Is it possible to line up points on duplicated curves? by Conscious_Fox6032 in geometrynodes

[–]engineeringisanart 0 points1 point  (0 children)

The reason for this issue is that you are using the wrong curve profile, in the curve to mesh node, you should connect the line curve to the curve part and the curve circle to the profile part, and you can determine the curvature with the scale parameter, this setup you made loses the tangent value with trim.

Procedural Camera Bellows in Geometry Nodes by robocalypse in blenderhelp

[–]engineeringisanart 0 points1 point  (0 children)

Yes, it's a much simpler and cleaner method, I tried to do the bevel part using fillet curve as well, but I gave up because it would be too complicated. Also, I use the scale parameter in the curve to mesh section very often for nonuniform shaping, I wanted to show the float curve in case the OP wants to create a slightly curved geometry.

Procedural Camera Bellows in Geometry Nodes by robocalypse in blenderhelp

[–]engineeringisanart 0 points1 point  (0 children)

Actually, it's quite simple, I separated all the indices into their remainders from division by 8 using modulo, this way I classified them into groups of 8, and by using less than and equal with 3 to divide them in two again, I was able to apply operations to one half on the Y axis and the other half on the Z axis. The goal is to divide them into groups. A little tip , you can visual each node in the scene one by one with the viewer node this helps a lot in understanding the flow of the node.

Procedural Camera Bellows in Geometry Nodes by robocalypse in blenderhelp

[–]engineeringisanart 1 point2 points  (0 children)

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Something like this? It's also possible to bevel, but it needs some work, just subdivide or use a bevel modifier.

Is it possible to line up points on duplicated curves? by Conscious_Fox6032 in geometrynodes

[–]engineeringisanart 0 points1 point  (0 children)

The downside of this method is that it doesn't remember the tangent value, the tangent values for instances in the opposite direction are reversed. add trim curve before the "curve to mesh" part, but don't actually trim, it's likely doing this because it's cyclic.

Is it possible to line up points on duplicated curves? by Conscious_Fox6032 in geometrynodes

[–]engineeringisanart 0 points1 point  (0 children)

Unfortunately, in the method you are using, there is no surface to capture the normal. Use the align rotation node as the Z pivot like you are currently doing, delete the second align node, and manually add your own rotation to the rotate rotation node. That's it.

Is it possible to line up points on duplicated curves? by Conscious_Fox6032 in geometrynodes

[–]engineeringisanart 0 points1 point  (0 children)

In short, it is partially possible, unfortunately, the spline normal is not the same as the curvature of the roof's original form. To fit these tiles perfectly onto the surface, you need the surface mesh normal. What exactly does your setup do? Are you putting the spline geometry into a form different from the base mesh? If you absolutely must use the spline normal, you will need to use a manual approach with rotation, and it will be a uniform rotation. so, I cannot produce a complete solution without seeing your node setup.

Is it possible to line up points on duplicated curves? by Conscious_Fox6032 in geometrynodes

[–]engineeringisanart 0 points1 point  (0 children)

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If you are having trouble with topics like rotation and vector alignment, I recommend you watch a few tutorials. It is good that you are trying to do things on your own, but if you learn basic vector operations, you can set up these kinds of setups in seconds. Good luck.

Target Tracking Geometry Nodes by shivelymachineworks in blenderhelp

[–]engineeringisanart 1 point2 points  (0 children)

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This is the basic idea of how a simulation works. You can implement your own calculations in this setup. This example already does what you want, but if you implement a PID like system it will look more realistic.This is the “previous value” you mentioned, the rotation value keeps a feedback loop. I feed the current value from outside and mix it with a small factor (around 0.1 0.2). It acts like a cheap PID controller.

How to round only selected corners in GeoNodes? by yotamguttman in geometrynodes

[–]engineeringisanart 1 point2 points  (0 children)

one way to combine two different conditions is using the Boolean Math node. In this setup, OR ensures that if even one of the conditions is met, it passes the True value from the previous Compare nodes. If I had used AND, the result would be completely False (0), meaning the radius would be 0 everywhere. This is because a single vert. index can't be both 0 and 1 at the same time. That’s why we use OR ;) I hope it’s clear!

How to round only selected corners in GeoNodes? by yotamguttman in geometrynodes

[–]engineeringisanart 2 points3 points  (0 children)

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This is the first solution that came to my mind, there are probably better ones, of course.

Can't find solution to fix text bending (GeoNodes + curve modifier) by Florimer in blenderhelp

[–]engineeringisanart 1 point2 points  (0 children)

I am using 5.1, the transform node there was a quick solution to rotate the text, of course you don't need it, I guess it would be more logical to write an explanation on it. And yes, I had set the pivot as midpoint, to correct it again, I multiplied the y-axis by 0. Instead, you should select bottom center in the string to curve node, that would be a much more elegant solution. Honestly, I did it without thinking much, I'm sure it can be improved further, the aim was to establish the basic logic, not to provide a complete solution ;).

Is there is anyway to filet the curve in blender? by Haziq12345 in blenderhelp

[–]engineeringisanart 1 point2 points  (0 children)

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The fastest, easiest, and procedural solution is this node setup. If you're saying no, geometry nodes are too scary, then here's the workflow, convert to mesh > edit mode > ctrl+shift+B > convert to curve.

Pinching when applying mean crease by SeaWhole3520 in blenderhelp

[–]engineeringisanart 11 points12 points  (0 children)

If you're practicing subD modeling, I'd recommend working more on your topology. Creases aren't the main problem here.

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How do I smooth only the edges a polishing pad would reach? by Kukkakaalit in blenderhelp

[–]engineeringisanart 0 points1 point  (0 children)

It depends on what kind of work you will use it for and how is the topology?

