GavinDotJS

GavinDotJS

Technical(ly an) Artist

Boids saved my Project

Boids saved my Project

No Promises

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Пікірлер

  • @_casg
    @_casg4 күн бұрын

    Where can I get ur sphereize node

  • @nicholaskuebelbeck7184
    @nicholaskuebelbeck71849 күн бұрын

    hey sorry im late to the party, you are clearly "surfing a singularity convergence" by using nodes to create the very node tools you're using to show us your node tools quickly :D this will be super useful for my desire to create images and video memes in blender (just an idea-slides for a powerpoint tutorial using blender to create everyslide. you've just demo'd a slide template builder using geometry node modifiers. so. sick. my process is parallel to yours im just in stop motion because ive never started streaming. YOU SIR are Slaying! in Real Time

  • @blower05
    @blower059 күн бұрын

    but the matrix is just 4x4, merely for the purpose of transformation. If Blender allows creating matrix of any size, it will be truly powerful

  • @gavindotjs
    @gavindotjs9 күн бұрын

    Very true!

  • @frecio231
    @frecio23112 күн бұрын

    I miss the good old days of Shift+Ctrl+Alt+C 😢 being a shortcut

  • @blumoogle2901
    @blumoogle290112 күн бұрын

    As a programmer, adding a custom shortcut to every second action item in a user interface is a tedious but necessary step for good usability.

  • @KresimirJelusic
    @KresimirJelusic12 күн бұрын

    blender has easiest way to add shortcuts, easy to bypass any thats already there, seriously that makes it so much more flexible.. just right click assign shortcut on any button.. better than any app I have used

  • @thekillingspoon
    @thekillingspoon12 күн бұрын

    You might have to hold Option on macOS to show the underlines, I think. Just speaking from dated, generic macOS experience, though

  • @lennart-oimel9933
    @lennart-oimel993313 күн бұрын

    How could'nt I know that:O

  • @lilipolacsek7924
    @lilipolacsek792413 күн бұрын

    This video is very helpful, but I got stuck and would like to ask for help. On the right side, I cannot edit the input because there are only Interface and Properties options available. 10:50mp

  • @gavindotjs
    @gavindotjs9 күн бұрын

    Hi there, sorry for the late response, but they have moved these panels around some since that video came out. Depending on the version of Blender you're using it may not look the same, but at least in Blender 4.1 it should be in the Group Tab and in the Interface Panel. You may not see all of the options (Subtype, Default, Min, Max) shown in the video until you select the input you want to change in the interface. Also, if you'd like to rename the input you have to double click on it now. Again, all of this is for Blender 4.1, so if you're using a different version it may be different. But, I hope that helps!

  • @PCgmesforever
    @PCgmesforever14 күн бұрын

    18:12 I believe in contrary to active selection node, active element node gives you index of only one element meaning you could do operation only to the selection for example, but do it in relation to the active element ( so for example rotate selection around active element)

  • @PCgmesforever
    @PCgmesforever14 күн бұрын

    Oh sorry just realised it's already been answered

  • @PCgmesforever
    @PCgmesforever14 күн бұрын

    12:41 Looking at the old "axis angle to rotation" I can almost immediately tell what it asks for, what I'm Gona get and how to use it. With the new one I still have no clue so idk if it's more user friendly.

  • @bentontramell
    @bentontramell15 күн бұрын

    I hope the Blender manual shows the use case for each but, they won't. 😊

  • @jbdh6510
    @jbdh651015 күн бұрын

    you can participate to the Blender user manual

  • @aarrsseennyy
    @aarrsseennyy15 күн бұрын

    Axes to Rotation looks now more messy and confusing

  • @EricaCalman
    @EricaCalman15 күн бұрын

    I kinda prefer axis-angle because I'm a physicist dabbling in art rather than an artists dabbling in math, but it's probably for the best cause its easy for me to convert in my head and probably not so easy for an artist. It might be a minor headache though to in some cases add math nodes where previously none would be needed when using different inputs to generate a rotation angle, but in most cases it should actually simplify things.

