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Blender 4 Geometry Nodes for Beginners

teacher avatar 3D Tudor, The 3D Tutor

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Geometry Nodes for Beginners Course Intro

      3:02

    • 2.

      Blender Project Setup for Geometry Node Stair Creation

      8:52

    • 3.

      Introduction to Geometry Nodes and Group Inputs in Blender 4

      15:23

    • 4.

      Creating Grid Mesh with Curve Length Density in Blender

      9:59

    • 5.

      Calculating Y Value for Selective Staircase Formation

      10:42

    • 6.

      Shaping Grid into Staircase Form using Geometry Nodes

      14:01

    • 7.

      Deforming Grid Mesh to Curve Line Shape in Blender

      8:15

    • 8.

      Transforming 2D Geometry Node Plane into 3D Stairs

      12:31

    • 9.

      Implementing Width Controls Based on Curve Radius

      10:54

    • 10.

      Organizing Geometry Nodes in Blender for Stair Creation

      12:08

    • 11.

      Generating Step Placement Points with Geometry Nodes

      11:15

    • 12.

      Instance Placement of Cubes on Stair Steps using Nodes

      10:39

    • 13.

      Creating Scalable Controls for Stair Steps in Geometry Nodes

      13:49

    • 14.

      Ensuring Stair Width Uniformity with Geometry Nodes in Blender

      10:01

    • 15.

      Constructing 3D Railing Curve Line Base in Blender

      13:04

    • 16.

      Building Rail Bases on 3D Stair Generator Sides

      11:28

    • 17.

      Conforming 3D Handrail to Modified Stair Curvature

      10:40

    • 18.

      Mastering Geometry Node Group Creation in Blender

      12:28

    • 19.

      Designing the Base for Rail Supports with Geometry Nodes

      13:43

    • 20.

      Offsetting Handrail Supports Along Staircase Edges

      10:52

    • 21.

      Resolving Handrail and Curve Issues in Blender Nodes

      12:28

    • 22.

      Implementing Nth Placement Technique in Geometry Nodes

      9:00

    • 23.

      Handrail Offset and Geometry Node Optimization

      12:17

    • 24.

      Final Overview and Parameter Adjustment in Stair Generator

      15:33

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About This Class

Welcome to 'Blender 4 Geometry Nodes for Beginners'!

Join us on an exciting journey into the world of 3D modeling with this comprehensive class, perfect for anyone eager to explore the capabilities of Blender 4. Whether you're a complete beginner or an experienced artist, this class is designed to enhance your skills and understanding of Blender's powerful geometry nodes.

Why Geometry Nodes?

Geometry nodes in Blender 4 are a transformative tool, providing a node-based interface for creating and manipulating complex 3D geometries in a procedural manner. This innovative approach is invaluable for 3D artists, as it allows for greater flexibility and efficiency in designing detailed landscapes, architectural structures, and even abstract designs.

Your Instructor: Luke, a seasoned instructor at 3D Tudor, will guide you through the 15-hour class, covering everything from Blender 4 basics to the intricate use of geometry nodes for 3D modeling. His expertise and engaging teaching style make learning both enjoyable and effective.

Top 6 Points About ‘Blender 4 Geometry Nodes for Beginners’:

  1. Effective Integration of Primitive Objects: Master techniques to perfectly position and align staircase steps, utilizing origin points and deformations.
  2. Optimized Workflow Organization: Learn to efficiently organize your node system for a streamlined and productive design process.
  3. Dynamic Staircase Shaping System: Create a system that shapes staircase parts based on curvature data for harmonious designs.
  4. Creative Freedom with Adjustable Parameters: Gain extensive creative control by integrating dynamic values into your staircase designs.
  5. Customizable Geometry Groups for Railings: Develop the ability to craft unique railing shapes with specialized geometry groups.
  6. Advanced Mesh Deformation Techniques: Master the skill of deforming grids into curved shapes while maintaining constant elevation for sophisticated 3D meshes.

 

What You Will Learn:

  • Blender 4 Interface and Tools: Understand and navigate Blender 4’s user interface and toolset for effective 3D modeling.
  • Geometry Node Essentials: Master the basics of using geometry nodes to create and manipulate 3D models with ease.
  • Practical Staircase Project: Apply your skills in a hands-on project to build a simple yet elegant staircase, perfect for honing your abilities in Blender 4 and geometry nodes.
  • Advanced Techniques and Tips: Learn advanced techniques, including the effective integration of primitive objects, optimized workflow organization, dynamic staircase shaping, creative freedom with adjustable parameters, customizable geometry groups for railings, and advanced mesh deformation techniques.

Class Highlights:

  • Accessible for All Skill Levels: Whether you are starting your 3D journey or building upon existing skills, this class caters to all levels.
  • Engaging and Practical Approach: Benefit from step-by-step instructions and a hands-on project that ensures practical understanding and skill enhancement.
  • Join a Community of Learners: Become part of a growing community of 3D enthusiasts and professionals, sharing insights and experiences.

 

Summing It Up

'Blender 4 Geometry Nodes for Beginners' is more than just a Blender tutorial; it's a comprehensive pathway to mastering 3D design. By joining this class, you'll not only learn essential 3D modeling skills but also acquire a set of capabilities that will significantly enhance your artistic potential.

Don't just dream about mastering 3D modeling; start your learning journey with 'Blender 4 Geometry Nodes for Beginners' and lay a strong foundation for a professional career in 3D design.

 

We look forward to seeing you in the class, and until then, happy modeling!

Luke

Meet Your Teacher

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3D Tudor

The 3D Tutor

Top Teacher

Hello, I'm Neil, the creator behind 3D Tudor. As a one-man tutoring enterprise, I pride myself on delivering courses with clear, step-by-step instructions that will take your 3D modeling and animation skills to the next level.

At 3D Tudor, our mission is to provide accessible, hands-on learning experiences for both professionals and hobbyists in 3D modeling and game development. Our courses focus on practical, industry-standard techniques, empowering creators to enhance their skills and build impressive portfolios. From crafting detailed environments to mastering essential tools, we aim to help you streamline your workflow and achieve professional-quality results.

