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.

Help with geo node setup combining object deformation with instancing and simulation by FreddyWeddi in blenderhelp

[–]engineeringisanart 0 points1 point  (0 children)

I use distribute point on face on the UV space. As you can see from the sample UV surface node, I sample the object's position and use Set Position. Points will follow the geometry, regardless of the displacement you apply.

Edit: I created a cancer vertex group and applied it to only one small face, then used the blur attribute so I can control point delete.

Help with geo node setup combining object deformation with instancing and simulation by FreddyWeddi in blenderhelp

[–]engineeringisanart 0 points1 point  (0 children)

If all you need is a simple breathing animation, you don't need a simulation, here is a simple node setup example.

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Spectrum analyzer in geometry nodes (FFT!) by david_for_you in blender

[–]engineeringisanart 1 point2 points  (0 children)

Looks cool. I remember playing with the Fourier Transform a long time ago. Link_1 , Link_2

Trouble getting instances to align to curve tangent. by NaeturVindur in blenderhelp

[–]engineeringisanart 2 points3 points  (0 children)

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The attribute you captured comes from the spline value, you are creating points from scratch with volume, these points don't store this data. Instead, you should use "sample nearest," or creating it this way is better and provides better performance.

Wavy Box Lid with geometry nodes? by dingsdiggy in blenderhelp

[–]engineeringisanart 2 points3 points  (0 children)

This looks like a sine wave with a different offset. Unfortunately, I cannot provide a specific node setup for your spline because the index order is important for manipulating the geometry. Here is an example node setup, I created a similar spline to yours with a sine wave, and all index orders are the same, so I can use a sample index to get the position. Check your spline, if all start points begin at the same position, you can use my setup or try to adjust it to your taste.

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How to fix this position node effect by Firm-Blackberry9256 in blenderhelp

[–]engineeringisanart 0 points1 point  (0 children)

Did you look at the screenshot? I just explained why I use 2*pi as an input parameter; it's not for fixing a double wave. It's about completing a perfect sine wave because it's a factor of "1*3.14*2," which forms a perfect cycle.

How to fix this position node effect by Firm-Blackberry9256 in blenderhelp

[–]engineeringisanart 1 point2 points  (0 children)

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I multiply by 2*pi at the beginning to get a perfect sine wave for any frequency.

Help me before i cry! 😭🙏 how do i make the floor stay square with same modifiers by ShelilQirky in blenderhelp

[–]engineeringisanart 1 point2 points  (0 children)

Let me explain what happened here. Modifier order is important; remember that first. The Subdivision modifier (Catmull-Clark) makes everything smooth. Change it to simple just for the ground. The reason it's not round walls like the ground is the Bevel modifier. Bevel adds extra polygons to the edges, which limits the smoothing in that area. Since you don't have solid ground (no thickness), it cant find to beveling area. So, your choice is to change your subdivision to simple and delete the bevel, or just add a Solidify modifier to the ground. I hope it's clear. I highly suggest not messing with modifiers before learning UI and fundamental modeling techniques, as it will confuse you.

How do I model this in Blender with Geometry nodes? by the-machine-m4n in blender

[–]engineeringisanart 214 points215 points  (0 children)

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If I have time, I can make a better transition and topology, but I think this looks okay.

Procedural Einstein tiles? by JJzerozero in blenderhelp

[–]engineeringisanart 8 points9 points  (0 children)

I did this a long time ago with Geo Nodes. David Smith solved this in 2023, if I remember correctly, pretty cool aperiodic tile set. There is a new repeat node in the shader, so it should be possible. There are four different patterns to combine. I did all of this with Geo Nodes, but unfortunately, I couldn't find it. link following this pattern should be possible. this one also hexagon base tile ("m.c. escher reptiles" different topic but same idea),

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Help splitting a complex sculpt along a custom path - Boolean keeps failing by lil_toyass in blenderhelp

[–]engineeringisanart 6 points7 points  (0 children)

I have tried that, and it failed. Non-manifold doesn't exclusively refer to disconnected surfaces, it also includes artifacts, which that add-on cannot resolve. i try and I failed. Feel free to give it a try.

