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+ "text": " So before we move into detailing up a section of the head a little bit more here, I just wanted to show a couple of other techniques that we haven't covered so far as part of the tutorial of ways that we can actually use different modeling techniques to further detail up our meshes. So the first one I wanted to show was working with splines and how they can be useful for creating geometry that's a bit more complicated. So in the case of this, if we jump over into our reference that we're using here, so with the final head design, there was a couple of areas I use splines to deform things. The first one is actually this section here where we created this, some of the hairs and we're going to touch on how I created the hairs as well in a second here. But this is using a spline, I just wanted to point that out. So we deform the geometry on the horn itself using a spline. then this particular section which is essentially a trim is also using a spline. So we'll go over how I actually created that. So if I'm creating something like this, obviously I need a spline to generate to begin with. So we'll take the examples here. Let me turn off the reference. So if I wanted to create say a trim piece that ran the underside of this, which is what I did for that example there, the first step would be to create the actual trim. So We'll create the trim. We'll usually start with a cube or something here I knew I wanted the trim to just be relatively simple and basic but then have a little bit of detail Some sort of cuts or bevels or something like that. So essentially what I created was a sort of cube type shape So we just kind of scale this in get the shape that we want We can also Apply a material to this as well. So let's put our I Put the I think for this I put the metal material on there And then I would just add some kind of detail to this so we can just bevel this we can always adjust this afterwards as well So we just kind of get something in there that we can work with so I'm going to add some maybe some panel lines or cuts into this I'm just going to move these down so it creates like this nice trim piece, right? And then we can add bevel to this as well But let's just kind of get that in place to begin with and then to make sure that this is going to bend and be really smooth on the Object we'd also want to add some divisions to this So just kind of slice this up a few times So it's going to bend really nicely and then I'm also going to delete the end pieces of this like the caps because next I want to basically array this so we'll switch the axis until we get the right one and then I'm going to press one on the keyboard and I can basically just roll the mouse wheel to increase the amount of pieces We have there and then for generating the spline I'll do that from the existing kind of geometry that we have here So I know that I want that spline to run kind of along this edge So we'll select the edge there and then we're just going to Press Q to bring up the hard ops menu and do a curve extract which is going to give us our curve and And then from there we can now select our trim and select our curve and just do a curve modifier And you'll see that now this is actually Deforming to that curve. It's not quite in the right place and things like that So we can copy the location make sure that that's in the right location there and then From here as well. I want to make sure that This is kind of deform in the right axis So I'm going to just play around Until I get the axis that I want. I think maybe we're actually already in the right axis there So what I want to do is just make sure our rotation is Reset on the curve itself and then we'll make sure that this is going to actually deform correctly So it's usually if something is going a bit weird like that It tends to be the transforms on either the object itself or the curve itself So you just need to make sure your transforms are reset there and then we can kind of move we can now move this guy on the different axis to control It moving along the curve like that You can see it's not quite reaching the end. So on the array I'm just going to increase the amount there and this also isn't very smooth at the moment So the next thing I want to do is set the curve itself We're going to set the handle type by right clicking to bring this here, let me just make sure that this is set to a Bezier. And then from there, we want our handle types to be automatic, which is basically gonna create this nice smooth curve. And now you can see that we can actually manipulate the curve and get this nice trim. So if we hide the curve temporarily, you'll see that it's all looking pretty nice. We've got that trim. We can change the size of the curve so that it's a little bit smaller and contain kind of within there. So we can actually still see the curve which allows us to move these points Adjust the bezier handles and everything and get this into a pretty nice spot So this also doesn't have any smoothing. So I'm just gonna enable some smoothing and then you can add modifiers to this as well. So We can add say a bevel modifier I think when I've done the bevel modifier that's actually reset the scale of our object So you can see the scales now gone to one here, which happens in deep by default for hard ops and When I've done that it's also reset the array. So you can see the array is now really far off in the distance there So to fix that issue really straightforward We'll just come back to our array option and we're going to press one. Check that we're on the right axis here We need to make sure it's enabled as well. So You