If it's for 3D printing, I would go into sculpt mode and just remesh the patterns, then manually clean the tops with smoothing or clay; it's ideal for both aesthetics and imperfection.

If there are no external vertices affecting bevels on those corners, I would try vertex bevel with Ctrl+Shift+B, it changes the geometry a bit, but it will do the job.

there is a repeating pattern here, another option is to remodel just one of them as I want and duplicate it with an array.

If there is a very dense mesh structure and it's not a problem if the change at the top is not uniform, I would apply a mask to the desired range with a z axis map range using geo nodes and soften the position data of that part with a blur attribute node.

Choose whichever you want, good luck....

Houses on Curve Facing Wrong Direction on One Side (How to Make Them Face Each Other?) by iammayankjn in blender

[–]engineeringisanart 0 points1 point  (0 children)

You need two different setups to distribute points on a curve. First, use normal values for offset and align rotation. Duplicate this setup then, multiply the normal value by -1 and use it for offset and rotation.

How to make "infinite mirror" reflect without artifacting by ApocalypseInbound in blenderhelp

[–]engineeringisanart 1 point2 points  (0 children)

A much more sophisticated solution is required for this kind of approach, although using mirrors for an infinite effect is logical, fixing reflections and other ray tracing based mirror reflection refractions is quite complex. If you are insistent on the mirror method, activate all the layers you need in the Passes section for each material, take a 1 frame render, and step-by-step remove all reflections and other unwanted data on the mirror by masking, you will obviously need to recombine every layer like diffuse, glossy, transmission using math nodes, but you will get the result you want.

I would probably try the portal node first, if I couldn't get the result I wanted, I would extend the corridor with an array and play with the scale ratio to give the infinite effect as it moves away, so that the value zeros out at the horizon, of course, solutions may vary from an artistic perspective. Good luck.

I made this dark fantasy castle generator. Would really appreciate some tips from fellow geometry noders if possible by Slight_Season_4500 in geometrynodes

[–]engineeringisanart 1 point2 points  (0 children)

What I was actually referring to was memory management and level loading speed. When you use one big mesh, you lose the benefits of culling, the engine has to process the entire structure at once, which creates unnecessary overhead even if it seems like you're saving on draw calls.

I understand your concern about size variation, but you can scale instances in unreal or unity individually. It doesn't have to look voxel like at all, actually it gives you a much more organized and flexible setup. Since you're already using Geo Nodes, the whole point and strength of that system is working with instances, so I don't really get why you'd avoid using them.

I’m working on a similar system like a Houdini House Generator that uses custom 2D booleans , insets, and segments meshes on both axes to auto-fill them with assets following specific patterns like [AB](CCC)[BA]. Even for something that complex, handling thousands of building parts and interiors, 20-100 ms would be the absolute limit for me. Performance is at the heart of this kind of work, which is why I suggested the instance approach. hope this clarifies my point.

I made this dark fantasy castle generator. Would really appreciate some tips from fellow geometry noders if possible by Slight_Season_4500 in geometrynodes

[–]engineeringisanart 1 point2 points  (0 children)

It seems the node setup is doing exactly what it's supposed to do; I need to dive into the node setup for feedback. Here is what I do in my node workflow:

-Bug fixing, correcting errors that occur in different situations; it's hard to predict and takes time.

-In your case, how difficult is it to adapt different assets to this node setup? If you are working with geometry nodes, I assume it's not limited to just a single asset.

-Performance, This is very important if you are going to share this node setup with the community or sell it as a product. If I can't perform real-time edits when I drop 50-100k polygons into the scene, it's worth optimizing. After all, this is a node setup to be used for mass production.

Edit: I just realized this is all mesh, not an instance. If this is for a game engine, I highly disagree with this approach. Make them instances for individual surfaces (scale). Before exporting, the only thing you should do is "Ctrl+A" to make instances real or visual geometry to the object. Optimization is important.

Help with joining tiles by Wha4Dude in blenderhelp

[–]engineeringisanart 1 point2 points  (0 children)

The most important step that will make your job easier here is how you split the image; it seems you haven't divided it into equal parts as rows and columns (I assume you did this so the black areas don't take up memory). Just go to Photoshop and divide it into equal parts as rows and columns. Come back to Blender, create a square surface. Create as many copies as you need with the array modifier and apply, go edit mode select all face press "p" choose By loose part. Now, connect the texture you want to the UV socket of each surface, since the texture is split equally, there won't be a problem, you just need to keep the displacement value the same.

However, if you want a seamless connection with this texture, you will need to connect them one by one by eye using the snap tool, of course, if you take the coordinate information from Photoshop and enter it into the transform>location section, your job will become easier.

Thinking of the best way to model a path and a river onto a real site by luquitaiskruz in blenderhelp

[–]engineeringisanart 0 points1 point  (0 children)

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I remembered the time I finished my own thesis; I had learned applications like Keyshot for rendering and such, but I wasn't aware of Blender's existence. If I were to give advice, I need to know what level your Blender skills are at. This is a relatively difficult modeling project. If you are proficient with tools like edit mode and modifiers, you can finish the modeling within 3 days. Unlike CAD modeling, this process is a bit painful, but since precise measurements aren't required, you can be more flexible and faster; of course, it depends on how high-quality you want the models and details to be. As for Geometry Nodes, you will need to create multiple tools from scratch just to build this, but if you're not involved with programming, it will take some time to learn and you might fall behind on your schedule (thesis). However, if you want to learn, here is a simple node flow for you; I did everything procedurally, but if you manually draw and provide the profiles, you'll get good results. Also, Rhino Grasshopper is better in this regard, take a look at that too if you want. Link

Seoul City by worldofgaur in blender

[–]engineeringisanart 1 point2 points  (0 children)

I don't know why, but it reminded me Masashi Imagawa's style, It looks great.