We're committed to fostering a supportive... See full profile

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Transcripts

1. Geometry Nodes for Beginners Course Intro: Lo welcome everyone to Blender for Geometry Notes for Beginners. In this course, we are excited to teach you to create your very own customizable stair generator using blender. This course is designed to be intuitive and accessible, featuring step by step visualizations with helpful annotations and tools in a three D view, whether you are just starting out or are an experienced blender user. This course is tailored for you covering a wide range of nodes in a way that is engaging yet not overwhelming. And we've included on screen keys to ensure you can easily follow along every step of the way. Our journey begins with creating a simple grid mesh, the density of which will be dependent on the length of your own drawn curve. This ensures that no matter the length of the created curve, the consistency and spacing of your stairs remain uniform. Next, we'll dive into transforming this grid into a staircase, shaping it to fit a curve form while maintaining a consistent height for each step. This part of the course focuses on delicate balance between form and function in pre D design. And we'll take or created and deform plane and skillfully turn it into a free D mesh plane. This process is crucial to ensure that there are no geometry issues, especially as the mesh is centered on your drawn curve. Once we have the basic shape of the staircase, we'll enhance its design. We'll start with creating stepping stones at each corner designed to be scaled in a user friendly way to control their width and depth. During this process, we'll introduce you to custom parameters categorized for ease of use, allowing you to adjust the width and the number of steps along the staircase. After perfecting the stepping stones, our focus shifts to the creation of hand rails along the edges of our staircase. This involves two main components, the hand rails that follow along the edges and supporting poles that extend from these hand rails. We will ensure that these elements are scaled appropriately according to the custom height setting for the hand rails, You'll learn how to extract curvature information and adjust the hand rails height to align with the staircase steps. Additionally, this section includes creating a custom geometry node for elliptical measures, which we will use to customize the design of the set hand rails. We will introduce the controls for the hand rails and poles. Use it in the custom node group to create a variety of shapes. You'll discover how to offset the height of the railing and relay this information to the support to maintain their shape. Finally, we'll guide you in creating a selection for the control placement of supports, achieving a uniform and aesthetically pleasing variation for the placements. Join us in blender for geometry, nodes for beginners. And embark on this journey to unlock your creative potential in Fredy design and blender. 2. Blender Project Setup for Geometry Node Stair Creation: Hello and welcome I Brown to Blender Four. Geometry notes for beginners. And we're going to start off by introducing ourselves with the program I'm using, Blender four. You can see it at the bottom right hand corner saying blender four. It really doesn't matter which version you're using as long as it's above version 3.2 I believe as it gave a couple of extra updates to geometry. But in general, what you want to do is as long as you have above that and preferably above Blender, 44.2 is the new one. At the moment, I believe you should be fine following a long this course and you shouldn't get any issues along the way. As you might have noticed, we have a bit of a couple of extra information at the bottom right hand corner. I simply just have it enabled in case I have geometry and I want to see the density. Although throughout the geometry creation we don't necessarily see that. But it's still quite useful to have for us to actually see this information. All I do is just go onto the top left hand corner, edit, go to Preferences, and then within it we can go on within it, we can go on to Interface, which will give you this type of menu. And then just make sure you go to Status Bar. Just enable all of them. The main one that you want to see, if you want to know which version you have, Blender is going to be Blender version, so make sure you have this enabled. Also, I recommend you having a video memory for sure because that will allow you to see how much of a performance you're going to make use out of. Although with geometer nodes, with coding in general, it's quite performance light unless you're doing very heavy computational tasks. But for beginner type of set up, it definitely is very light on your computer in comparison to something like rendering or animation FX creation, something of that sort. It isn't something you need to be worried about. And even saving out the file is going to be quite light on your memory. And actually that might be the best thing to start off with. If we go onto file, we can click ourselves save. You can see that it's also set up as control S by default to save it out. And I'll just recommend you to save out the project before we start. Just so you could click control to save it out throughout the entire of the Gemetr node. And it just will make sure that you don't have any issues, for example, the blender crashing or something of the sort. You'll still have a way to get your project back. Anyways, what I'd like to do is you can either just go through the set up, you can just find it through here. But I tend to, a little neat trick I tend to have is just to have a folder opened up where I work on my projects. Copy the location, hitting control C, then hitting control V to paste it in. And that works really nice for me. But if you're using something like Mac, you might have a different set up. It really is up to you for this case. I'm just going to go ahead and call this geometry node. It's misspelled it some going to use py arrows to change it like so. Yeah, that's pretty much it. Let's go ahead and click Save Now. The next time we're going to use control and to save it out, we are going to be able to basically save out this project I think that we should do for a brand new version of blender is make sure that we enable an add on called Node Wrangler. With edit we can go on to Preferences, go onto Add Ons, and just search for a Node Wrangler. Just make sure that this is enabled. We need to make sure that this is enabled primarily speeding up our workflows. Most of the options that are really handy are actually hidden away within this add on. Just make sure you have this enabled. That is my recommendation. The geometry notes themselves is quite a complex subject, to be honest. Every note, there's a bunch of different notes to make use out of. For a beginner, it really is overwhelming. This type, of course, is going to primarily focus on just making sure it takes you through the entire set up. No, it is tempting to learn every single nook and cranny, every single type of node just to get all the information to be able to make use out of. But I really recommend you to start off with just a simple set up and just go along for the course. Learn the intricacies of functionality of how it works, basically with the combinations of the nodes. And then afterwards, just learn and build up that knowledge bit by bit. You don't need to overwhelm yourself with that set up when learning this a topic. Another thing I want to say is all the keyboard shortcuts are going to be on the bottom left hand corner over here. You'll see that I'll. All of the shortcuts shown like so it'll be super easy for you to follow along. You will notice every once in a while, me clicking eight. This will just be an indicator that I'm pausing the video. You don't need to worry about that shortcut. But every other shortcut is going to be basically showing you what I'm doing throughout the video. And hopefully that will help you to follow along, since I will be using shortcuts to speed up the workflow overall when creating geometry nodes. Now the layout itself, by default, if you look at the top section, we have a bunch of tabs called layout modeling, sculpting, and et cetera. The one we're looking for is going to be called geometry nodes. If you go onto it by clicking on it, you'll get this a view. It is very useful to have this, especially when we're working with geometry notes. It's made for that. Since we have geometry node window at the bottom, we also have a free D view on the top right hand corner. And on the top left hand corner, we have all the positioning coordinates and whatnot which are also helpful for us to indicate which indexes we're picking up and whatnot, which we're going to learn along the way route the course. For now though, just make sure you go onto geometry notes. Like if you're not seeing this, you can also make this yourself. You can click on a plus symbol on a corner over here. And just select the one that you're looking for. Within general, this should be called a geometry node. Just click on it and you should get this identical set up. There you go. Since this is a duplicate, I'm just going to right click. I'm going to click delete. And I'm going to go back to this geometry node like so. Actually, we're going to start off by simply clicking and holding. And then drag it across the scene to select everything. If you're not seeing everything, just use your mouse wheel to zoom out a little bit. Just drag it across like so. And delete three of those objects just like that. Now we can click control to save it out, and we're going to have ourselves an empty scene to work with throughout the course. At any moment your project crashes, don't worry, you can still recover. If you haven't saved out your project, you can still make use out of file and there is an option called recover. You should be able to recover it with just clicking last session. Alternatively, you can go ahead and click Auto Save. And that should put you in the area where all of the files that are automatically saved are set up. Which if you want to get access to, you can simply go on the top, select this control C and then go on to Windows. For example, control V to put it into your search bar. Click Enter, you should get yourself with this window. Alternatively, you can just manually locate it and then you'll find yourself with the blend file someplace in this area. That's how you access your basically recovered files in case you crash. The other way to do it is when you're saving it out, you should find yourselves with another blend file over here. You should be able to recover it from this file. Well, that was pretty much it. This was just a short video to just go over the overall set up, getting ourselves to geometry nodes, making sure that we have ourselves an empty scene, and making sure that we save everything out so we could start working along it, and in case it crashes, we can just recover ourselves a file that. Are we ready? We are going to go on and move ourselves with the start with the beginning of our actual course. Thank you very much for watching and I'll see in the next one. 3. Introduction to Geometry Nodes and Group Inputs in Blender 4: Welcome back everyone to Blender for Geometry, Notes for Beginners. In a last lesson, we got ourselves with a set up for a brand new project with an empty slate. We're going to now go ahead and make use out of this geometry set up to just simply go ahead and I suppose we should start with a