should be able to see it kind of flying around press one again And now the array is going to be back to where it was before we can deform and now we have our bevel added to this So that's creating our nice curve type shape You see any issues with smoothing like that? The other thing you can also do in the array is make sure you have merge ticked that will merge the verts at the end As well, so you get this nice kind of smooth curve piece And then if you need to adjust bring this back into the head top if you need to adjust anything just come into the curve we can just sort of tidy up any of those points. And so this is a really good technique if you're working with a piece that you know you want to repeat in this way, then it can be a really nice little trick for getting in those sort of smooth repeating shapes that match the geo using the vertices of the, or the edges I should say, of the original geometry to generate our spline. So that's definitely a really helpful tip to forming along a curve there. Okay, so one of the other techniques I wanted to show here for detailing up the head portion of the model was how I actually generated these fibers that you can see here on the face. So in the original reference, I had found a lot of these kind of screenshots where the beetle has these kind of fine hairs that it has sort of around the head and underneath the body and everything. And I thought that was a really cool aesthetic. I definitely wanted to find a way to be able to get that across in the model. But I had a couple of issues. One was about how do you actually spawn all of those individual fibers? I didn't want to have to hand place them all in case the model changes and I have to tweak things. And the other one was how to translate them from being fine hairs into something that makes sense for a robot beetle. So in this case, what I tried to do was turn these into fiber optic style cables So they could basically sense the way that the robot is interacting with its environment. And as far as placement is concerned, I actually used the geometry nodes in Blender to spawn these so I could easily procedurally update stuff if things needed to change or the position of this needed to change. So I'm going to go over that process. So how did I actually create that geometry node setup? So the first thing is you need a mesh to actually spawn things onto. So we'll just start by creating one here simply, and then we can go for our setup for the geometry nodes. So first thing here is I'm just gonna add in a plane and scale this down and we'll just sort of scale up a bit and we'll add some subdivisions in here as well. So it's got a little bit of geometry to work with there. So that's our initial setup. And then as far as the geometry nodes are concerned, I would come over into the geometry node tab. And if you don't have that, you can come under the workplace and find it here. This is gonna spawn our geometry nodes. I don't need the sheet of information, so I'm just gonna join that area together. And we're gonna set up by creating a geometry node network. So just creating a new one. We can rename this as well later, but we'll keep it at default for now. And the first thing we wanna do is we want to basically create a bunch of this geometry kind of spawning on this object. So the first node that we're gonna use here We're going to use distribute points on faces. So you just press control a and then we'll search for the distribute points on faces And we'll plug this in and you'll see that that will basically spawn a bunch of small Individual points that you can see here as well. You can jump into this view if you want to see the points as well So that's kind of spawning points where the verts are we can increase the density of the amount of points that we have there So that's the first step Next is how do we turn that into geometry? So we're then going to use another node called instance On points and we're going to choose this one here and we're going to plug that in so now Everything vanishes and we can't really see what's happening there So we actually need something to actually instance in here and just to quickly add some geometry You can search for say a cube and plug this in to test it You'll see that it will spawn a bunch of these and we can adjust the scale of those But it's going to spawn a bunch of boxes. You can kind of see that there But I don't really want to use boxes. I want to use Some objects that I have say the the fibers or the fur or whatever. So The way that we do that. It's really straightforward is we're going to use a Collection and so I've created a quick collection of objects here. We can jump back over into the lit view And this is just those fibers kind of modeled out And so I just did this with a couple of cylinders and then I'm using a simple deform modifier to basically bend these Into shape so we get that sort of fiber feel and so to spawn those We're just going to search for collection info and we're going to plug this into our instances here We're going to want to select the collection. So in this case, it's just called fibers. You can see And here or we can use I think this one is actually five of zero one So we'll choose that one you can see that these are coming in They're very small at the moment. So we can just adjust our scale But what's happening at the moment is it's spawning both of those together at the same time, right? so what we potentially would want to do here is We want to adjust it just spawning these individually So we'll do separate children and we'll hit reset children and you'll see that now it's spawning these guys I'm also going to reset the scale of the plane