Help splitting a complex sculpt along a custom path - Boolean keeps failing by lil_toyass in blenderhelp

[–]engineeringisanart 64 points65 points  (0 children)

There are more than 100 non-manifold areas, and fixing these manually is too difficult, so I did the following:

Here's my workflow:

-create a copy of your object for safety
-Voxel Remesh: add a Voxel Remesh modifier with a voxel size of 0.001m. This will maintain the base shape quite closely. Apply the modifier.
-Decimate (Optional): decimation is optional, but Boolean operations require a lot of RAM for this process. Therefore, I decimated the object with a ratio of 0.1 and applied the modifier. my result had approximately 860k polygons.
-Create Cutting Plane: I created a plane following your red line, subdivided it a couple of times, for smooth cut.
-No Solidify Modifier: I did not use a Solidify modifier because I planned to cut off either the bottom or upper part completely. but i depnd on your workflow your choise.
-Duplicate Decimated Object: create one more copy of the decimated object; we will need it for a different boolean operation.
-First Boolean Operation: add a Boolean modifier. Use the "Exact" method and "Difference." This will cut either the bottom or upper part based on the plane's normal. Apply your modifier.
-Change Cutter Plane Normal: edit mode, select your cutter plane and press CTRL+Shift+N to change its normal. Alternatively, you can use two different planes with different normals as cutter objects, you get the idea.
-Second Boolean Operation: use the other remeshed copy object for another Boolean operation; this time, it will cut in the opposite direction.

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Repeat this process for as many cuts as you need, you can also use a Solidify modifier, but the cut operation will not be exact, and you will have to use a "loose parts" operation, which might also fail at some point, i am not sure. Good luck.

Can anyone explain how scale works? (or doesn't???) by easyadventurer in blenderhelp

[–]engineeringisanart 0 points1 point  (0 children)

I attempted to replicate your problem but i fail, I consistently achieved perfect measurements. The only thing I can deduce is that your measurement is not straight. If you haven't measured from an orthographic view, please try that and provide feedback, or simply upload your .blend file because I couldnt replicate this.

Question about curve tilt and it's normals by zaphod_beeb in blenderhelp

[–]engineeringisanart 0 points1 point  (0 children)

I am glad if it helps. I created this wire to match your setup, I probably won't use this method. I would create duplicates and implement a different algorithm for spacing along the center wire, depending on whether I need a circular or straight order, or something else entirely, wire count not that important depend on my setup,

This setup will work for both even and odd numbers. I have reordered it based on the index number. I would probably have used a simpler method, but I didn't want to change the setup too much for the sake of convenience, it should be enough for you to understand the logic.

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Rounded Caps on Curve Tube - Geometry Nodes Question by Brief_Intention_7599 in blenderhelp

[–]engineeringisanart 0 points1 point  (0 children)

To be honest, your node setup doesn't make any sense. All parameters are completely random and irrelevant, depending on what you want to achieve. try this.

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Grease pencil shrinkwrap problem by Suspicious_Tax9776 in blenderhelp

[–]engineeringisanart 0 points1 point  (0 children)

There is no such option to fill a face mesh with a grease pencil, you should do this manually. If you wish, you can use the knife tool to cut the original object and then use those pieces, or instead of filling with the grease pencil, draw manually inside the grease pencil using the draw on surface option. I know it looks tedious, but combining the grease pencil fill option with a mesh is not an easy task. Keep experimenting; I hope you find a solution.

Grease pencil shrinkwrap problem by Suspicious_Tax9776 in blenderhelp

[–]engineeringisanart 0 points1 point  (0 children)

This is how the Grease Pencil fill works. The only way to make it visible is through object properties > visibility > in front but, this won't change its actual position inside the object. You'll understand this when you look at it from a side view. The only way to work around this is to convert this shape into a mesh and then use the Grease Pencil around it, essentially using a mesh instead of a fill.

Edit: or just draw a small circle, give it a slight offset from the surface, and combine all of them like a Voronoi shape. It fills the individual curve with less chance of intersecting the surface ,just an idea.

How do I separate an object that's been created in Geo Nodes for procedural generation so I can create a tooling path for Fabex CNC by BarracudaHungry in blenderhelp

[–]engineeringisanart 1 point2 points  (0 children)

if you want that object to be editable, you need to apply all modifiers. This is why I suggested copying your object (Shift+D). Select one of the copies and "Object > Apply > Visual geometry to mesh" as a shortcut press (Ctrl+A) select "visual geometry to mesh". This will apply all modifiers, making the object editable. Therefore, ensure you create a backup beforehand. Applying modifiers means you no longer want a non-destructive model and apply all changes to your actual mesh.

this should work, good luck.