curve so we could actually visualize the stairs later down the line, how we're creating it. Let's go ahead and do that. On the left hand side, we'll see this window. If you're not seeing additional options, just make sure you scroll down and you should be able to see more of them. Now though, we're going to simply just click shift A and make sure that you have the window selected shift A and then go to curve and just select bezier like so this should give you this type of a line. If you're not seeing it on your screen, just make sure you click at this, will just focus in on your object like so. And make sure that selection is in view. And now we can simply make use out of this, or better yet we can create our own line. So I think that would be better for us to do as a starting point to just visualize the staircase. So what we're going to do is we're going to hit Tab, which will go from object mode to edit mode within our free D view. Then I'm just going to drag across like so to select this entire line that hit Delete, Delete vertices and now we have empty. But on the right hand side you can see that we're still within the Bezier curve. This means that we have the options to use the curvature still whilst having an empty slate basically. And that's exactly what we want because, sorry, on the left hand side or more like in the middle of the screen. At this point, we can go ahead and just scroll down until we find ourselves something called draw. Using draw, we'll be able to draw within the set up within the actual world. If we were to draw it right away within this three D view, it's actually just going to give us distorted a line. I do recommend you go onto the top down view first. You can do so by clicking seven on your numpad, or alternatively you can click on the right hand side, you can see the gizmo. You can click on the Z, which will put you down on the top down view as well. By simply using this draw, we can just simply create a line like didn't actually quite like this shape. I think what I'm going to do, I'm going to select it all and delete it double way. Other than just having a box selection. You can click a, you can have this entire selection done. So it doesn't seem to work. I need to go back onto the selection. Click as a selected click, delete vertices like so. And then we can go back onto the draw mode, and I'm going to click seven to go to the top down view. I'm going to start off from the left hand side, bottom left hand side, and just drag it across like, so this will make it more easier for us a little bit. And I think, yeah, we'll have a nicer curve overall to work with. Now we can go on to the move tool. I'm just scrolling down while hovering over the tool bar, by the way, and just selecting move, then we're going to just change our perspective a little bit. Using middle mouse button, we can now select our vertices and just simply move them in any way we want. In regards to the Z, I think that's going to be all right for us. We can keep it as is, it's going to be quite okay. Either way, the curvature does not have to be perfect as long as we have a way for it to go diagonally a little bit and we have some height to work with, we can now go ahead have it selected. I'm going to hit Tab, Go with in object mode, make sure that this is selected. Then we're going to go onto the modifiers. Let's go ahead and click on this button over here on the right hand corner. Going to go ahead and add modifier. And we're going to select a geometry node. If you're not seeing it, just make sure within a search bar you type in geometry and you should be able to find yourself geometry node. So let's go ahead and click Add, and click New. So as you can see A right away we get ourselves a nice geometry node, basic set up for us to work with. This window is a very nice type of set up. We can make use out of the panning mode, just like we have used in the free D view. But instead of rotating, it's going to just simply panel around. Since it is a two D type of view, we can zoom in and out, we can panel around. Think the first thing that we should do is talk a little bit in regards to how we should be doing the staircase. How we can, one of the ways of doing it, at the very least, how we can actually achieve that type of result. Before doing that on the top left hand corner, this window is useless at a point. Let's go ahead and make it smaller. We can use this bar in the middle to just simply click it hold and then drag it across like so. To make it smaller. Now we have a free D view that's much larger for us to work with. And we also have the same size for the geometry nodes. That's pretty good for us. What we're going to do is essentially, let me just go ahead and select Annotate. This is a very nice tool when you want to make some quick drawings, quick comments on your freebie scene. Let me just go ahead and select this. And it's very nice and simple to use for partical case, it doesn't really matter because I'm simply going to be using it for explanations sake. You don't really need to learn this annotate tool and I'm just going to be using it for out the lessons. I'm going to go ahead and click one to go onto the side view. I'm going to now just simply draw a box. And what we want is basically we want a staircase that goes like this. The easiest way for us to do that is if we get a grid that spawns us with a mesh. Imagine this grid has a bunch of different points for us to work with. We'll want to basically make sure that we make use out of this grid, whilst at the same time we're telling how big the grid is based on the, let me just go ahead and leave it a little bit to the side based on the length of the curvature. There is a point A over here for the starting point and point at the end. So we'll want to tell the program to make use out of it in order to scale this grid. And not only scale, we'll want to make sure that the steps that it produces is the same amount. The density of this grid is going to be the same. Then for the actual grid itself, we'll want to basically be able to cut it in half. The way we're going to do is we're basically going to tell that half of this grid is going to be removed diagonally. So we're going to learn how to do that in a short bit. But that's essentially how we're going to start off by creating ourselves our staircase. Without further ado, let me just go ahead and delete this. I'm just simply using annotate eraser over here. It has a shortcut for shift space bar and eight. Honestly, I should probably change up the shortcut if I'm using it so often, but I'm just going to leave it as is. I am going to make the radius a little bit bigger just to make sure. Go ahead and delete all of this annotation just like that, since we're not needing it. The grid that I was talking about, the way we can add it is simply we can go on to the geometry node section. Make sure you have over your mouse, The location of your mouse depends on what kind of actions it's going to perform. Actually, I'm going to go ahead and change the anotate back to annotate so we can go ahead and explain it as we go along. Now within this geometry node set up, we can simply go ahead and click Shift in A. We can search for grid, we can just get ourselves mesh primitive grid. We don't really need to go onto the search tab when selecting it. And you can see I just simply placed it in here within the line. It automatically connects it for me. What I mean by search, by the way, is simply at the top, you can see the search part when we click shift a. But we can also just simply search for grid anywhere and we are going to get that result. Anyways, once we get ourselves to grid, we're going to see ourselves this sort of a look, it looks like a simple plane, but don't be deceived When we go onto the wire frame, it's actually not going to be visible for us. I wonder why that is the case. Actually, it is visible for us. But because it's three by three, it's actually just going across the grid like so. We're going to increase within the grid. We have a couple of options, size and vertices. We're going to go back to the size of the vertices overall, how we can make use out of them. But now though, let's go ahead and change the vertices to ten by ten. And you can see that when we are within the wireframe mode, base pon ourselves with a simple grid and we got ourselves a base to work with. Simply adding vertices will give you more of the meshed density within this plane that we got ourselves a grid. We'll also need to make use out of it in order to make use out of the density as we talked previously. And basically based on the length, we'll need to remove the grid where we wanted and change up the length of the overall curvature. Change up the grid size as well as the density based on the size of the curvature. Again, right now we're not actually seeing the curvature itself. The reason being is that we're making use out of this grid. Now though, I'm just going to go ahead and simply drag and drop this onto geometry, group input, dragging it to group output like we're going to get ourselves the default result that we had previously. When working with nodes, you'll need to know that whenever something is on the left side, all of these dots over here and these dots over here, they are inputs when they are on the right hand side for the geometry. And this upper dot over here, as well as these ones over here, they are actually outputs. It's what the node produces. For example, grid, we'll produce mesh and UV map. It doesn't mean that we need to make use out of all of them. All the time, but it gives us the control or additional information to work with, for example, whenever we want to. But for now, we're not using the grid at the moment because we actually need to set ourselves up. We need to determine how many steps, for example, we want within the staircase. The way we're going to do it is actually going to be by making use out of the input system. We'll need to determine additional information for geometry nodes, so we could control it from the geometry nodes themselves. For us to do that, we're going to click N N within this section. We're going to click N right on the bottom side here. It says how metre nodes. And from here we're now going to be able to get ourselves a nicer set up. Within here we have a couple of controls. We have group, we have node tool and a view node wrangular. The only one that we need for now is going to be within the group stab. What we have is we have the inputs over here. We have options on the right hand side, plus for adding a new item, minus for taking it away. We're just going to go ahead and click on a new item. Click on Input like so. And that's going to give us a new float value. We know it's a float value because we can see it's a type default is going to give you a float value. On the right hand side, we can see that within geometry, now that we created with the modifier stab, we see that we have a new value. It's also going to be appearing within the group inputs over here. As you can see, we have not only geometry, now we have the socket, something called socket. To change the name itself, we can simply double click on this socket. On the name itself, we can call it length for example. You can see that within the naming it also changes over here. Now though, let's go ahead and change this value to one. We're also going to be changing the value in the default over here, so let's go ahead and do that. Changing it to default over here doesn't mean that it'll change automatically within geometr node over here when working. But if we do delete it and then click Enter, you'll see