because that was actually has a point zero one here So we'll reset the that guy and then we can up our density to see more of these guys spawning So now we can see these are actually these fibers are now spawning pretty nicely We can just select our Collection here and move these it doesn't actually matter where these are located So we can move those wherever we want in the scene. And you'll see that now these are spawning, but we don't have our original shape, the plane that we had originally. So if we want that original shape, we can use a join geometry node, which we plug in here, and we'll just join our original geometry together with this. So now we can see these are spawning on that original plane that we had there. So that's kind of the basis of our setup. We can start to get a little bit more complicated, with this kind of stuff here now as well. So what we can start to do is as we model out the shape and everything, you can see that we have a few issues where it starts to spawn with weird rotation and everything. It's not quite following the shape of the geometry that we wanted to create there. So an easy way to kind of set that up, you need a couple of nodes to basically alter the rotation because if we were to play around with the rotation here, You can see that we can rotate our objects and everything there But we need to align it to the normal so it's a couple of things we can do there The first one is we'll add a couple of nodes in so the first one here is Sample nearest surface so we'll grab that node and we're going to sample our original planes geometry And we're going to set this from float to vector and then we're going to search for normal So we're essentially sampling the normal of our object there, which is the plane So next up we want to turn that from the normal into rotation. So we're going to use a line Euler to vector which we plug in here So we plug the value of the surface into the vector and this into the rotation So we set that up there Now we just need to set the axis that makes sense for this particular one So in this case, it's the Z axis if we look at this guy pointing up This is the direction so you can now see that these are following the shape So wherever we model if we were to say model this way You'll see that these are spawning in the right axis depending on the shape that we're creating which is pretty great Couple of things we can also do. Let's just kind of undo The shape changes will just remove some of this stuff here. I also want to change some of the scale options as well. So I'm going to add in a random value which can help us for creating random scale here. So we'll plug this guy into our scale and you can see that we now have random scale on these objects. So we could set this to say 1.5 and say 2 and we're going to get a little bit of random rotation which is of random scale I should say which is working pretty nicely. Okay so that's all working pretty nicely. The other thing we can also do here is we can start to expose these options. So for example we have the density here we can just kind of plug this back into the original group input and you're going to see that now we can increase the density within the node itself. So if we wanted to put say a hundred in here it's going to adjust it or we can increase that number and see more of these spawning right. Another thing that's also really helpful is to be able to choose on our measure kind of selection so we could select you know by vertex group or by material or something here and have them spawn just based off of that so there's a couple of nodes we need to add in there for that and the first is just a compare node so we're going to bring our compare node in here and then we're going to set this up to be a integer value and then we'll set it to equal and we plug from the Distribute points faces here into selection and then our a value into here So you can see that coming through here and then over in our interface here. We'll just choose selection So we now have this option for selection which we can choose a number and it's gonna edit the selection there But if we actually want to start using things like materials or vertex groups, we can do that So we'll add vertex group into this will name this selection and then I can actually assign say some faces to that selection just as an example here and then over in the geometry node we would click this button here that looks a bit like a flag and then we click it and we choose the selection so now you're going to see that it's going to remove that selection so if we wanted the opposite way round then we could just invert the vertex group so we can assign this and then just remove it from the other guy. So we'll assign it to this one and then remove it from this vertex group and you'll see that it will now spawn just based on those vertices, right? So that's one type of selection we could do. The other one which I actually used for my example was I did materials. So we can add a material in or set this one to be red and then we'll duplicate the material here and then we can choose this one and make this yellow. So we can start to see our material and I'll just maybe make a couple of faces yellow there and you can see that. Should we jump back over to this guy? We do the same thing but this time we'll select the material index and you'll see that now it's not spawning on those yellow materials. So again if we wanted the opposite way around then we could just swap our materials here so we can just assign that, invert this and assign the yellow selection and now you'll see that these guys are spawning just in those places. So that can be pretty helpful when it comes