UV island loop detection is a go 🚀
This one's been on the back-burner for a long time — I'm so happy to have found a solution that is fast and seems robust! 🥲
#b3d
#geometrynodes
I think I'm nearing the end of the mask➡️mesh node refactor:
- Works on any 3d surface
- Allows overlapping UVs
- Much faster than my previous triangle-based approach
#b3d
#geometrynodes
The update is out now! 🥳
Now to make some cool demos for the release 🧪
If anyone has any cool models they'd like demo'd please reach out! If I use your model in any docs/marketing I'll shoot you free copy ❤️
#b3d
#geometrynodes
uvProject for Blender release candidate coming as soon as I can update the info on the page!
Then I have to actually produce the demos/documentation/videos for the full release 😐
Good news is you can use this window to grab it at a reduced price
#b3d
It's finally uvProject update time!! 🥳🪩
This update includes loop unwrapping functionality and a new "UV Copy Map" modifier
It's still available at a reduced price until I'm done with videos/docs for a 1.0 release 👀
#b3d
#geometrynodes
@HappyS0ngss
I'm using a lot of nodes 😅
There are three main node groups applied as modifiers:
1. Create flat geometry from a mask
2. Apply "chipping" and surfacing to the flat bricks
(decimate modifiers)
3. Expand and extrude bricks
Hope that helps — I'll post more as I tidy things up 👍
Grab my UV grid textures here:
Designed to be readable and easy on the eyes from multiple distances — feel free to copy, modify, give feedback etc. 🙂
I'll also include them with the next update of uvProject (coming very soon!)
#b3d
#3d
uvProject optimisation on the way!
"UV Island Unwrap" falls back to "Island Project" for flat islands.
No difference in output, big difference in speed ⚡️
It depends on the mesh but averages around 2x for my test meshes.
Stress test from
@odd_enough
now executes in <3s
FINALLY!!
I was starting to think I'd never manage to get UV loops working but here we are 🥹
Still a lot of tidying up/optimizing but the results are starting to be super promising!
Thanks again
@odd_enough
for the nice model!
#b3d
#geometrynodes
uvProject for Blender release candidate coming as soon as I can update the info on the page!
Then I have to actually produce the demos/documentation/videos for the full release 😐
Good news is you can use this window to grab it at a reduced price
#b3d
uvProject with loop detection is getting there!
On beveled/organic meshes where automatic UVs won't work the manual tools make unwrapping in the viewport a decent experience. All without opening the UV editor!
Using another great model from
@odd_enough
🙏
#b3d
#geometrynodes
Based on an excellent idea suggested by
@FredrickAven
I'm adding a "Reference Origin" for all projectors in uvProject. 📽️
Completely optional but makes it much easier to line UVs up between separate objects!
#b3d
#geometrynodes
Inspired by the recent work of
@SpaghetMeN0t
here is my version. I trace the texture onto a 3D plane surface. Then, I use another surface to project the flat mesh onto it. Same idea as the « detail mesh » from Houdini’s game dev tools presented by
@ambrosiussen_p
few years ago.
Terrain prototyping tools I was working on for my own projects🏔️
Not the best demo and they're only intended for personal use so the implementation is all kinds of jank! 😅
@FredrickAven
Thanks! I am thinking of adding it to the list of things to polish up, especially if people are interested 🙂
I had to make quite a few utility nodes in the process so I'm not sure whether to release a geometry nodes utility thing or a brick specific thing 🤔
Stylized brick shader from a while ago 🖌️ This was made in
#b3d
but I've got some
#GodotEngine
progress I'll share when it's in a better state (and when I'm done with my other brick thing!)😉
I haven't really talked about this yet:
All the UV nodes are available as mesh tools too 🛠️
(For those who are destructively inclined)
#b3d
#geometrynodes
Trying to improve upon Blender's "Color Grid" texture:
- Readable from further away
- UV tile seams (white lines)
- UV up direction arrows
- Easier on the eyes?
#b3d
I think I'm getting there with these UV grids
What's the best way to make them freely available uncompressed?
Google Drive? 🤔
Mesh by
@Jonas_ADHD
, automatic UVs from uvProject
Rows = Default Blender, Custom1, Custom2
Exploring some
#GodotEngine
experiments I was doing last year.
Here I'm using noise to obscure the seams of a super cheap tri-planar material (single texture sample, no blending)
I added a simple node to the upcoming uvProject update to copy one UV map to another...
In this example I'm copying the first uv map to a second then packing it — a useful workflow for assets that need both tiling and unique UVs (e.g. lightmaps)
#b3d
#geometrynodes
After months of trying different hacks I've finally solved my biggest autoconstraints issue in a nice clean way!
Duplicate-move and other affected operators will now 'repeat last' properly 🥳🥹
I'll push an update hopefully next week sometime
I've made a small modifier to assign materials based on face normals 🛠️
I'll release it for free once I've made the icons etc.🧑🎨
(It'll come with the node I made to check if a material input is empty 😊)
#b3d
#geometrynodes
For each mesh island in geometry nodes — discovered while working on my stone wall doobly 🧱🔧
(I'm using it to get the bounding box of each brick)
Not sure if this is common knowledge or if there is a better way?