that it goes back to the default values. For example, if I were to change this to ten, select this and delete it, and that's going to reset itself to a ten. That's something worth knowing that whenever you're working, make sure to update the values only geometr node. Modify your tab as well. Actually, let's set this value 2.5 It'll be easier for us to work with during the course I think. Yeah, let's go ahead and leave it as is for now. We're running out of time. In the next lesson, we're actually going to make use out of the length and we're going to determine the size of our curvature. Actually, before we finish it off, I realized that we're not seeing the curvature itself. The reason being is that now the length is primarily primary option and we can change up the way of the hierarchy simply by clicking and holding and then dragging it out. So you can see that it has two geometries, one with the dot on the right meaning that it is an output, and one on the left meaning that is an input. Within this context, the output, whatever gets output into the final socket. Basically, the input is basically whatever being input within the values themselves. I know that previously I mentioned that on the left hand side, everything goes in and I call it as inputs. On the right hand side, it's the output for this particular case, that's the naming that's being set out. Group input at the starting point, giving out values, group output, It's taken in the geometry basically, and putting everything out within the modifier tab. One final thing, if you ever link it in the wrong way and you add it onto the wrong section, for example, you can always go ahead and hold control and then love Mass button to the select it and drag it outside. Remove that link from the node. So yeah, in the next lesson we're going to go ahead and work on the link itself. So thank you so much for watching and I'll be seeing in the bin. 4. Creating Grid Mesh with Curve Length Density in Blender: Hello and welcome back. Apron to Plentiful Geometry Nodes for Beginners. In the last lesson, we got ourselves quick talk about the grid. We also created ourselves a length value that we're going to be able to control from the modifier itself. Now we're going to go ahead and actually creates a value that we'll be able to make use out of in order to get this grid to actually be the right size. What I mean by that is simply if we have the length, we can go ahead and just simply determine from point A, from point A to point B, we can determine how long this grid is, how long, sorry, the curvature is. Right now, we need to tell that it's not only from point A to B in regards to both x, y, and z values in the three dimensional space, which we can do. So actually right away will show you how to do that. We can simply click on the jumetre nodes, click Shift in A, and then we can search for curve length. So we're going to get ourselves a curve length read. Then we can just attach it over here. It's going to attach it like giving us the length value. I'm going to actually attach this back to geometry like now. This will tell us the curve length. The thing though is that it's just, again, going to tell us in a three dimensional space for us to make use out of it in regards to its length. We want to actually just be able to tell it in regards to the y, which is going to be this way, y and x values. We want to make sure that we're able to tell these apart. So no, that value, the way we're going to do it, is actually going to be quite simple. We're just going to basically make sure that the value is set this year, we're going to squish it down in regards to the value that's going to help us to start working with the overall set up. I'm going to now go ahead and click hold and drag it across this to make a box of selection. Then click and hold again on the nodes to just drag it down one. Now we're going to be able to actually get this curvature length properly set up. Yeah, the way we're going to do it is by clicking Shift and A and finding ourselves transform geometry, this one over here. Let's go ahead and add it. We're just going to add it before curvature length. If we want to see what we're going to be doing, we can simply add this transform geometry to Geometry Group output. By default it's not going to do anything. The reason being is that the default values are being kept the same. We're only going to be using the scale. So we can just simply change up the add value over here to zero. And you'll notice that it turns it into a flat curve, which is exactly what we want because it's going to be able to tell the proper values apart now that we have it like so. We can actually just move this group input back to job entry so we can get the usual curvature that we had before. We're going to actually make use out of the length that we previously created. This will give us more control over the length or more control over the steps that we're going to set it up within or line. What I mean by that is we're going to basically divide the curvature length by the length that we have has a custom option. Let's go ahead and do that right away. Actually, we're going to hit shift and A and we're going to search for math. It's going to be simple math utilities. Let's go ahead and add it. It's giving us this type of a node, which if we click on this bar over here, we get a bunch of different functions. It's just simple mathematical functions. And we want to actually find ourselves divide this one over here. A quick by the way, if we want to go fast through this, we can have it selected. We can click on the spot over here. And then without looking, we can just click M or multiply d four divide a four ad for substract. Basically those basic functions you see over here. They're very easy and useful to go through. I'm going to go ahead and select on the spot. Going to hit D to divide. Then we're going to go ahead and set up the value from the curvature length L of A. We're going to set it up for the first value and then we're going to divide it by the length that we set ourselves up. Now we're going to get ourselves a nice value, be able to actually make use of this number, should be basically, this divide should be outputting the number of our stairs that we're going to be able to make use out of route and that we also have the control over. The other thing that we need to do is we actually need to set it up. Just round up the values. This is because it's basically any type of lot value we need to make sure that it's Round it up. And the way we do it is simply dragging it out, we got to sell us the math value, we look for floor. We can just, simply, instead of writing in searching for math, we can type in floor and that's going to give us math value. Floor, again, it's pretty much the same node actually. Within the same node we just talked about. Within divide. So it's floor over here that rounds up our integer, which is going to give us a nice value to work with. Now to actually make use out of it, we can simply attach it to the grid value that we have over here. We had the grid already set up. If you didn't have it, just make sure you click Shift a search for grid or actually alternatively a faster way to search. You can click, we're pretty much make use out of the grid for the floor. We're going to set up the density to be for vertices X. Why that's going to give us the right amount of vertices based on our specification and based on the length of the curvature, which is exactly what we want. It's looking very nice. But for the sake of organization, for the sake of making it clean, this type of a set up is not quite looking as nice to actually make use of Nbangular. What we're going to do is we're going to hold shift and we're going to use our right most button to drag it across. Once we start dragging, you can see this a line dot line coming up whilst holding shift. It is by simply clicking and holding Shift plus right button, you can drag it across our two lines and it'll automatically combine into this type of a dot unticked by accident. Once you have this selected, you can click and you can just move it around to your desired area. If you don't like it, you can just select click, Delete. And that'll basically bring it out, bring it, remove it completely. Basically, again, I'm just going to go ahead and attach it. You get both of these values within the one line, just like that. Now we can go ahead and check if it actually works in regards to it being adjusted to the value. We're going to attach this grid to the geometry like so. It's going to give us this if we decide to move the curve, which we're not able to see right now, but actually I'm going to click Control Z to see it back. To make it easier for myself, I'm going to click to move Edit Mode. By hitting Tab, we can select one of those dots. We can just move it all the way to the side. Now if we attach this to geometry, should give us more dense here type of a grid. I'm going to click control Z a couple of times. Just undo the length so it would be in the same position. It doesn't really matter for the sake, but I just prefer to be smaller for the sake of creating the staircase. Once we have this set up, we can also test out the length of A here. Actually, let's go ahead and test the length if it works. Once we start changing the length on the right hand side within the modifiers, this grid is actually going to be changing the density as well. That's exactly what we want with our set up. Before we move on to the next part, we need to talk a little bit in regards to how we're going to do what we are trying to do. Already mentioned that we're going to basically grab the type of a triangle within this grid. We're going to make use out of it and set ourselves up with a staircase. You can already see it has like a nice pattern, which we can basically turn it around to the side and it'll give us a very nice staircase going all the way to the top. The only difference right now is that we need to determine how we can delete this section over here. We don't need it, we only need to make use out of the bottom piece. And the selection method works quite interestingly because we're going to be making use out of something called index. Index will allow us to make selection of each individual type of pass one by one, but we'll need to determine how we actually can make use of this functionality to basically delete only this diagonally section over here. Actually, since we're running out of time, we're going to continue on with this in the next lesson. So thank you so much for watching and I'll be seeing you a bit. 5. Calculating Y Value for Selective Staircase Formation: Welcome back. Ever on to Blender for geometry notes, for beginners. In the last lesson, we got ourselves a density of the grid to be based on the length of a curvature, as well as our own unique value. Now we actually need to figure out how to grab this grid and make this sort of a jagged line so we can make use out of it as a staircase. If we look at what we want, we basically want a diagonal line and having everything at the bottom to work. If we start thinking of this form as a graph, we can think of it as a simple x and y type of a graph. This being y value, this being x value. So the usual maps, type of graphs that we see in schools and whatnot, we can think of this type of jagged edge as a sort of a diagonal line going from 00 value. This would be 00 for example. Like. So as we go further in this line, it would be 10.420 where two is being the x value and zero is being the y value. This it way would go in the opposite way. This would be 01, then 