to the selection type there. So as far as just kind of quickly breaking down how this particular section is working, we can see that if I just sort of reset the modifiers here, the way that I'm using this technique in this case is I've modeled out the geometry of the piece of the horn I want to create, I'm mirroring it, and then I'm bending it into shape so that it will fit the shape of the horn. and then I'm adding a subdivision to that. And then I'm adding in my geometry nodes, which spawns these particular geometry node sections as well. And then I'm using a curve to kind of bend that into shape. So that's working pretty well. The only thing I haven't covered as well is I also added an option to kind of scale the objects based on kind of a distance. And I have an object I select for that. So to do that, I basically add again, into the geometry node selection, let me just try and set this up here. So we can just come through into here and I'll assign a few more materials so we can kind of see how this is gonna work, right? Just assign that there so we can see our fibers kind of spawning. So the thing that we need to do in here is to add some control to be able to actually vary the scale. So I was doing that using an object. So the first thing that we want to do here is we've got our scale, which is the random scale that we have the control in here. So we're just gonna kind of move these guys out of the way a little bit. We're gonna be working with the scale of the object here. So we wanna grab an object and I'm gonna just search for a node called object info, which we'll pull up here. And this is gonna be the object we use define the scale of this and we'll set it to relative as well here. From there we're going to use a node called geometry proximity so we'll just search for that which is cool and then we need to just plug our geometry into the target of this one here and then we're going to do a multiply so to do the multiply we need to add a math node so here we'll select and then in here we're going to select multiply and add here so we'll turn on the clamp value and then we're going to apply the distance into the value there and then the multiplier we can actually control this independently we could expose the multiplier as well which we will do a little bit later and then we're going to add a value of 1.5 in here so that's how that's going to work and then to combine the two of these we're going to reuse our math node so we can just add another one in here so And for this one we want to set this to multiply So for the multiply we're going to plug these two together And then this one is going to be plugged into our scale now, so we'll just Reconnect that so now we can see this is how we've got it going on So we now need to just expose a couple of these options to the end of the graph So we'll just kind of select this the first one is going to be the object that we actually want to use and then also So we want to expose expose the multiplier of this as well So the thing that we want to do here now is actually just add an object in so we can see this working So we're gonna add in just a quad sphere. We'll scale the quad sphere Down a little bit here. So just make sure that we actually have selected that Okay, right scale We've been we just we've been adding that to this guy. So let me just remove this from the fibers collection which is why it's it's scaling and duplicating. So okay so now we have our object in here let's kind of move this in here and then from our geometry nodes panel we're going to select the object the cube that we have in here. Okay so now if we put a value a negative value into here you're going to see that it's going to scale based on proximity to this object. So as we kind of move this around you can see that it's adjusting the scale there. If we wanted to make this instead of it being a negative value we can just use a math node here and we'll just multiply this by a value of negative one which will now mean that when we set this to five it's going to have the same effect there. So we can use this to kind of adjust like the scale of the object and adjust the position of the object is going to change the size of these so they get smaller the further away from the objects they are so you can use this and then just kind of hide that you can see that that's pretty useful so I did use that when I was working with these two basically you can see it here how it gets kind of smaller as it gets towards the top of the object and the same here it gets kind of smaller as it goes away so that's a pretty handy little trick in terms of getting those to work nicely So jumping back to this we can just have a look at our setup again. So This essentially is so mentioned we create the geometry for this We spawn the objects actually on there And then we actually use the same technique I mentioned before which is using the curve to kind of deform this into place So that's the how we created these fiber optics and obviously the this is all dynamic So I can come under the geometry node and adjust the settings here We can change the density at any point we could bring this down to say 20,000 of these and you're gonna see a lot less of them We can also adjust the minimax scales of those so whatever you expose is gonna give you some control to tweaking How many of these you're actually spawning and along those kind of lines? So that's just some real basic kind of geometry node stuff that can help you when it comes to as spawning some of these more complex things and especially when there's a lot of them and you potentially want to adjust the shape and scale of these as well.",
