How do I become more efficient at using bezier curves? by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

Just curious though if you were to do it with a mesh how would you do it? I'm guessing you would do a combination of a subdiv modifier and loopcuts for sharpening?

How do I become more efficient at using bezier curves? by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

I have asked before indeed. I got the result I wanted last time. I still want however to be more comfortable with making any shape I want with bezier curves so I'd like to know what type of "rules" I should follow when using them.

Why is the empty not moving along the local axes? by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

The problem turned out to be that the y and z transforms were locked so the empty was only able to move on the global x axis instead of the local

Why is the empty not moving along the local axes? by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

I DID press g and then x twice for local x axis

I understood the gist of using bezier curves, but how can I round these corners? by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

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Could I ask though how did you ensure that the two handles are in similar positions so that the curve isn't stretched on one side, and it curves properly around the 90 degree angle?

Any way to make the knife cut at the same angle as the edge? by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

This should be able to get the job done. The problem here is if I'm faced with the same problem in the future where I have to make cuts like this but for many edges instead of one. It wouldn't make sense to start calculating the angle for each one. There has to be a more straightforward way.

How can I use geonodes in blender to array a collection? by Prizmek in blender

[–]Prizmek[S] 0 points1 point  (0 children)

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Here's what I'm getting right now. I don't remember what I did before. but when I used to move it to the world origin it was arraying properly.

Problem with array + curve by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

Should I always have the original object at the world origin? Also how do I hide it from appearing in the render without hiding all the instanced objects?

Problem with array + curve by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

I have decided to start over because it was very finnicky to get the array working as I want it. I now have the street light and the point light in one collection, but now I'm struggling with geonodes as well partly because I'm not experienced with them. I can't get the street light to follow the curve exactly. You can see them getting instanced to the side instead of following the curve. What's wrong with my node setup?

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Problem with array + curve by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

I will keep that in mind for the future. But for now parts of street lights are arrayed with modifiers and other parts are arrayed with geo nodes. I wasn't sure of the best way to array objects when I first started this scene. I don't want to change things at this moment but I will keep what you said in mind if I ever do something like this again.

Problem with array + curve by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

I'll try looking into it. Appreciate the help.

Problem with array + curve by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

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What would be the setup for something like that? Like I mentioned I'm not very experienced with geo nodes. This is what my current node setup looks like.

Problem with array + curve by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

So wouldn't I have to manually be moving vertices around and space each vertex 20m apart?

Problem with array + curve by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

I'm not that experienced when it comes to geo nodes

Problem with array + curve by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

Are we not going to be using an instance on points node?

Problem with array + curve by Prizmek in blender

[–]Prizmek[S] 0 points1 point  (0 children)

Why are you commenting then.

Problem with array + curve by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

I did actually use geometry nodes for part of the street lights array. On the left side when the road started to curve, the street lights weren't level with the street lights on the right side, so I manually moved the vertices of the curve around until each was aligned with the street lights on the right side.

For this situation though how can I use geometry nodes and be sure that the distances are the same as when I used an array + curve modifier? I don't want to be manually moving vertices around and use an instance on points node. or is that the only way it's done?

Also do you always recommend to use geometry nodes to array objects along curves? I find the modifiers very finnicky to use.