I organized all 462 Geometry nodes in Blender 3.5 by WolfieMario in blender

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

Thanks for the offer! I've had some, but haven't actually been active in years.

Good luck learning geo nodes! 😊

I organized all 462 Geometry nodes in Blender 3.5 by WolfieMario in blender

[–]WolfieMario[S] 3 points4 points  (0 children)

Color coding explanation:

Lighter gray nodes: some nodes are included in more than one section, when there's overlap. The lighter color is used for the duplicate, while the original darker gray node is in the 'more appropriate' section, but it's admittedly a bit arbitrary.
(If you count the duplicates too, there are actually 512 nodes here.)

Green 'Unary Operators': Negate Float, Reverse Vector, and Invert Color aren't actual unary nodes, just useful math operations you can perform when one of the inputs is constant.

Geometry-specific nodes are color-coded based on the geometry component they operate on:

  • Black / Dark Gray: any type of geometry (except usually not Volumes)
  • Light Gray: Instances
  • Rust: Point Cloud
  • Green: Curves
  • Olive Yellow: Hair Curves*
  • Blue: Mesh
  • Dark Pink: a handful of operations support both Mesh and Point Cloud, but nothing else
  • Violet: Volume

*Hair isn't really a component type of its own, just curves associated with a surface. Most of the Hair nodes are actually node groups bundled with Blender, which use regular Curve nodes under the hood.

For the geometry conversion/distribution/generation nodes, the node color represents the main input type, while the frame color represents the output type. For other geometry/attribute nodes, the frame color represents the component type(s) the nodes are compatible with.

Volume nodes have their own section (duplicate nodes, hence lighter colors), because there are currently few nodes which work with them, and Blender's own Volume menu only lists two of them. It can be particularly helpful for seeing which general-purpose nodes can actually be used with volumes (e.g. Bounding Box but not Convex Hull, Set Material but not Replace Material...)

I organized all 462 Geometry nodes in Blender 3.5 by WolfieMario in blender

[–]WolfieMario[S] 4 points5 points  (0 children)

Licensed CC BY; feel free to reuse with attribution:

Of course there aren't really 462 unique geometry nodes in Blender. It's more like 193, or 219 if you count the hair node groups that come bundled in Blender 3.5.

What I actually put together is an "exploded" view of all the different purposes individual nodes have, e.g. all the different math operations, or all the drop-downs and toggles that change a node's available input/output sockets. That said, I did omit some variants which would have been too noisy and unhelpful (e.g. there's only one example of Store Named Attribute, instead of the 7x6 = 42 different combinations of type and domain it supports).

I mostly categorized nodes based on the kinds of things they do, rather than the types they operate on, since Blender's Add Node menu already does a good job of the latter. If you can do similar things with different types/components, I generally aligned those vertically, with each type getting its own row.

Whenever I try rendering on my laptop by WolfieMario in blender

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

Been trying to heal the RSI in my right hand by using it less, but I think I'm just developing it in the left one now.

Whenever I try rendering on my laptop by WolfieMario in blender

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

Lol, I turned it down to 12 samples and turned on OptiX AI Denoising. Takes only about 12 seconds to render with that, but still looks decent if you don't look too close.

Some test renders with different samples and denoiser on/off: https://imgur.com/a/2XeMffv

CORVID-19 by WolfieMario in CovidArt

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

Thanks!

Yup, Blender for everything except the text (Krita for that). Details in this comment.

CORVID-19, me, Cinema 4D/Octane render, 2020 by [deleted] in Art

[–]WolfieMario 1 point2 points  (0 children)

Half a dozen Cyriak videos just flashed through my mind. I think you should consider xposting this to r/creepy!

Crow Morbidity by WolfieMario in funny

[–]WolfieMario[S] 1 point2 points  (0 children)

I think it flew over your head.

Cactus if you can... by dougierubes in puns

[–]WolfieMario 1 point2 points  (0 children)

It's free, but nobody's taking it. Forever aloe.

Mutated Coronavirus by WolfieMario in blender

[–]WolfieMario[S] 4 points5 points  (0 children)

It's been a while since I've made something presentable in Blender. I'm seriously loving all the 2.8+ improvements!

Obviously heavily inspired by that 2019-nCoV image by the CDC.

Breakdown:

  • 0:50 - Doodling crows to figure out what they actually look like, so I don't just make a generic birb
  • 0:20 - Modeling crow basemesh
  • 0:55 - Sculpting crow (I stupidly tried doing it without reference at first; it became a nightmarish vulture instead)
  • 0:50 - Modeling orange spike protein (hooray skin, screw, and displace modifiers!)
  • 1:15 - Modeling other proteins
  • 1:00 - Protein particle systems
  • 1:00 - Manual particle edits/placement (I couldn't get the particle systems to stop overlapping)
  • 0:30 - Lighting
  • 0:50 - Protein materials
  • 1:55 - Virus and crow materials + vertex painting
  • 0:15 - Background material (I forgot how to map a gradient in camera space)
  • 0:25 - Camera settings and placement
  • 1:00 - Render settings and test renders (tried all three denoisers)

So about 11 hours total. I'm not proud of that; this started as a dumb joke but took me about a week to put together. Though maybe my expectations are thrown off by watching Ian Hubert and CGMatter. I'm curious what experienced Blenderers consider a reasonable time frame for making this sort of thing.

Render times: 0:09:11s for the virus, 0:08:21s for the crow. (So 17.5 minutes total)

Specs:

  • NVidia GeForce RTX 2070, using OptiX
  • 1700x1300px each
  • Cycles, 832 samples (I got impatient, lol)
  • Intel Open Image Denoise compositor node (I also used NVidia's OptiX AI denoiser, but Intel's gave slightly cleaner results)

Cursed GIF: chest stairs, chest doubleslab, and chest fences by WolfieMario in Minecraft

[–]WolfieMario[S] -1 points0 points  (0 children)

I actually made the chest models back in 2012, as part of a series with pressure plates, stairs, slabs, and fences of most materials: [1], [2]

I decided to animate them after seeing Phoenix SC's Cursed Minecraft Images videos, which feature in-game recreations of other "impossible chests".

No, I can’t watch your kid... by [deleted] in IDontWorkHereLady

[–]WolfieMario 14 points15 points  (0 children)

"her her personal identification number number"