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+ "text": " So before we move into detailing up a section of the head a little bit more here, I just wanted to show a couple of other techniques that we haven't covered so far as part of the tutorial of ways that we can actually use different modeling techniques to further detail up our meshes. So the first one I wanted to show was working with splines and how they can be useful for creating geometry that's a bit more complicated. So in the case of this, if we jump over into our reference that we're using here, so with the final head design, there was a couple of areas I use splines to deform things. The first one is actually this section here where we created this, some of the hairs and we're going to touch on how I created the hairs as well in a second here. But this is using a spline, I just wanted to point that out. So we deform the geometry on the horn itself using a spline. then this particular section which is essentially a trim is also using a spline. So we'll go over how I actually created that. So if I'm creating something like this, obviously I need a spline to generate to begin with. So we'll take the examples here. Let me turn off the reference. So if I wanted to create say a trim piece that ran the underside of this, which is what I did for that example there, the first step would be to create the actual trim. So We'll create the trim. We'll usually start with a cube or something here I knew I wanted the trim to just be relatively simple and basic but then have a little bit of detail Some sort of cuts or bevels or something like that. So essentially what I created was a sort of cube type shape So we just kind of scale this in get the shape that we want We can also Apply a material to this as well. So let's put our I Put the I think for this I put the metal material on there And then I would just add some kind of detail to this so we can just bevel this we can always adjust this afterwards as well So we just kind of get something in there that we can work with so I'm going to add some maybe some panel lines or cuts into this I'm just going to move these down so it creates like this nice trim piece, right? And then we can add bevel to this as well But let's just kind of get that in place to begin with and then to make sure that this is going to bend and be really smooth on the Object we'd also want to add some divisions to this So just kind of slice this up a few times So it's going to bend really nicely and then I'm also going to delete the end pieces of this like the caps because next I want to basically array this so we'll switch the axis until we get the right one and then I'm going to press one on the keyboard and I can basically just roll the mouse wheel to increase the amount of pieces We have there and then for generating the spline I'll do that from the existing kind of geometry that we have here So I know that I want that spline to run kind of along this edge So we'll select the edge there and then we're just going to Press Q to bring up the hard ops menu and do a curve extract which is going to give us our curve and And then from there we can now select our trim and select our curve and just do a curve modifier And you'll see that now this is actually Deforming to that curve. It's not quite in the right place and things like that So we can copy the location make sure that that's in the right location there and then From here as well. I want to make sure that This is kind of deform in the right axis So I'm going to just play around Until I get the axis that I want. I think maybe we're actually already in the right axis there So what I want to do is just make sure our rotation is Reset on the curve itself and then we'll make sure that this is going to actually deform correctly So it's usually if something is going a bit weird like that It tends to be the transforms on either the object itself or the curve itself So you just need to make sure your transforms are reset there and then we can kind of move we can now move this guy on the different axis to control It moving along the curve like that You can see it's not quite reaching the end. So on the array I'm just going to increase the amount there and this also isn't very smooth at the moment So the next thing I want to do is set the curve itself We're going to set the handle type by right clicking to bring this here, let me just make sure that this is set to a Bezier. And then from there, we want our handle types to be automatic, which is basically gonna create this nice smooth curve. And now you can see that we can actually manipulate the curve and get this nice trim. So if we hide the curve temporarily, you'll see that it's all looking pretty nice. We've got that trim. We can change the size of the curve so that it's a little bit smaller and contain kind of within there. So we can actually still see the curve which allows us to move these points Adjust the bezier handles and everything and get this into a pretty nice spot So this also doesn't have any smoothing. So I'm just gonna enable some smoothing and then you can add modifiers to this as well. So We can add say a bevel modifier I think when I've done the bevel modifier that's actually reset the scale of our object So you can see the scales now gone to one here, which happens in deep by default for hard ops and When I've done that it's also reset the array. So you can see the array is now really far off in the distance there So to fix that issue really straightforward We'll just come back to our array option and we're going to press one. Check that we're on the right axis here We need to make sure it's enabled as well. So You should be able to see it kind