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.
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.
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.
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.
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.
The basis of Plexus is the connecting of dots, or points, or vertices. In many cases, all dots to all dots.
This, created by Xan 3D, is a For Each Element nested in a For Each Element that does just that. It's a good introduction to the For Each Element Node. It's short and satisfying.
The basis of Plexus is the connecting of dots, or points, or vertices. In many cases, all dots to all dots.
This, created by Xan 3D, is a For Each Element nested in a For Each Element that does just that. It's a good introduction to the For Each Element Node. It's short and satisfying.
The basis of Plexus is the connecting of dots, or points, or vertices. In many cases, all dots to all dots.
This, created by Xan 3D, is a For Each Element nested in a For Each Element that does just that. It's a good introduction to the For Each Element Node. It's short and satisfying.
How to Connect All Points in Blender with Geometry Nodes
This tool assists in the measuring of elements in an image, to be drawn or painted. Measuring is an integral part of rendering an object's proportions, perspective and position relative to other elements in the image.
The tool is a Bezier curve with end blocks, control points and the ability to place markers separating the curve into equal parts.
This tool assists in the measuring of elements in an image, to be drawn or painted. Measuring is an integral part of rendering an object's proportions, perspective and position relative to other elements in the image.
The tool is a Bezier curve with end blocks, control points and the ability to place markers separating the curve into equal parts.
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.
This tool assists in the measuring of elements in an image, to be drawn or painted. Measuring is an integral part of rendering an object's proportions, perspective and position relative to other elements in the image.
The tool is a Bezier curve with end blocks, control points and the ability to place markers separating the curve into equal parts.
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.
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...
This version of the Plexus was created by Cartesian Caramel. When I say version I mean his node set up, not what I've made it into. I have an older version where he made it out of bubble gum and string.
This one he just threw together in a livestream on the topic of "Blender For Each Element Testing". In doing so he explained clearly the need to do as little in the For Each loop as possible to keep the computation cost down.
This version of the Plexus was created by Cartesian Caramel. When I say version I mean his node set up, not what I've made it into. I have an older version where he made it out of bubble gum and string.
This one he just threw together in a livestream on the topic of "Blender For Each Element Testing". In doing so he explained clearly the need to do as little in the For Each loop as possible to keep the computation cost down.
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.
This version of the Plexus was created by Cartesian Caramel. When I say version I mean his node set up, not what I've made it into. I have an older version where he made it out of bubble gum and string.
This one he just threw together in a livestream on the topic of "Blender For Each Element Testing". In doing so he explained clearly the need to do as little in the For Each loop as possible to keep the computation cost down.
Blender For Each Element Testing!
I've extrapolated some on TiFi Design's Node setup but it's pretty close. Do watch his tutorial for a deeper understanding.
My work here is primarily to catalog my own use of and process, so to find this and that later.
A point cloud can be created using any Geometry, Collection or Curve.
There's an option to have the Geometry converted to a volume and then points are scattered on the volume.
For animating, the point can but offset and or mixed with an animated Noise Texture. Or the original geometry can be animated before the Plexus is applied to it.
This is where the plexus effect is performed. There are two Repeat Zones, this one for the Outer Loop...
...and inside the Outer Loop is the Inner loop.
The Inner loop dose most of the work or creating the effect. On it's own it would only do 1 point to all the others.
The function of the Outer Loop is to iterate through all the points forcing the Inner Loop to process all the points to all the points.
The plexus effect is really just curves, nothing visual. Here they are converted to Orbs at the junctions and mesh lines connecting them.
Then Material are applied based on attributes created in Geometry Nodes. I'll get into the Material setup once I've chewed on it a bit more. Watch TiFi Design's tutorial (Link is in the explainer section).
Blender Geometry Nodes Tutorial - Mesmerizing Plexus Effect. Again, his shading setup alone is worth your time. :)