  • @quackers969
    @quackers96916 күн бұрын

    Great video! 4.2's a really exciting update for Geometry Nodes. ^^ I hope you don't mind, but there are a couple of technical notes I'd like to add. This isn't really meant to be a dunk on the video or anything, but I just wanna clear up some details. 2:24 - This isn't true. The old behavior of Realize Instances is basically equal to "Realize All", where it just turns everything into realized geometry no matter the amount of nesting. The new addition is actually being able to restrict how many levels of instancing "Realize Instances" could strip away using the "Depth" option. 11:08 - "Axes to Rotation" doesn't replace "Axis Angle to Rotation", the latter still exists in 4.2 and is not deprecated. What "Axes to Rotation" actually replaces is a specific setup where you chain together two "Align Euler to Vector" nodes with the second one's pivot axis being equal to the first one's alignment axis. This is specifically for cases where you want to align but minimize twisting, so you align to two perpendicular vectors instead of just one. "Axes to Rotation" replaces this workflow, and avoids the headache of having to make sure the correct pivot axis is selected. You just give it two vectors, one being primary and the other secondary, and works off of that. It's a different use case from "Axis Angle to Rotation", which is just a conversion node for one of the common ways to represent rotations (i.e. Euler, Axis-Angle, and Quaternion). 18:04 - To answer the question, Blender has two types of selections: - "Selected" (highlighted orange in Edit Mode) - "Active" (highlighted white in Edit Mode). Multiple elements can be "Selected" but only one of the selected elements could be "Active". It's usually the last one you clicked on when making the selection. The usual way this becomes relevant, is for operations where the "Active" element becomes a reference point for how the rest of the "Selected" elements get affected. Examples would be rotating/scaling with the "Active" element as the pivot point, or copying an attribute value from "Active" to the rest of "Selected", etc. A big use-case would be shortest-path selections, where you can highlight a couple of faces as selected, and have GN calculate the shortest path to the active face, and select everything that falls under that path. Anyhows, I hope that added extra clarity for some people. Wasn't able to resist the urge to explain things in detail lol.☝🤓

  • @gavindotjs
    @gavindotjs15 күн бұрын

    Not a dunk at all! I'm only human, and I appreciate the clarity! Thanks for clearing some things up that I misunderstood and / or glazed over in my research! This is exactly the sort of thing I like to see in the comments!

  • @quackers969
    @quackers96915 күн бұрын

    @@gavindotjs Glad my nerding out for a bit was helpful. ^^ <3

  • @artscreations5
    @artscreations515 күн бұрын

    @@quackers969 thx dude

  • @artscreations5
    @artscreations516 күн бұрын

    In ur opinion, di u think that someday we'll have enough nodes to make video games in blender,? because I saw the mouse input node and made me wondering if now blender is trying to move towards vjdeo games

  • @gavindotjs
    @gavindotjs15 күн бұрын

    Great question! There actually is an older version of Blender that had a game engine. The Blender Foundation didn't move forward with it, but I think I saw some of the community resurrecting that version and updating it. I didn't follow that much, but it's worth a google lol Also, Erindale made a series recently on how you can use controller inputs in Blender and modify the .blend file to function as a game! If you're interested definitely check it out! kzread.info/dash/bejne/mKiJscZviamqndY.html&pp=iAQB But, to answer your question, no I don't think that's the direction they're going in. I honestly think the mouse position node is just for making more interactive tools

  • @artscreations5
    @artscreations515 күн бұрын

    @@gavindotjs thanks a million bro

  • @artscreations5
    @artscreations516 күн бұрын

    Thank u bro

  • @nosirve9458
    @nosirve945816 күн бұрын

    support blender foreva hehe nice vid as always :D

  • @JimmyJames420
    @JimmyJames42020 күн бұрын

    I like your tutorials with geometry nodes it was awesome

  • @fgvcosmic6752
    @fgvcosmic675220 күн бұрын

    :o Nice! I barely ever use blender but this will stay in the repertoire

  • @sameeruddin
    @sameeruddin23 күн бұрын

    This was nice ...going through the channel for detailed breakdown..subb3r !

  • @los9118
    @los911829 күн бұрын

    I’m very glad you decided to do this 👍🏾

  • @Dragom0987
    @Dragom098729 күн бұрын

    ✅️ permanently allow the execution of <my chaos> My favorite blender setting

  • @gavindotjs
    @gavindotjs27 күн бұрын

    lol same

  • @gragnekha8101
    @gragnekha8101Ай бұрын

    Jesus says: in the beginning was the geonodes😁Thank you, great work!

  • @sebastianodibusti
    @sebastianodibustiАй бұрын

    Really good shorts videos, I like blender info in this format 🙂🙌🏻

  • @captainblack-pj3ix
    @captainblack-pj3ixАй бұрын

    It would be better if you talked more about nodes instead of getting distracted by whining people

  • @HeinerS
    @HeinerSАй бұрын

    Don't feel bad, I enjoyed all of your videos. As you say it was a learning experience (and at least I went along with it) AND you went through the effort making those videos (which is quite a bit of work knowing from my own experience) and shared them with us. For free. And you responded to comments and improved upon your work. So, absolutely nothing to be ashamed of. Thank you for doing it all. PS.: Although I was aware of "Extra Objects" I did not know the Solids were hiding there either, so a helpful tip.