of flying around press one again And now the array is going to be back to where it was before we can deform and now we have our bevel added to this So that's creating our nice curve type shape You see any issues with smoothing like that? The other thing you can also do in the array is make sure you have merge ticked that will merge the verts at the end As well, so you get this nice kind of smooth curve piece And then if you need to adjust bring this back into the head top if you need to adjust anything just come into the curve we can just sort of tidy up any of those points. And so this is a really good technique if you're working with a piece that you know you want to repeat in this way, then it can be a really nice little trick for getting in those sort of smooth repeating shapes that match the geo using the vertices of the, or the edges I should say, of the original geometry to generate our spline. So that's definitely a really helpful tip to forming along a curve there. Okay, so one of the other techniques I wanted to show here for detailing up the head portion of the model was how I actually generated these fibers that you can see here on the face. So in the original reference, I had found a lot of these kind of screenshots where the beetle has these kind of fine hairs that it has sort of around the head and underneath the body and everything. And I thought that was a really cool aesthetic. I definitely wanted to find a way to be able to get that across in the model. But I had a couple of issues. One was about how do you actually spawn all of those individual fibers? I didn't want to have to hand place them all in case the model changes and I have to tweak things. And the other one was how to translate them from being fine hairs into something that makes sense for a robot beetle. So in this case, what I tried to do was turn these into fiber optic style cables So they could basically sense the way that the robot is interacting with its environment. And as far as placement is concerned, I actually used the geometry nodes in Blender to spawn these so I could easily procedurally update stuff if things needed to change or the position of this needed to change. So I'm going to go over that process. So how did I actually create that geometry node setup? So the first thing is you need a mesh to actually spawn things onto. So we'll just start by creating one here simply, and then we can go for our setup for the geometry nodes. So first thing here is I'm just gonna add in a plane and scale this down and we'll just sort of scale up a bit and we'll add some subdivisions in here as well. So it's got a little bit of geometry to work with there. So that's our initial setup. And then as far as the geometry nodes are concerned, I would come over into the geometry node tab. And if you don't have that, you can come under the workplace and find it here. This is gonna spawn our geometry nodes. I don't need the sheet of information, so I'm just gonna join that area together. And we're gonna set up by creating a geometry node network. So just creating a new one. We can rename this as well later, but we'll keep it at default for now. And the first thing we wanna do is we want to basically create a bunch of this geometry kind of spawning on this object. So the first node that we're gonna use here We're going to use distribute points on faces. So you just press control a and then we'll search for the distribute points on faces And we'll plug this in and you'll see that that will basically spawn a bunch of small Individual points that you can see here as well. You can jump into this view if you want to see the points as well So that's kind of spawning points where the verts are we can increase the density of the amount of points that we have there So that's the first step Next is how do we turn that into geometry? So we're then going to use another node called instance On points and we're going to choose this one here and we're going to plug that in so now Everything vanishes and we can't really see what's happening there So we actually need something to actually instance in here and just to quickly add some geometry You can search for say a cube and plug this in to test it You'll see that it will spawn a bunch of these and we can adjust the scale of those But it's going to spawn a bunch of boxes. You can kind of see that there But I don't really want to use boxes. I want to use Some objects that I have say the the fibers or the fur or whatever. So The way that we do that. It's really straightforward is we're going to use a Collection and so I've created a quick collection of objects here. We can jump back over into the lit view And this is just those fibers kind of modeled out And so I just did this with a couple of cylinders and then I'm using a simple deform modifier to basically bend these Into shape so we get that sort of fiber feel and so to spawn those We're just going to search for collection info and we're going to plug this into our instances here We're going to want to select the collection. So in this case, it's just called fibers. You can see And here or we can use I think this one is actually five of zero one So we'll choose that one you can see that these are coming in They're very small at the moment. So we can just adjust our scale But what's happening at the moment is it's spawning both of those together at the same time, right? so what we potentially would want to do here is We want to adjust it just spawning these individually So we'll do separate children and we'll hit reset children and you'll see that now it's spawning these guys I'm also going to reset the scale of the plane because that was actually has