Procedural Pipes Done Properly Geometry Nodes and UV Unwrapping
Michael Bridges
My Asset Pack: https://michaelbridges.gumroad.com/l/mad GeoNodes and UV Mapping in Blender: https://youtu.be/GeSefGawink Patreon: https://www.patreon.com/michaelbridges
In this video, I dive deep into the world of geometry nodes and UV mapping. Today, we're creating a pipe generator that correctly applies UV maps, and there's even a bit of math involved. We start by getting rid of the default cube and adding a curve, transforming it into a pipe using geometry nodes. I guide you through rearranging the workspace, setting up geometry nodes, and generating the mesh.
Next, we move on to texturing, where I explain how to generate UV coordinates by capturing the length and factor across the spline. Using attributes and the shader editor, we ensure that the UV maps are applied correctly. I demonstrate how to name attributes accurately to avoid errors and show you how to fix uneven textures.
We also tackle the problem of overlapping geometry by merging it using the "merge by distance" node. To maintain the integrity of our UV maps, we store attributes differently, ensuring a seamless texture application. I guide you through creating a custom node for calculating the perimeter of a polygon, using trigonometry and geometry nodes to achieve accurate results.
Towards the end, we test our model with a real texture to identify and correct any remaining issues. I also provide a free downloadable tool on Gumroad for calculating polygon perimeters, useful for future projects.
00:00 - Start 00:15 - Setting Up Curve 00:54 - Create the Geometry 01:45 - Capturing Attributes 02:26 - Naming Attributes 03:12 - Create and Set the Material 04:27 - 2 Obvious issues 04:57 - Viewer Node - Attribute Text 05:17 - Viewing Attributes 06:17 - A Betting Primitive 06:58 - External Control 07:42 - Uniform Texture Spacing 08:26 - Normalising the Texture (Length) 09:16 - Normalising the Texture (Width?) 10:21 - Finding the Scaling Factor 10:54 - tau 11:15 - Finishing the X Scaling Factor 11:35 - Are We Done? 12:02 - A Horrible Seem 12:47 - Remaking the UV Map 13:13 - Socket Types Matter 13:38 - Setting Up the Material 13:56 - Domains Matter 14:23 - Tidy Up The Nodes 14:44 - Try With a Real Texture 16:00 - The Maths :) 16:37 - Breaking Down The Geometry 17:06 - What We Know 17:49 - Isosceles Triangles 18:43 - Angles 19:07 - Law of Sines 20:35 - Creating A Perimeter Calculation Tool 21:16 - Creating a Node Group 21:33 - Setting Up Input Parameters 22:11 - Calculations and Naming Nodes 24:04 - Is Everything Working? 24:14 - Math Sin Node Requires a Radian Input... 24:36 - One Final Correction ... https://www.youtube.com/watch?v=4vyfTM-gxwU
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