  • @JimmyJames420
    @JimmyJames420Ай бұрын

    For real you're videos are great. Great ways to learn. FYI your way of truncation was effectively identical (truncation radius) LOL. Please keep videos, just add intro and re upload. You're doing great man. Geonodes are awesome

  • @mind_of_a_darkhorse
    @mind_of_a_darkhorseАй бұрын

    This is extremely helpful because I was unaware of this easy way to make these complicated shapes! Great tutorial! This just shows you are human! No real harm and no foul because the ability to admit when you were wrong shows great character!

  • @JasonCunliffe
    @JasonCunliffeАй бұрын

    ForthNodes ? also see Factor language

  • @JasonCunliffe
    @JasonCunliffeАй бұрын

    LispNodes ?

  • @JasonCunliffe
    @JasonCunliffeАй бұрын

    Yes yes yes please geonodesopedia

  • @JasonCunliffe
    @JasonCunliffeАй бұрын

    Fabulous>>>> very exciting. Onwards please !! Thanks

  • @mikaelrouca8960
    @mikaelrouca8960Ай бұрын

    Thank you for your thoughts on an efficient nodal system. Personaly, I add handy values in outputs, usefull for thé next node. Do you eventually sell your nodes that reproduce a 3d node?

  • @gavindotjs
    @gavindotjsАй бұрын

    Thanks! I do plan to sell these once I've finished them. I'll post about it once they're done. Also that's fair about adding outputs to carry data between nodes. That just depends on where you want the nodes you're making to be used. If you intend for the main use case to be in a node network then that makes sense, but if you intend for them to be used as modifiers then you have to save data as an attribute because the only output that's calculated is the Geometry Output of the modifier. I hope that makes sense!

  • @rionhunter
    @rionhunterАй бұрын

    What stage is realising the long term power of node templates, and building an internal library of node groups for different projects?

  • @gavindotjs
    @gavindotjsАй бұрын

    lol, probably step 0! I've been trying to do that from day 1, but it takes time to actually figure out a) what you're doing, b) how to do it best, and c) what your project needs versus what you think you need. That last one is where you really take off, and I *think* that's where I'm finally at, but I'll let you all know as I go lol

  • @wpmultimedia
    @wpmultimediaАй бұрын

    Thanks for being thorough and efficient. Most importantly, though, you took the time to cover fundamental aspects that almost all tutorials I've seen so far fail to explain. Your aside about integer and float ranges was perfectly helpful, by the way. I appreciate "peeks" down a rabbit hole even before a deeper look is appropriate. Great work and instant subscribe.

  • @gavindotjs
    @gavindotjsАй бұрын

    Thank you! I really appreciate it!

  • @opz1002
    @opz10022 ай бұрын

    "No longer worried about creating all of that geometry in smarcomplicated ways in geometry nodes." I completely agree.

  • @opz1002
    @opz10022 ай бұрын

    🥵🥵

  • @luqiyu7385
    @luqiyu73852 ай бұрын

    it's rarely to see such a useful video series. I don't understand why there is so less viewers and subscribers... really hope this series can be made to the end.

  • @gavindotjs
    @gavindotjsАй бұрын

    Thank you! I know there's been a long break, but I promise I'll finish this series!

  • @eclecticgamer5144
    @eclecticgamer51442 ай бұрын

    I contend there is a higher level to Geometry Nodes Mastery: Writing *all new* Blender nodes (not node groups, but all new functionality) And/Or writing the code for other programs to add Blender node equivalents to them. Writing nodes in Unreal that do *exactly* what their Blender counter parts do pushes your understanding to all new heights. kzread.info/dash/bejne/rICb1cuYl9KsmtY.html

  • @eclecticgamer5144
    @eclecticgamer51442 ай бұрын

    "If you can think it, you can do it" Yes. I made a humanoid model entirely from Geometry nodes... ZERO modeling. 😁 18,000+ nodes 🥴 kzread.info/dash/bejne/dZ-k1sp_eNq-kqQ.html And kzread.info/dash/bejne/io5lmZOOc9vMiKQ.html

  • @eclecticgamer5144
    @eclecticgamer51442 ай бұрын

    I'm writing all these nodes in Unreal, as well as an translation plugin. Export from Blender, import into Unreal with a few clicks. ^_^ All of your Blender Geometry node models can run natively in Unreal, giving both the Dev AND the player access to the inputs during runtime. ^_^ So far, I've got ~40 nodes created for Unreal that exactly match the form/function of their counterpart in blender.... Only an absolute absurd number left to got -_- kzread.info/dash/bejne/rICb1cuYl9KsmtY.html

  • @gavindotjs
    @gavindotjsАй бұрын

    That's AMAZING! I can't wait to test this out! I have a pretty big project that I want to do in Unreal, so to possibly use a system I'm already familiar with would be outstanding! Especially if models could be updated at runtime!? That's incredible and has been my dream for years! Best of luck, and I'd love to hear how this progresses!