02, and so forth. We basically can make use out of it and grab ourselves a line and make a selection out of this entire spring by making use out of a simple type of a formula that's going to be x greater than y. If we just write it down, x greater than y, we're going to get ourselves a selection that's allowing us to select this. And we're going to be able to delete this other side. We need to figure out how to get the x value, how to get the y value within the graph itself. How do we do it? Well, first of all, we're going to make use of S of our single node that deletes the parts. We're going to click Shift in A. We're going to search for delete geometry, We're going to add it onto the grid. If we add it right away, we can see that it basically deletes its entire grid. That's not what we want. We can also see that this node, we have something called selection. It is going to be used on what I was basically talking about to make a selection and only delete a specific part. To delete the specific part we're going to be using. If we click shift A, again, something called index. Index will allow us to, if we just put it directly into selection, actually nothing will happen because we need to grab another node. Actually, sorry about that. We need to click shift A, We need to search for equal, this doesn't seem to work, right? The node itself is called compare. We need to make use out of a compare node. We're just going to put it in here. And we're not going to get anything because we need to set it up as an integer. Let's change this to an integer. Like now we're getting this result. Actually we need to put this index over into a. We're going to set the value to be equal. Now once we set it as equal, we can see that our selection actually will go out of the edit mode and onto the object mode to see it a little bit better. Make a better judgment on what we're doing. You can see because it's equal to zero, which is the first starting point of an index, it's going to remove this square once we start going upwards. You can see that these are actually going to start removing, it's actually doing two at once. And the reason being is because we're not removing the index of a phase, we're removing the index of a point. If were to grab my rotation real quick, we are removing basically a point of a year at the moment, which deles both of these phases in turn, causing two phases to be removed. We don't want this, we only want the phase to be removed. Instead, within the L deligometry, we're going to change this to a phase which we'll just remove one phase completely. Now if we were to go through this from the very start, see zero starts over here and it goes to 12 and so on and so on. It goes basically all the way throughout this line, throughout this row. Then once it goes to another row, it starts going upwards again like so this way we can tell that basically each base has its own index that will go through individually. And now we need to actually make use out of this index to calculate the x and the y coordinate. Again, x, we're going to be saying that it's going this way in a row. Y is going to be going upwards in a column. How do we do that? Well, we need to tell where exactly a column ends and where it begins. Basically, that always changes based on the length. As you remember previously, based on the density of our grid, which is affected by the length of curve and the length of our decided factory or decided value. I just realized that this what we did over here to get the grid density, this is the number of bass, the number of stairs that we're going to set up is actually number of vertices. Let's say this is a value of ten. It will give us ten different points over here. Like so. In turn, these phases over here will be set as 9910 vertices, nine phases. Basically, to fix that, what we're going to do and to make it easier for ourselves for that matter, we're going to change this to be an actual face amount. We're going to go ahead and click Shift and a, or actually even better, I'm just going to click escape and do that. We're going to select the floor, we're going to hit Shift D and we're going to duplicate it. Then we're going to put this in like, so. We're going to click on this box over here, click A, And then we're going to change this value to one, and this will add plus one. Basically that is actually going to make our life so much easier because we'll be able to better determine which step starts at which row. Or more like, it'll be more accurate to the value of what we're trying to do. For us to do that, let's say that this is ten by ten. I think it's a little bit more than that actually. In this particular part, we need to figure out where it starts and where it ends. If it is ten by ten, this is going to be like zero. And this is going to be going to be nine, which is going to be ten. Because basically the first phase is going to be zero over here. That's what we determine with this index over here. Then afterwards is going to be 19, so forth and so forth. We need to determine how we can divide it and determine where it ends, where it starts. All we need to do is simply divide the index by the amount of floors that we have, or in this case the floor, the basis. In this case we need to divide it by the vertices themselves. Let's go ahead and do that. All we need to do is grab ourselves a math notes. I'm just going to grab Add over here, chip D to put it off to the bottom over here, like change this to divide, hitting on the box. Clicking, putting off to the side. We're going to divide it by the vertices, basically like. So it's not giving us the, the right type of a line. We're going to learn how to do the lines, how to make it a little bit more organized in a bit though. Now we're going to finish this off real quick. We divide it and we should get ourselves the x coordinate, basically. Again, x in this direction, y in this. Let's go ahead and check that out real quick. And once we divide it, we need to make sure that it's set as the rounded value. So let's go ahead and go drag this out, search for floor over here, and just add it in just like that. We're going to add this to an at like that. Now we have ourselves a tile pass. The amount of pass there are within the grid, we can make use out of this after it's being added to the floor over here. And we can just simply divide the value. Let's go ahead and do that. We're going to select this over here. We're going to shift, click shift to make date out of the map value. We're going to change this to divide, and we're going to divide the index by the floor value, Believe. Let's go ahead and check it out. There we go, we go to ourselves a nice way of finding where y is. This is going to give us the columns. We can just scroll through it and see that it just divides everything off the index value for this column. Now we need to find out what the x value is. We found out what this direction is, which is going to be our y. Now we need to find out what this is. We're running out of time, so we're going to continue on the next lesson. Thank you so much for watching and I'll be seeing in a bit. 6. Shaping Grid into Staircase Form using Geometry Nodes: Hello and welcome back everyone to Blender for join. Two notes for beginners. In the last lesson, we found ourselves the y value, which is going to be in the vertical type of columns. So we can see that actually gives us all of this vertical set up. Now we're going to go ahead and find ourselves the x values. For us to do that, it's actually quite simple as well. We're going to first of all just make a duplicate out of divide shift D and just put it at the bottom. We're going to use the index instead of divide. What we're going to do is we're going to make use out of something called floored modulo. And this is a very good type of a node which basically once you divide a value, the remainder is going to be set as modulo and that's going to be the value that we're going to get. Again, we're just going to go ahead and set it up like so. Actually, I'm just thinking, yeah, let's go ahead and just make it easier for ourselves. We're going to go ahead and simply hold shift right mass button and just combine these two control z. To do it we're going to make sure that we slightly clean up the process. Then we're also going to use it from the floor, from the divided floor without the added one. That is, we could get the actual edge. We're going to make use out of this. Again, we're going to hold shift, right click. Just get ourselves a simple float value out of here. Instead, we would be able to divide out of floored modulo. If by the way, you don't have floored modulo, if you have a simple modulo, you would have to then simply get yourself floor. This value over here, you need to get this. In the newer version, it seems like there is a new node. Instead of just modulo there's something called floor modulo. I'm going to make use out of that. Now if we set this value up with a divide, we can see that actually just puts it up in the right value, we get ourselves a 0123, so on and so on. I'm going to change the length real quick to something like eight. Let's see if this works. Or 0.8 Then we're going to get ourselves again at zero. It delete the first one, it should be delete the second, and so on and so on. I'm going to keep the length as 0.5 Yes, this seems to be quite all right of a set up. So we got ourselves to y value and we got ourselves to x value. Now we're going to go ahead and actually make use out of them. And make use out of this formula we talked about previously, x greater than y. I'm just going to go ahead and find this a greater than going to go ahead and x greater x is going to be the bottom one, which was a y is going to be over here. There we go. We got ourselves a nice set up of what we talked about previously. This over here, we're just selecting it and deleting everything else out of the way. Let's go ahead and have a quick look through the set up. This seems to be quite all right. I'm just going to move it out of the way a little bit. We're going to talk a little bit in regards to clean up more in later lessons. Now I'm just going to go ahead and simply collapse the nodes that we are not exactly using. For example, transform geometry. It's way too large, we don't really need to. We can click on an arrow over here to minimize it. Basically, we could do it for these ones as well. We'll go ahead and just do it. Or for the math values, I keep them on. Usually something for a grid de le geometry, not really needed. We can make them smaller, it just compacts the overall geometry node. The next thing that we need to do is going to be basically grabbing this entire grid and placing it alongside the curve. If we look at the curve that we have over here, I'm just going to go ahead and drag it. As a reminder, we have this type of a curve from A to B. It starts over here, over here. If we look at the geometry that we have right now, it doesn't, this type of grid doesn't exactly align to these points. What we're going to do is we're going to grab ourselves a bounding box that will allow us to, if I were to just delete these real quick out of the way, we're going to grab ourselves a bounding box that will be at the start of the curvature starting point and final point over here. And over here, we're going to grab those two points, we're going to determine it and we're going to basically stretch the grid across these two points using the bounding box. There's a very nice and effective method for getting those points out will actually show you what it does. Let's go ahead and just drag it from group