a point zero one here So we'll reset the that guy and then we can up our density to see more of these guys spawning So now we can see these are actually these fibers are now spawning pretty nicely We can just select our Collection here and move these it doesn't actually matter where these are located So we can move those wherever we want in the scene. And you'll see that now these are spawning, but we don't have our original shape, the plane that we had originally. So if we want that original shape, we can use a join geometry node, which we plug in here, and we'll just join our original geometry together with this. So now we can see these are spawning on that original plane that we had there. So that's kind of the basis of our setup. We can start to get a little bit more complicated, with this kind of stuff here now as well. So what we can start to do is as we model out the shape and everything, you can see that we have a few issues where it starts to spawn with weird rotation and everything. It's not quite following the shape of the geometry that we wanted to create there. So an easy way to kind of set that up, you need a couple of nodes to basically alter the rotation because if we were to play around with the rotation here, You can see that we can rotate our objects and everything there But we need to align it to the normal so it's a couple of things we can do there The first one is we'll add a couple of nodes in so the first one here is Sample nearest surface so we'll grab that node and we're going to sample our original planes geometry And we're going to set this from float to vector and then we're going to search for normal So we're essentially sampling the normal of our object there, which is the plane So next up we want to turn that from the normal into rotation. So we're going to use a line Euler to vector which we plug in here So we plug the value of the surface into the vector and this into the rotation So we set that up there Now we just need to set the axis that makes sense for this particular one So in this case, it's the Z axis if we look at this guy pointing up This is the direction so you can now see that these are following the shape So wherever we model if we were to say model this way You'll see that these are spawning in the right axis depending on the shape that we're creating which is pretty great Couple of things we can also do. Let's just kind of undo The shape changes will just remove some of this stuff here. I also want to change some of the scale options as well. So I'm going to add in a random value which can help us for creating random scale here. So we'll plug this guy into our scale and you can see that we now have random scale on these objects. So we could set this to say 1.5 and say 2 and we're going to get a little bit of random rotation which is of random scale I should say which is working pretty nicely. Okay so that's all working pretty nicely. The other thing we can also do here is we can start to expose these options. So for example we have the density here we can just kind of plug this back into the original group input and you're going to see that now we can increase the density within the node itself. So if we wanted to put say a hundred in here it's going to adjust it or we can increase that number and see more of these spawning right. Another thing that's also really helpful is to be able to choose on our measure kind of selection so we could select you know by vertex group or by material or something here and have them spawn just based off of that so there's a couple of nodes we need to add in there for that and the first is just a compare node so we're going to bring our compare node in here and then we're going to set this up to be a integer value and then we'll set it to equal and we plug from the Distribute points faces here into selection and then our a value into here So you can see that coming through here and then over in our interface here. We'll just choose selection So we now have this option for selection which we can choose a number and it's gonna edit the selection there But if we actually want to start using things like materials or vertex groups, we can do that So we'll add vertex group into this will name this selection and then I can actually assign say some faces to that selection just as an example here and then over in the geometry node we would click this button here that looks a bit like a flag and then we click it and we choose the selection so now you're going to see that it's going to remove that selection so if we wanted the opposite way round then we could just invert the vertex group so we can assign this and then just remove it from the other guy. So we'll assign it to this one and then remove it from this vertex group and you'll see that it will now spawn just based on those vertices, right? So that's one type of selection we could do. The other one which I actually used for my example was I did materials. So we can add a material in or set this one to be red and then we'll duplicate the material here and then we can choose this one and make this yellow. So we can start to see our material and I'll just maybe make a couple of faces yellow there and you can see that. Should we jump back over to this guy? We do the same thing but this time we'll select the material index and you'll see that now it's not spawning on those yellow materials. So again if we wanted the opposite way around then we could just swap our materials here so we can just assign that, invert this and assign the yellow selection and now you'll see that these guys are spawning just in those places. So that can be pretty helpful when it comes to the selection type