  • @eclecticgamer5144
    @eclecticgamer5144Ай бұрын

    @@gavindotjs My own Geo-nodes project is over 18,000 nodes. I got about 20% of the way through 'translating' without bugs. I then tested the performance... Blender runs at 100x the speed... All my nodes relied upon editing the existing Dynamic Mesh... but I had to make crazy concessions to handle the differences between blender (uses mix of tris and quads) and Unrea (uses tris only)... And Blender nodes "know context" which, as far as I can tell, is impossible in Unreal. So, I'm in the process of re-writing every single node using my own data structure, and applying it to the mesh at the end. Just one tiny function, the part that figures out which faces/edges/points are being selected went from 4 ms to under 1ms when iterating over just 360 items.

  • @koster1ntrue
    @koster1ntrue2 ай бұрын

    @harryblends has some interesting node workflow presentaions

  • @punmije
    @punmije2 ай бұрын

    ultimate thing is you can actually use GN in combination with animation nodes and animatie GN parameters within AN and their sophisticated tools, offset and falloffs on object level

  • @acadgatsu
    @acadgatsu2 ай бұрын

    do animation nodes work in 4.1?

  • @ZorianCazinscii
    @ZorianCazinscii2 ай бұрын

    Я снова рад вас видеть!

  • @joshuaborner
    @joshuaborner2 ай бұрын

    Nodeception

  • @looseEdges
    @looseEdges2 ай бұрын

    Very well said! And thanks for the shoutout. I believe the 'Modular Modifiers' approach is the most powerful way to use nodes because it gives the speed of procedural, with minimal restrictions to the artist's creativity. The problem I see with a lot of what you classified as 'Generators' is that the node group usually makes something really cool, but the result always looks kinda the same because too many of the artistic decisions had to be hard-coded into node group . . . or you get settings that are a mile long ;).

  • @gavindotjs
    @gavindotjs2 ай бұрын

    Thank you! That's a fair point, and I've learned I haven't been approaching Geo Nodes or Generators in the best way. So I'm trying to fix that now! May I ask, how would you classify generators? If that's too big an ask for the comments sections just let me know lol

  • @looseEdges
    @looseEdges2 ай бұрын

    @@gavindotjs I was going with your definition in the video. But essentially, any complex node group that makes something cool all within that one modifier. I find that due to their complexity they usually aren't flexible or easily adapted to other situations. Then you talked about simplifying, which I think was spot on. For example, one of my early nodes was called rope wrap, and it takes a frame type of mesh as an input, make loops of rope around random points on the frame, connects some of those loops together with sagging curves, then turns the curves into a mesh. It's cool, but I never use it, because it does too much. Within that node, was a group named edge sag, which I made into a standalone modifier, and I use that modifier all the time because it is flexible and can be applied to power lines, vines, ropes, arches (with a negative sag), etc.

  • @mikaelrouca8960
    @mikaelrouca8960Ай бұрын

    I share the same feeling. I build GN for my job and a système of GN doesn't have to narrow the field but let a wide Open Space of possibilities

  • @gavindownes2213
    @gavindownes22132 ай бұрын

    A Wild Gavin appears.

  • @jayleo500
    @jayleo5002 ай бұрын

    Do a Geo Node tier list lol

  • @ZorianCazinscii
    @ZorianCazinscii3 ай бұрын

    Ура, я дождался нового видео на вашем канале!

  • @Metal92990
    @Metal929903 ай бұрын

    Hello. Your explanation on every node used for Geometry nodes have been very helpful for me, but there is 1 part you never explained. That being Utilities. There are quite a few that I don't really know how it works like 'Accumulate Fields', 'Join Strings' or 'Align Euler to Vector'. I was hoping if you can take the time to explain what some of the nodes in the Utilities section do, so I would be able to know how it works and when to use them. Thanks.

  • @gavindotjs
    @gavindotjs3 ай бұрын

    I absolutely will! I'm no where NEAR done explaining all of the nodes and I promise I will explain the Utility nodes. It just takes me a long time to research and do all of the things I need to to make sure I'm putting good information out into the world, so I will it'll just be a little while! Thanks for watching and I'm really glad to hear that my work is helpful! BTW: the Accumulate Fields Nodes takes a field and returns the total for each of the elements up to that element as well as including or discluding that element depending on the output you use, and it can give you the average. It can also do this per groups, so if you include an ID to get totals and averages of each group. This was all off the top of my head, so if you want more detail (or to make sure I'm right and you understand the details) you can find more on this node in particular here: docs.blender.org/manual/en/latest/modeling/geometry_nodes/utilities/field/accumulate_field.html I hope that helps!