input and search for bounding box. Let's go ahead and click Enter, and we can just directly attach it to the geometry output like so. And you can see that this is what we're getting. If we were to grab the points, which we should be able to see it within edit, monde, goo, we're still able to see it. I'll go back on to Remove tool. There is still points from the curvature basically, once we start moving these along, you can see that the bounding box is changing based on where they are placed, which is exactly what we need for this case, we'll just actually turn off the x ray mode. Let's go back to the solid mesh. You can see the box. So to get the starting point and the last point what we're going to do is we're just going to make use out of the bounding box. Minimum maximum over here. I'm going to hold control for starters. I'm going to go ahead and delete this line over here. The way we can do it is actually quite simple. Holding control and dragging your right mouse button creates that same line we had before whilst holding shift and right mouse button. In this case, whilst holding control and dragging it across, it'll actually remove the lines you cross. Basically, that's pretty useful, you know, we're going to make use out of minimum and maximum by making use out of separate Y, z. Let's go ahead and drag this out, search for separate X, Y, Z. There you go. Going to select this shift D to duplicate it and put this to maximum. Well, we got to sell basically the coordinates for the minimum and maximum, just like that. Now we're going to go ahead and move this actually downwards. I'm going to go ahead and move it to the side hold shift right most button to drag it to grab myself a reroute. Move it to the side, that is quite all right. It's going to slightly reposition it so it would make more sense. We're now going to be working on this part of the year. This bounding box is primarily going to be used for the values for the height. Basically to tell us how high we want the position grid to be, since we already have the length in regards to X and Y coordinates from this section over here, the floor basically where we've divided the length and whatnot of overall curvature to get just the Z as a zero value over here. We're now going to go ahead and grab the actual value. Let's go ahead and do that. We're simply going to actually make use out of set position values for us to do that. After we delete the geometry that we want going to actually bring this back, we want this to be basically positioned differently because it's positioned on the not the right way. Basically, we're going to make use out of shift in a position. This is a very useful node to make use out of in order to switch the positions basically off your geometry. For this position, we will want the Z values to be rotated around. Right now, this is the height, which is actually, if we look at the top right hand corner, we can see that this is Y over here. Instead, we want this to be rotated, so it would go this way in direction over here. Since we are only working with the Z value, first of all, we're going to need to get ourselves a node that will allow us to do that. Let's go ahead and grab ourselves a position node. We're going to hit shift A and then search position geometry, position node, this one over here. Then since we're only working with the value, we're going to go ahead and just drag it across. Search for separate x, Y. We only make use out of the z value. Actually, it's not going to be value, it's going to be y value. The reason being is if it click seven, we can see that this is the bottom. Basically this is the top and it's only across the y value. We need to change that up. We're going to go ahead and do that by making note called. If I actually move this down a little bit, dragging it across from y, we're going to search for map arrange, we're going to make sure that Y is being plugged into the value, then we're going to grab ourselves to the minimum and maximum values. Let's go ahead and do that. We're going to grab our minimum values from over here. Values are from the curvature, these points over here. Since we're transforming this into the value, basically we're going to go ahead and do that value. Minimum and to maximum. Just going to make sure that these are minimum and maximum. So if you remember correctly, when we did it at the very start, we made ourselves the transform geometry, which was between X and Y. If I were actually to click control and shift and just use your left mouse button, you can actually get a nice preview. This will show you that it was just X and Y value. We already got ourselves the value for the curvature using the bounding box. Now we're going to just simply attach this from the transformation of X and Y. To do that, to get this information, what we need to do is just we need to drag this out. We need to search for sample curve. This will give us all the information that we need. At the bottom, we have some controls. Factor zero will basically be the siding point of the curvature and one will be the end point. By using this, we're able to tell where each basically point should be in regards to the grid that we set ourselves up with to make use out of it. What I'm going to do is I'm just going to drag downwards like so. I'm going to hold shift right mouse button. Just drag it across to get a point over here. Then drag it all the way to the very end where our value is. So this is the z value over here. Now we need to make use out of it and combine it all together for the x as you can see on the right hand side, we have value, position, tangent, and normal from the curvature. For us to do that, we'll need to actually make use out of a map range again. But actually before doing that, I'll just show you real quick how to make this a little bit nicer. Let's say you have a way of getting it out over here. We don't really need this view mode. We can select it and hit Delete. And this should give us what we're seeing it with the group output. Yeah, as a quick clean up tip, I'd recommend you just holding shift right mouse button, making a second point over here. If you don't want this curvature to be messy, like if you want straight lines, you can now select both of these. Like hit for scaling, which will allow you to scale. Then hit X to lock it down in X acts like so as you can see me moving around. And if you hit hit zero, it will give you perfectly straight lines. That's very nice when you want more of a formal type of set up instead of those curvatures like for example, maybe over here you'd want that as well. I'm not going to touch it too much in regards to that. I'm going to click G, Y to make sure it goes only in upwards. But I will just make use out of it to get myself a nicer set up over here. Then the next lesson, we're going to continue on with setting this up for the right values for the grid. Thank you so much for watching and I'll be seeing you in a bit. 7. Deforming Grid Mesh to Curve Line Shape in Blender: Lo welcome back. Everno Blender for geometry, notes for beginners. In the last lesson, we got ourselves down to the area where we actually got our sells a nice grid set up for a staircase. It's being affected by the overall density based on the length of the curvature. And we're able to also make it, so we have some controls whilst at the same time it is a nice set up, we still don't have it in a way that it would be placed in regards to it, well, first of all, properly rotated and secondly, following along the curve. Let's go ahead and continue on with the set up. We already got ourselves a nice extracted data from Y, that is the y area over here being the top and the bottom of the staircase. We need to transition this, translate it into a value of which we already got through the map range. We also got ourselves the X and Y, in regards to it being basically the sideways of the curvature. We'll be able to control that. And now we're going to continue on basically with the set up to be placed alongside the curvature. For us to do that, we'll use the sample curve. And the sample curve already has the X and Y coordinates, but we need to determine where in regards to the grid, it's going to be affecting the grid itself. Actually, it's going to be quite simple for us to do that. We need to simply extract from the position, extract basically the map range. We're going to go ahead and duplicate it. Hit ship, duplicate it. I'm going to go and I'm going to put it down over on here. Just going to move it down a little bit. Now for us to make use out of it, we're going to get x and z values. X and z values. I mean, x is going to be basically the starting point of our grid, the end point as well. Let's go ahead and make use out of that. We're going to basically grab the x value, put it into the value itself over here. We now have ourselves minimum and maximum to work with. Now we can simply put this into the sample curve over here, into the factor which, which we basically converted to be the first 0.0 And the last point over here, we're basically translating the grid to be using the original points of the curvature. That should give us the right value for the starting point and the last point of the x value, that's X value over here. If we straightaway p this position in actually it might be easier to see what the sample curvature does. We're going to just go ahead and just p this in pudiometry, we're going to turn on the, my frame. It's not in here. I need to make sure we use the geometry. And I'm going to plug in the sample curve from position and I'm just going to plug it into the set position over here, we can see that we're getting this a curve, it follows alongside the curvature over here. Looking at this, I realize that we're not getting the same result. May just have a look at why that is the case. We can see that it's not actually reaching this point over here at the end. And I'm just wondering, I think I know the reason why if we look at the grid, the original grid. So I'm going to go ahead and find where the grid is over here. Look at the grid. It's actually in a scale of one. And it's set, because it's set in the middle, the original scale is the original position of this grid is set to -0.5 all the way to 0.5 over here. We need to do that accordingly. We need to basically go back to the map range and change these. So it wouldn't just be using just half of this cube over here, it would be using this entire grid like so. Yet for us to do that, we're just going to go ahead and use this from minimum, this one is going to be -0.5 all the way to 0.5 Now if you plug this into the set up, if we delete the viewer node, we should get a Cellusgo. It goes all the way to the very end, from Sony point to the end point. That's exactly what we want. We can click seven to see to make sure that it goes through all of the points. We got a proper values for the positioning of it. We now need to make sure that it actually is being affected by the value as well, so it reaches the highest point of this. To do that, we're going to basically, first of all, grab only the x and y values, which in this case, from now on it's going to be x and y from the top down view, basically this line over here. Let's go ahead and do that. We're going to grab it from here. Separate x, y, and z, We got x and y As for we're going to grab this value over here, which is a map range from the bounding box. Let's go ahead and actually, I think this is just a default value of just the value that we need. All we going to do is basically combine these into x, y, and z. Let's go ahead and do that. I'm going to hit Shift