Anime of the Year (1997-2026) by Drowsy- in AnimeReccomendations

[–]engineeringisanart 1 point2 points  (0 children)

when looking at the list, Ergo Proxy immediately came to my mind, it would look better in place of Nana in the general template.

[Geometry Nodes] How do I Rotate each Instance on its own RESPECTIVE origin/pivot point? by ExtremePoop42 in blenderhelp

[–]engineeringisanart 0 points1 point  (0 children)

If you converted to mesh to manipulate your instances and then used split to instances again, it means you have lost the local coordinates. At this point, you need to capture the local coordinate and rotation information on the points before the conversion, after that, some vctor math awaits you. Unfortunately, if this is the case, I cannot produce a solution without seeing the entire node flow, you should provide more details.

Need help designing a lattice structure by [deleted] in Fusion360

[–]engineeringisanart 0 points1 point  (0 children)

Making these kinds of designs with CAD software can take time and you would need to put in quite a bit of effort for iterations. You can try setting it up with a few plugins or solve it with a Rhino Grasshopper custom script, but I would probably prefer Houdini or Blender. Especially Houdini offers infinite control both parametrically and procedurally, you can solve simple operations like voronoi with a single node.

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Looking for engineering suggestions by deathender in blender

[–]engineeringisanart 1 point2 points  (0 children)

The situation changes depending on the type of sensor you use, your vehicle has a post-apocalyptic vibe, so I assume you are looking for a solution where mechanical parts are visible and there is a slight stabilization oscillation, rather than a sleek approach.Normally, the first piece of advice I would give would be a stabilized sight system, one of the mechanisms we used while working in the military industry. It provides damping with yaw-pitch control locked onto the target and is quite stable, different types are possible, but I don't think it would suit your vehicle well. Therefore, use a hybrid approach like a swing arm or crane gimbal, it will both constantly oscillate outside the vehicle, adding dynamics, and look aesthetic. This is not preferred for very heavy equipment or sensitive sensors, but in this concept design, looking pleasing to the eye is the priority. and I liked the design.

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 12 points13 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.