there. So as far as just kind of quickly breaking down how this particular section is working, we can see that if I just sort of reset the modifiers here, the way that I'm using this technique in this case is I've modeled out the geometry of the piece of the horn I want to create, I'm mirroring it, and then I'm bending it into shape so that it will fit the shape of the horn. and then I'm adding a subdivision to that. And then I'm adding in my geometry nodes, which spawns these particular geometry node sections as well. And then I'm using a curve to kind of bend that into shape. So that's working pretty well. The only thing I haven't covered as well is I also added an option to kind of scale the objects based on kind of a distance. And I have an object I select for that. So to do that, I basically add again, into the geometry node selection, let me just try and set this up here. So we can just come through into here and I'll assign a few more materials so we can kind of see how this is gonna work, right? Just assign that there so we can see our fibers kind of spawning. So the thing that we need to do in here is to add some control to be able to actually vary the scale. So I was doing that using an object. So the first thing that we want to do here is we've got our scale, which is the random scale that we have the control in here. So we're just gonna kind of move these guys out of the way a little bit. We're gonna be working with the scale of the object here. So we wanna grab an object and I'm gonna just search for a node called object info, which we'll pull up here. And this is gonna be the object we use define the scale of this and we'll set it to relative as well here. From there we're going to use a node called geometry proximity so we'll just search for that which is cool and then we need to just plug our geometry into the target of this one here and then we're going to do a multiply so to do the multiply we need to add a math node so here we'll select and then in here we're going to select multiply and add here so we'll turn on the clamp value and then we're going to apply the distance into the value there and then the multiplier we can actually control this independently we could expose the multiplier as well which we will do a little bit later and then we're going to add a value of 1.5 in here so that's how that's going to work and then to combine the two of these we're going to reuse our math node so we can just add another one in here so And for this one we want to set this to multiply So for the multiply we're going to plug these two together And then this one is going to be plugged into our scale now, so we'll just Reconnect that so now we can see this is how we've got it going on So we now need to just expose a couple of these options to the end of the graph So we'll just kind of select this the first one is going to be the object that we actually want to use and then also So we want to expose expose the multiplier of this as well So the thing that we want to do here now is actually just add an object in so we can see this working So we're gonna add in just a quad sphere. We'll scale the quad sphere Down a little bit here. So just make sure that we actually have selected that Okay, right scale We've been we just we've been adding that to this guy. So let me just remove this from the fibers collection which is why it's it's scaling and duplicating. So okay so now we have our object in here let's kind of move this in here and then from our geometry nodes panel we're going to select the object the cube that we have in here. Okay so now if we put a value a negative value into here you're going to see that it's going to scale based on proximity to this object. So as we kind of move this around you can see that it's adjusting the scale there. If we wanted to make this instead of it being a negative value we can just use a math node here and we'll just multiply this by a value of negative one which will now mean that when we set this to five it's going to have the same effect there. So we can use this to kind of adjust like the scale of the object and adjust the position of the object is going to change the size of these so they get smaller the further away from the objects they are so you can use this and then just kind of hide that you can see that that's pretty useful so I did use that when I was working with these two basically you can see it here how it gets kind of smaller as it gets towards the top of the object and the same here it gets kind of smaller as it goes away so that's a pretty handy little trick in terms of getting those to work nicely So jumping back to this we can just have a look at our setup again. So This essentially is so mentioned we create the geometry for this We spawn the objects actually on there And then we actually use the same technique I mentioned before which is using the curve to kind of deform this into place So that's the how we created these fiber optics and obviously the this is all dynamic So I can come under the geometry node and adjust the settings here We can change the density at any point we could bring this down to say 20,000 of these and you're gonna see a lot less of them We can also adjust the minimax scales of those so whatever you expose is gonna give you some control to tweaking How many of these you're actually spawning and along those kind of lines? So that's just some real basic kind of geometry node stuff that can help you when it comes to as spawning some of these more complex things and especially when there's a lot of them and you potentially want to adjust the shape and scale of these as well."
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