and search for a combined x, y, z. This is going to be x and y. Then we're going to move it to the side. This is going to be value just like that. We can go ahead and combine this, I'm not sure if you're able to see it properly. I'm going to make this with just a little bit bigger like now. We're going to go ahead and combine this into the position like this should give us the right result. Which again, is not giving us. And I think I know the reason why the range again needs to be from -0.5 0.5 So grabs the entire range of our, what's it called? The grid. There we go. We got a cell staircase that's going all the way to the very end. We are getting a very nice shape or the staircase is. Now the thing that we should be doing at this point is probably test out if it actually works out properly. I'm going to grab within mode, I'm going to grab the point and I'm going to just move it along. And you can see changing across. Like we can also move it in other directions. All in all, it seems to be working quite well. That's prey, good. All right, we got ourselves an adaptive shape off the staircase. Everything seems to be working x, y, z. And it transforms the grid to the way we want. The thing that we do need to do, we need to make sure we extrude the mesh. We need to make sure that it's not just a plane. Okay, so that's going to be it for this lesson. It was relatively short to finish off the overall to be attached to the staircase. But now in the next lesson we're actually going to get some depth out of the staircase. We're going to make sure it is perfectly positioned within our grid and yeah, we're going to learn how to do that, turning basically two day plane into three dimensional object. We're going to learn how to do that in the next lesson. Thank you so much watching and I'll be seeing in a bit. 8. Transforming 2D Geometry Node Plane into 3D Stairs: Hello everyone and welcome to Blender. For omit you notes for beginners. In the last lesson, we got ourselves a grid that's actually now curving to the shape of the curvature that we have. Now we've got to make sure that we make it into an actual fred object because if we look at it from the front, we can see that it's just simply a plane. It's actually quite easy for us to do. As a starting point, all we need is a simple extrude mesh. If we were to go at the very end for where the group output is, we can click and hold shift A and then just simply search for extrude mesh. There you go. We're going to get added to the very end and we're going to get ourselves this sort of a look. Yeah, as you can see, it looks very bizarre. It has an interesting set up. The reason being is that it's extruding every single phase individually. What we need to do is actually we need to tick this box over here, and that's going to give us a nicer shape overall, but it's still not quite finished with. In regards to the set up, the reason being is that other side is empty and also when we're extruding, something is actually extruding to one end. And it's just going to give us offset. In regards to click seven, we can see that it's actually basically because we had a grid at the front, in the middle of the curvature. Using exactly the same coordinates, we're going to get everything offset to the side basically because of the extrusion. What I want to, ideally, in order to close off this gap and to get a simple piece in the middle, I want to grab this essentially this entire mesh and just cut it in a half. Then put it on the other side. The way we're going to do it is we have an option for cars to cut the tire depth in half. We're going to make use out of the offset scale. We're going to set this 2.5 and it's going to basically give us half of that. Of course, we want to control this from our geometry node itself. We're going to go ahead and do that. We're going to click on the plus symbol to add a new item. We're going to grab our selves input, like double click on it. We're going to call this whip now the default value. Let's go ahead and change this to one, just like that. Let's make sure that we also change the default value over here as well. I'm just going to delete the value. Click Enter, that's going to reset it. Now we're going to make use out of this. Instead of just grabbing this from group input over here all the way at the back, we want it to be kept clean. The overall set up, what we're going to do is we're going to simply add it onto next to extrude mesh basically. Let's go ahead and click Shift a group input. We're going to paste it in. We're going to select this and we're going to control basically the offset scale, which is this one over a year. As I said previously, we want it to be kept as 0.5 If we were to just use a width as it's not going to be cut in a half, which won't allow us to basically make this at the very, in the middle, the curvature. That is what I'm going to do as well. I'm just going to get ourselves a math node. We're going to click shift a search for math, and we're going to just add it in in between. Like we can either multiply or divide it would give us the same result depending on the value. So I'm just going to multiply it by value of 0.5 be the same as dividing it by two basically. Now this with is one, but it's basically extruding it by half on one side. Now we basically have to mirror this to be going onto the other side. The way we're going to do it is quite simple, but before actual extrusion, instead of just doing it to a negative value, if I were to quickly hold control and drag this out, which will remove this value, we can see that by going into a negative side, it's going to give us extrusion to our side. We can't really do it like this. The reason being is if we were to do it like this, it will create our issues basically down the line when we're using it for modeling and whatnot. Firstly, because if we look at, I'm going to click on Viewpoint Overlays. I'm going to click on the face orientation. This will show us basically which way the faces are being shown, which way the normals are being shown, basically. And if we're using real time render or using a shaded that's one sided, the red side basically is not going to be visible when we're combining the mesh together. Also, if one side is red and another one, I'm just going to show it. Once we start flipping into the outside to a negative value, everything is going to be red on this. Do we want to make sure that everything is blue and everything is nicely connected? If we are doing modifications afterwards onto the staircase and there are red faces, it's going to give us a lot of issues. Whether you want to inflate the mesh, whether you want to do some additional, adding additional modifiers onto it, even just beveling the mesh, It's going to create additional issues. So we don't want this to happen. We want to make sure that everything is properly set up with the right mesh set up, so everything is basically facing the right way in regards to each and every single phase. Oh, for us to do that, we're going to grab ourselves the original phase which was this one, over a year. We're going to go ahead and grab that. We're going to flip it around basically. We're going to drag it out from set position lip pass. So now we're going to get ourselves basically the same set up from the flip pass. We're now going to basically do exactly the same function of extrude pass but basically flipped around. We can even make use out of the same nodes. Let's go ahead and do that. Just going to attach this to offset scale. It's going to give us the same result because now we're basically extruding it. It always extrudes the positive value where the blue side is towards that end. Now when we're extruding it like so we can see that it actually is extruding it even though we're using the same values, is extruding the upper way. When we combine both of them together, it'll give us the right result. Actually, before doing that, I'd like to clean up this mess a little bit. Going to hold shift, just drag at my right mask button to grab this into one set up. Just put it off to the side like so. And it's just going to look much nicer. The neatness of the geometry node is really important when you want to make further adjustments and whatnot. It really helps if you want to reuse parts and again, make superther adjustments within the geometry node itself. Just make sure to every once in a while have a look at that. Not to make it too messy. Too much of a neutral like things all over the place might need to set up over here for example. Could for example, turn this around. It's going to be the same but it's not going to be twisted in here. This, for example, could be a bit of, for example, could just put it out like this. Yeah, that's all right. We can keep it as is now. It's going to be quite all right. Again, we're going to come back to this, clean it up, make it all look nice and understandable. Which is what? Because when the geometry no, that you set up, you spend a couple of weeks out of it and you don't really know how to use it. Coming back to it can be quite challenging if you don't have it properly set up. Yeah, coming back to this, in order to basically combine these two together, you can do it in a simple way by using shift, clicking shift in searching joint geometry. It's very nice and simple. You can see this power over here. It's not a.it is more of a alligator one. That means that you can add multiple values into this and it would be quite all right. You can even add a third one, for example. I have a third one. Sorry about that. Seems to I messed it up a little bit. I'm actually just going to remove this. If I have a third one, I can do that. You can see over here. I don't need to, but it's nice to know that you can have multiple geometries joined here together. Now, once we combine these two extrusions, one to one side, one to the other side, we're going to get ourselves a nice staircase going all the way to the top. That's already looking pretty nice. The alternative actually I will show you this, the alternative way for joining me. Try instead of doing it like this, you can also use that same option that we had used previously, holding shift and dragging right button to create a line. It's very useful, not only for making those lines combined, but it's also useful for joining certain nodes. It's not just shift, it's also shift control. And there you go. You can see that it creates it again. Shift control and right button and just drag it across these two nodes. You can see that it gives us this green line. That means it's combined. You can combine it together nicely with certain ones. If you try doing it, actually created it, mess it up here. Let me just go ahead and not do that. I'm going to go ahead and just simply clean it up since I made a mistake. But anyways, the point is not all of the nodes can be combined like that. But when it does work, it's actually really nice and easy and you can speed up your workflow and it just gives you the right nodes to combine the meshes like that. Simple, easy, nice set up. Now we can try moving this along and we can see how it behaves with the curvature. You can see that it doesn't always look like it's affecting the curvature properly. The reason being is next to the points, you can see a couple of extra dots as well. Those dots actually affect how well, how should I put it, how well the points are being interpolated in between the vertices of the curvature. For example, if I start moving this like this, you can see it creates an interesting shape as it tries to interpolate between those two points. This one is just trying to now go