#b3d
#geometrynodes
Old Houdini experiment creating a stone wall model from a painted mask... Going to try and replicate in
#blender
with
#geometrynodes
wish me luck! 🤔
#b3d
autoConstraints is now available on Blender Market!
Get in a 3D flow-state without the constant finger-gymnastics of applying constraints 👇💃
Transform with the speed of Blender's gestural hotkeys and the accuracy of gizmos ⚡️
#b3d
Cylinder/tube island detection using geometry nodes 🧪
Developing this for future uvProject cylinder/tube unwrapping 🤫
Huge thanks to
@odd_enough
for giving me some amazing test geometry!
I'll get around to finishing this project one of these days (or years). I keep going back and forth on if I want to animate/render/etc in UE5 or keep it all in Blender.
There's a pretty even pros and cons list for both so I'm torn 🙃
Super simple "sharp edges" node included in uvProject lets you distinguish between convex and concave edges...
Here is a comparison with the default "Smooth by Angle"
Bonus UVs in thread 👇🧵
And this is where I leave the experiment today... Biggest thing I miss from Houdini is for each loops (compiled ones being ridiculously fast)
I may have used my brain a bit too much for a Sunday 🥱
#b3d
#blender
#GeometryNodes
Playing around with painterly rendering in Blender 🖌️🎨
I've been thinking about how this idea for a long time... how to implement "lost edges" as a post processing technique.
The scene is the Blender 2.81 splash by
@aendom
#b3d
#art
#blender
#blender3d
@TheSeventhSmith
@HappyS0ngss
Thanks for the question! This went few a few iterations but I'm currently doing the following:
1. Delete faces based on a mask on a high res grid
2. Convert boundaries to curves
3. Resample curves
(optional smooth)
4. Scatter lots of curve points
5. Fill curves
A little experiment creating a tiling mesh and wrapping it around other mesh's UVs... As soon as we are able to set custom normals from geometry nodes expect a lot more from this!
#b3d
#geometrynodes
#blender
#blender3d
Of course I had to make my own projection method😅
Still uses vertex groups but has options for much more forgiving results — starting to be quite a nice level design tool 🏗️
#b3d
#indiedev
autoConstraints just got better! 🙌
1.3.1 now supports 3D tools where Drag: Active Tool/Tweak (I wasn't aware of this workflow before👀)
Gumroad:
Blender Market:
#b3d
@80Level
@Blender
🥹 Wow thanks for the article! I never thought this little side-project would get so much attention... I better hurry up and finish it 😅
autoConstraints 1.3.5 is released!
Fixing "repeat last" for duplicate and extrude operations along with many other smaller things.
Huge thanks to all that helped with this release ❤️
Another new option about to sneak into uvProject prior to release 🤫
Added an "Invert Selection" option to all nodes —
Thanks
@jakebenbow
&
@FredrickAven
for the suggestion
So I thought that Blender asset library catalogs were embedded into .blend files...
Turns out none of my asset-based products have been sorted into catalogs for anyone but me! 🤦🤦🤦
Updates soon for:
- geoNodesAO
- materialByAngle
- uvProject
You live and learn 😅
Trying to standardize all my asset icons...
I want to distinguish assets that are:
- Edit Mesh tools
- Node-only assets (can't be applied as modifiers)
I'm leaning towards the mode(s) of the tool and a generic node icon — does that make sense? 🤔
First step of building a NAS/gitlab server for game dev!
I figured buying the case would make me HAVE to figure the rest out... (I'm in way over my head 😅)
#indiedev
I miss the old EEVEE renderer in Blender...
I'm finding it harder to do NPR stuff and I'm getting some pretty annoying hangs when using the new version 😢
Does anyone know a way in geometry nodes to check if a material input 🟩 is empty?
I'm currently doubling up inputs with booleans 🟥 which is pretty bad ux 🫤
#b3d
#geometrynodes
Damn, this is disappointing — I was just about to subscribe to basic as it made financial sense...
Now it doesn't but I'm going to have to buy one month just to honor all the "transfer" discount codes I said I'd be able to do if folks bought on gumroad.
😐
Trying to get back into some 2D art recently 🖌️🎨 Its so much harder than I remember!! Doing some coast studies for an upcoming project 🏖️
#digitalart
#Krita
A little experiment creating a tiling mesh and wrapping it around other mesh's UVs... As soon as we are able to set custom normals from geometry nodes expect a lot more from this!
#b3d
#geometrynodes
#blender
#blender3d
@warcat3d
@HappyS0ngss
I tried booleans at first but it was slow... My current method is starting with enough geometry to represent the facets and doing it with displacement. I'm applying X and Y "cuts" to bricks based on their mesh island bounding box and some randomness. Then it's decimated 👍
I've found a workaround that takes a bit of setup: Painting vertex groups for a shrinkwrap modifier.
Not very "sculpty-flow-state" but has the benefit of remaining live until you apply it🤷⚖️
One thing I'm missing a lot when sculpting in Blender is a "ZProject" equivalent. i.e. A brush that projects the current mesh onto other meshes...
Does anyone know if this is possible in Blender?🤔
#b3d
#sculpting