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hello guys and welcome back to this
channel today i had a
nice little neat tutorial for you i
actually
um made this tutorial
on how to make this look at this note 3
this geometry node mother or whatever
and uh actually the blender file crashed
on me
at the very end so now
i decide after uh maybe uh an hour of
recording
and now i just want to show you how i
did it
hopefully it will be
much much shorter anyway so i created
this
this window i just want to show you what
this window can do so
in this modifier panel
you have all these parameters you can
change
the units are in meters so everything
works
as it should so we have the window width
we have the window height
we have the frame thickness look at this
school little thing yeah
frame thickness and we have number of
vertical bars as well as number of
horizontal bars so
all these values here you can find them
in the side panel if you go and on the
geometry node
workspace you just get it here or you
can just
select it geometry no editor
so split your screen the way you want it
and just find the geometry node editor
how i did this i'm going to show you in
a second
i am modeling this in blender version
3.0 so because i'm using some
some nodes that are not still
available under blender 2.98
i think that's the last one that's at
least
at the date of this recording
and for example we have this
material assign you just add it to
geometry
there's a material socket that you can
connect
to the parameter here
and that's how you can change the
material just like this
very nice and there's also another cool
another cool uh note
that i'm gonna show you it's
the where is it where is it where is it
where is the mesh primers
mesh line i don't think we have it in
2.93 anyway so i'm just going to show
you what it does
it's just a line it's just a line
with how many vertices you want
so what i did actually was
with the star location and location if
you set it to end points
so you have the coordinates of the first
point
and the coordinates of the last point
and with all the
points in between so if you add like
a point instance
and select i don't know do i have an
empty
yeah i have an empty do i select an
empty
and just lower the count
or it up maybe move this
along the z-axis so it's really really
useful really really useful
and most of you used
grid mesh primitives node
but the grid is problematic because uh
it goes in pairs
so if you if you want to rate in only
one direction
i don't know if you can do it yeah you
could you could probably
uh clamp something and then not have
that second row but this is much neater
so what i did with this let's just
ignore it now
i used two objects so i used my
i used my one by one by one
cube to set the glass
object and i used this is
here i use the simple transform
node to set its
to set its size so rotation nothing
because rotation is fine but to set its
scale
i set the scale to
glass thickness i set
the y scale to glass thickness
and x and z
scale to glass
height and width but with a little bit
of
my
math node help
because uh i had to
subtract the half a frame
so half a frame is right here half frame
value
so goes into frame thickness here and
just gets divided by two and i get the
half frame value so my glass
my glass actually starts somewhere
here i go into side view my glass object
size
starts here somewhere on the point of
half half thickness value
so if the frame thickness gets bigger my
glass
object it's going to go here
and i just
[Music]
i did this with the translation so i
moved it
half value here on the z axis on the
x-axis
as you can see and and i set
its scale
to be uh the size
of the width subtracted by the
size of the frame thickness i don't know
i don't know if you're getting any of
this
uh but that's how i did the glass so how
i did the frames
that's when things get very interesting
so the frames
are here okay very vertical
vertical vertical
practical fluorines are on this
mesh line object that has
its start and its end
and its count so the count
is connected to the number of vertical
this one is the count
counter vertices so this is this is a
line that goes here
and its start location
again needs to be
half a frame moved on the x axis
because if i
increase the frame thickness
the frame needs to start
in the middle so it's always this line
on which these vertical bars
are arrayed needs to start always half a
frame
away from the start from the zero zero
point
and it needs to end
on the window
width subtracted by the half
half a frame value
as you can see this is start and
location
you can see the end the end location
the x value subtracted by the
half frame value and
from the window width value
well hello there it's me again
from the future i actually forgot to
tell you about the most important thing
i started talking about it
at the beginning but actually when we
got to this part
i just completely forgot so let's uh
let's try to
make it clear right now so here we have
that
line you know that we were talking about
and
this line after this line i used
this point instance node that's very
important
that actually allowed me to select an
object that i'm going to array
on my line so here we have
these arrays of these objects and these
objects
are window frame objects
which is in fact this object right here
so if i
if i turn it off i can reselect it
and everything is fine and then the
another important
important thing is this point scale
that goes before the point instance node
uh which allows me to control
the scale of individual
copies and of course
this scale is a vector so it's scaled on
three axes but
so i divided it with the combined xyz
node and
connected it to the parameters here so x
and y
are practically the
[Music]
frame thickness values and
z is the
z is the window height if we switch off
this node you can see
that we have our frames
but with a different scale so we can
you can see that we can manipulate uh
each and every single one of them but
that's what we do with the parameters
i showed you and that is practically
it the same thing goes with the
horizontal value but here we have also
the point
rotate that goes between the point scale
and point instance
that allows me to rotate these
values these frames as you can see
by 90. without the rotation they're
all like this okay so that is it
back to you past mj
the same thing goes for
our horizontal frames but
horizontal frames also need to start
from the midpoint because we don't want
them to go
over this little bevel so they even
start
here in the middle so this
horizontal frame start
also the x value is
half a frame moved to the right
on the x axis
i also scaled a bit
these horizontal values horizontal
frames
with the point scale on the factor here
i just scaled it on the y-axis
1.55 and moved it a bit
inwards to create this kind of look
and maybe i just want to show you
how i also i also
added some limits to these parameters
because
for example this number of vertical uh
the type is integer because
integer is not float number therefore it
has no has no
decimal points so integer number
of vertical number of horizontal are
both integers
as you can see if you if you increase
them they only go by full number
while if you increase these these are
all floats
so they they have decimal
and also the material here type
material you can also set the default
and minimum and maximum
i don't know maybe set the minimum to a
positive number that's the only
kind of advice i can give you
and this is practically it another and
the last cool
thing about it is this is the only
object you're gonna have to
use other than the original one
this is the cube from which these frames
were made
so if you actually change this
cube object as i did here
with the modifier so it's not
destructive also
as you can see i used the bevel
weights here so
these two edges have bevel weight of one
and i set the bevel limit method to
weight so it's only
beveling uh the edges or vertices that
have
the bevel weight over zero
but you can also switch this
off and you can have these square
looking
frames or you can do whatever the hell
you want with it
you can you can add a loop cut
i don't know you can move these
back and create
a whole different look see
and and that's also kind of cool
i like this about it and
that's practically all i have to say
about this
window if you want i will
probably leave a link in the description
where you can download this window
and uh and you can maybe
buy me a beer something or just a thank
you would be
appreciated if you think you could use
it for something i don't know what but
maybe
put it in some of your models who knows
but this is practically it i hope you
like this cool cool video
and i will probably see you
in the next one don't forget to
subscribe come on guys
anyway that's it bye
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