Timeline for Can not select endspoints on curve (sapling tree)
Current License: CC BY-SA 4.0
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Jun 3 at 6:03 | comment | added | Gordon Brinkmann | @ant0 And while a mesh line can branch at vertices, i.e. go into two or more different directions from there, a curve cannot. A control point of a curve can only be connected to a maximum of two other control points - the previous one and the next in line. Another option would be only a single connection, if it is the start- or endpoint of a non-cyclic curve. More about connections in splines you can see in my answer here: Problems with joining Bézier curves | |
Jun 3 at 5:58 | comment | added | Gordon Brinkmann | @ant0 If you take a look at the tutorial, he's not merging control points of a curve. As he explains in the video, Merge by Distance only supports point clouds and meshes as input, not curves. Which means, you have to convert it into a mesh and then back into a curve. A mesh line of course is not like a Bézier curve, it can only have straight edges between two points. You can convert it to a Bézier curve again, but it will most likely then be different then it was before converting to a mesh. | |
Jun 2 at 17:19 | comment | added | ant0 | Thanks again @ Gordon Brinkmann for your help, the video about uv map is interesting but i think i will copy the tree so it's easier and quicker for uv. Yes i guess sapling tree addon is not the best for what i want to do. Maybe its possible to merge vertices of each cuves like in this video youtube.com/watch?v=LRGGEtx_Yoc&list=WL&index=21 but still takes lot of time trying things and not sure i will have time for it now | |
May 31 at 9:56 | comment | added | Gordon Brinkmann | @ant0 Or you ask another question on how to create UV coordinates from the curve geometry inside Geometry Nodes and use them for mapping the shader... as far as I know there are tutorials on how to do this, for example this one by Leonardo Romero: Geometry nodes: UV map in curve objects | |
May 31 at 9:46 | comment | added | Gordon Brinkmann | @ant0 So maybe you have to ask a new question on how to separate between the different levels of branches...? But what if you only instance on for example level 2 endpoints, but a branch ends at level 1 with no sublevels? Not an easy task and the tree addon is probably not designed for that. With the shader, the first thing that it does not show up is because you need a Set Material node to give it to the tree. But the other problem is, that the tree has no longer the UV coordinates from the original curve. So easiest would be you duplicate the tree - one for the shader, one for the leaves. | |
May 31 at 9:38 | comment | added | Gordon Brinkmann | @ant0 Actually there are not multiple instances of the cube. I've scaled it extra small to have no cubes overlapping each other - and there is only one cube at each endpoint of a curve. I guess your problem here is how the Sapling Tree addon creates the branches. If I remember correctly, you can add levels and sublevels of branches. Now there is always an endpoint where one level ends, which means a thicker branch at level 1 might split up in two thinner branches of level 2 - but where it splits, there is an endpoint because the level 1 ends there which then instance cubes inbetween. | |
May 31 at 1:04 | comment | added | ant0 | I'mFacing 2 issues, now , first is that the shader do not show up anymore, i have tried to add some nodes like set material but did not work. Second issue is about the endpoint selection, when setting up start size at 0 and end size 1 there is still multiples instances of the cube appearing when i would only want one at the end of each branch | |
May 31 at 0:14 | comment | added | ant0 | Only problem i have now is that the shader doesnt appear anymore | |
May 30 at 23:19 | comment | added | ant0 | Thank you very much for the explanation ! | |
May 30 at 23:17 | vote | accept | ant0 | ||
May 30 at 7:42 | history | edited | Gordon Brinkmann | CC BY-SA 4.0 |
deleted 1 character in body
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May 30 at 7:36 | history | answered | Gordon Brinkmann | CC BY-SA 4.0 |