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Color System - Bright Pink

This color system originated in Houdini. I have a similar set up in After Effects and Nuke. It's ever changing with the times and new toys. This is a node tree in Geometry Nodes in Blender.

I'm developing a color system to aid in knowing at a glace what each note might represent.

Red is a mesh. Light Red is an affect on a mesh.

Teal is a curve, light Teal is an affect on a curve.

Instance on points is Purple. Set Position, Rotation, Scale are Lighter Purple.

Bright Green is a set material and the lighter green is an affect on the material.

Gold is an attribute created, lighter gold is an attribute being used.

Pink is a switch.

Red Purple is an input or an output.

Blue is a Join Geometry.

Light blue is a Node Group I created.

Orange is a Transform Geometry. Bright Pink is an index selector.

I don't color the math nodes unless I'm setting animation keys on them. Then I color them either Orange or Bright Pink.

My daughter likes Bright Pink. So, I call this color system, Bright Pink.

Quick Favorites

Then I've made the most used colors accessible in the Quick Favorites menu.

One day I'll write an add-on to do this auto-magically.

THIS AND THAT

These images are by my daughter Maeve and I; filling up time with play.

This search page is what I consider play. This is where I experiment, study and work out problems I encounter while creating THIS and THAT.

This layout

I've laid it out is such a way that THIS and THAT will be easy to find, for when I or anyone will need it later.

As well, it forces me to explain the processes and ideas back to me. Which is a must. Even more so when studying other people's THIS and THAT.

Other people's THIS AND THAT

Many of these example are explorations of tutorials by other wiser people than myself.

They have put a great deal of work and energy into making them. In all cases I have included links to both the tutorial and their other work. Do explore them... If you are learning about THIS and THAT, well, THIS is where THAT is.

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An abilty to play - About this page
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Store Initial Normal of base Geometry

Store initial Normal of geometry using < Store Named Attribute > then apply it to the set position of the instances using < Named Attribute >.

Capture Attribute

Alternatively - Capture Attribute can be used to do the same thing by linking directly from the Capture Attribute to the set position.

useful tutorials
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Attributes
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plexus
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Connect the dots
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workflow
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Curve / Point / Scaling Control
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the handle position of the curve

The most interesting part of building this tool was setting the handle position of the curve based on the position of translatable interactive objects.

I won't go into too much detail about how it works as in Blender 4.3 I'm sure this could be done with gizmos.

How I use this tool - Step 1

When drawing, it is necessary to visually measure the subject matter.

With a real life model I'd us the pencil at arms length approach. But when using an image, I can be more exacting with this tool.

This is used in the blocking process of the drawing. I lay down a few lines I would otherwise be using a fingernail and one eye for and start drawing.

Step 3

But once the lines are in place, I'll dial them back to almost invisible and often forget them altogether, once the drawing has, as they say...

tool
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Drawing tool
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This is the extent of his setup minus a few tweaks. I added the particle sim and a counter to test how large it can get before slowing the system down. It didn't slow down.

Plexus
Simulation
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FOR EACH Plexus
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Useful Tutorials
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Geometry Nodes In Global Space
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