one's greyboxing. But again, it really is up to you :)
DAMMIT!! That's a very catchy channel name
haha, glad you like it ^^
Bought and great!!!! I like how it is good for indoor and outdoor. It's like getting a 2 for one!!!!
Right on!
Finally a simple video to teach this stuff! Thanks man!
Glad it helped!
thank you!
No worries!
It simply does not work the way you describe it. The deform modifier tapers the mesh toward the end, it does not bend it.
It might have something to do with origin point offset, try setting origin point to geometry and seeing if it fixes it :)
Your gumroad is just filled with paid content I can't find it on there
Hi, you can check our free content on artstation as well. Here's the pack - www.artstation.com/a/20966706
Almost all videos I found do this. They talk about free ad ons and materials but they all end up linking to $50+ add ons that are absolutely unecessary and nothing to do with what I need for personal use.
@@SloRush This is why I perfer mine-imator
Yay.. Elwyn forest is also one of my favorite areas.. the music gives me goosebumps all the time
A lot of memories were formed there :)
isn't this the same thing as geometry
With a little more options and tools, it does create geometry, yes
@@3DTudor messing with it, I found that you can't edit booleans once the mesh is created unlike geometry (I will still test more)
The tutorial is very well done but the substance painter normal baking is very limited compared, for exemple, to 3D Coat. Painting just the parts that need it is simpler.
Haven't tried 3D Coat personally, but that sounds really cool actually :)
I haven't seen anything from this channel in forever and it's because somehow youtube unsubscribed me!
Make sure to hit the bell notification so you would get informed whenever we upload :)