this way over here. Keep in mind that not only the points matter but also the interpolation, I tend to just have it nicely. If you prefer to have the points, how should I put it a little bit easier to manage? You can always go ahead and just delete once in the middle. For example, click delete. Now we have just two points you can select the first one. The last one you can click click subdivide, and then you're going to have a third point in the middle, so it might be a bit easier to handle basically to manage. Yeah, that's pretty much it for creating a nice staircase. We now need to have a bit of an extra. We're going to be adding some decorative steps on the topco. We just leave it like this as a geometry. We're going to add some railings as well. And we also control, we definitely need to control the scale of the width of how it's being affected. All of that is going to come in the next lesson. Thanks so much for watching and I'll be seeing in a bit. 9. Implementing Width Controls Based on Curve Radius: Hello and welcome back everyone to Blender for Geometry notes for beginners. In the last lesson, we got ourselves a nice set up for a pre diversion of the staircase. And we're still not quite done with in regards to that because if we look at the top left hand corner, we have some information. We can just drag this out a little bit to see even the positions of them, although we don't really need that. But what we can see here is the information for the density of the mesh overall. We can see that even though it's a simple staircase, we're using 500 vertices. Although this doesn't look quite a lot. The reason it's actually quite dense is because these two parts that we created, trades on one end, the trades on the other end are actually not connected. The part in the middle would always have a separated mesh. What I mean by that is I can actually show you. Let me just go ahead and delete the dots real quick from the rotation. I'm going to go ahead and select this Duplicated by clicking Hit, and then Y to offset it off to the side. I can then real quick to test out this mesh, go onto object mode, go to convert and change this to mesh. This will be just a mesh without geometry node, how it's going to be converted completely. I'm going to hit Tab then, and I can just select a part in the middle. Hit G, and we can see that these vertices are basically not connected. Yeah, that's actually an easy fix. There's also these vertices over here, but I usually tend to leave them off if I want to do some information or whatnot. But the vertices in the middle, you don't really want to touch them. You want to leave them as basically connected ones. Let's go ahead and fix that. Yeah, the easiest way for us to do that is going to be after joining geometry. We can just drag this out and search for merge by distance. It's a very nice and simple node to make use out of. I'm just going to just drag this out onto the geometry itself. Default value should be small is 0.001 It will give us the right result. How do we know that we've got the right result? Well, on the top level corner, we see that the vertex amount is much smaller. Now, another tip for you guys is if you want to see the vertex amount before and after, what you can do is you can hover over over your mouse after joining the geometry. We can see that mesh has 512 vertices. But if we hover over merging the vertices, we can see that it has 444 vertices. That's how we know that it actually merged off the right vertices and it gave us a nicer mesh to work with. All right, now that we got it sorted, the one more thing that we need to do is going to be the width of the staircase. We already have controls for the width overall, so that's working pretty nicely. But we don't have an actual control over the individual with. What I mean by that is if you go and hit Tab onto Edit mode and use these vertices, these vertices can be set up so we'll be able to control the length over the individual vertices of the curve. Very start for example. We could have a wider staircase and then could, could become narrow basically by the end of it. Yeah, let's go ahead and sort it out so we have more control, even more freedom to work with this staircase. For us to do that each and every point has a radius, individual radius. If we click while we are within the D view, we see the transformation tab. We can change this radius by clicking Alt. And then you can see the radius increasing it like now. If we go to another vertice, it'll still stay as a default value which is one. But if we go back to this, we can see that the radius has changed. You can also do it through here obviously, but I prefer honestly to do it through old S after selection with in edit mode of the curvature. So we can change it up and down, that would give us good results. Let's go ahead and actually make use out of that. We're simply going to go to the bottom where we had the sample curve, where we were picking ourselves the ten y value. Basically here we're just going to add into the value radius, which will allow us to basically get information off this sample curve and then put off the value from here. Let's go ahead and do that. I'll show you what it does right away. We're going to hit Shift and a search for radius, it should give us this. We're going to input it into the value like so. For the input output of this value. Where it should go is we need to now find where we had the Whip, find group input for the whip. And we're going to go ahead and just make use out of this area over here. Multiplication, it doesn't necessarily need to be set as 0.5 If it was set us 0.1 which is the default value, I think it's still okay. We're just going to make sure that to keep it simple, we're going to use the multiply value over here and set it up with this value. We don't have multiple nodes for no reason. I'm just going to go ahead and drag this from the sample curve, from the one that we just created onto the multiply over here. As you can see it right away, we're going to get this result. The reason it's so extreme is because I set the value a little bit too high. Let me just go ahead and change back the radius to one. Then let's go ahead and test it out, alton S, it seems to be behaving. Interestingly, let's go ahead and see that actually works properly. Yeah, it seems like the point that's in the middle doesn't seem to be doing the right job. We need to go ahead and fix that. Before doing that, let's make sure that this line doesn't just cross all geometry nodes. It's not going to look super nice if we have it like holding shift and just dragging across the right mouse button. Go, we'll give us the reroute node. I'm just going to lightly fix this up, both x zero. There you go. I think that's all right. Okay. So now to fix this, what is happening basically is Yeah, because originally when we were setting up the extrusion, we were using the position over here. And then as you remember, we set the minimum and maximum values from a negative 0.5 negative 0.52 0.5 and that basically offset the values overall which later gets input over here. And we basically just need to reuse the values that we are already using. Basically need to capture attribute before this value is being input. So let's go ahead and do that right after we delete the geometry and we set the position of the Rid. Basically we need to make sure we get information beforehand. To do that, we're going to make use out of something called capture attribute. Let's go ahead and hold shift tab, a capture attribute, then input it into Delete geometry, a deli geometry, this will allow us to get all the information beforehand. Then we're going to go ahead and simply input this value over here. I'm actually just going to move it off the side a little bit. I'm just going to grab it from here. I'm just going to hold shift, drag it across like so. And just input the value just like that. Afterwards, I'm just going to input this value into the multiplier. Hold shift, drag it across, reposition it a little bit like that. We can delete this re route over here. And we should get something like this. All right, now let's go ahead and test it out. Hold S go. It moves in the right area as exactly as we want it to be. As a quick test, let's go ahead and make sure that everything is working properly with in regards to the curvature. I'm actually, yeah, I'm going to go ahead and create a new node. Just make it a little bit longer out of this. Instead, going to go ahead and select all with in edit mode, deleted all the vertices and just going to go ahead and select draw seven to go onto the top down view and just make a new one. I'm going to go ahead and go back onto the move within the edit mode. Now we can just go ahead and drag it out and we should get ourselves a nice set up. Let's go ahead and test it out real quick. This works nicely. Everything is working, all right. Multiple vertices over here does not matter. Actually seems like overall we're getting the desired result. Yeah, final thing real quick. Going to hit shift x, G, Y. Just put it off to the side as a duplicate to the selected object. Convert mesh. Let's see if it's all working properly. We don't have any issues with, in regards to that, the grid might be a little bit too dense, but I think honestly it should be the way it is. The reason being is if we want to use deformation afterwards or something of the sort for the bottom, it's always nicer to have these proper grids instead of things like engons or something of the sort. And I'm just going to go ahead and delete this normal math. Going back to jot node, we're pretty much done with the base staircase. Thank you so much for watching and I'll be seeing in the Bd. 10. Organizing Geometry Nodes in Blender for Stair Creation: No, and welcome back in front to Blender for Geometr nodes for beginners. In the last lesson we set ourselves up with the base staircase. And now we're going to be moving on to the set up to get more additional detail. But before actually getting into that type of stuff, let's go ahead and spend some time to clean up this whole mess within the geometry. For us to do that, it's actually going to be quite simple, quite easy task. It does make our lives a whole lot easier, especially in the future when we decide to come back to geometry nodes, the specific one. And we want to make use out of specific parts for example. Or we want to just simply edit or adjust certain parameters. We can easily do so with the right set up. Let's go ahead and do that. First things first, let's go to the left hand corner where we started the whole set up. We're going to get ourselves to this area over here. This is the place where we had the grid set up. Let's hit control shift and left most button to tap it. Let's see what it does. This one is just basically giving us a simple grid system and we want to basically make use out of that. What we're going to do is we're just going to just select all of these grid assets. I'm actually going to make sure not to select the transformed geometry, just move it off to the side. I'm going to select all of these parts that create a grid all the way up to delete geometry over here. And I'm going to just simply click control J. Control J gives us this type of a comment box and allows us to group things together if we want to also make sure that we have this entire group properly named up with the group selected, we can click two and allow us to label the node. In this particular case, we can just simply call it grid mesh. There we go, we got ourselves a first group set up which will help us identify the area of what this geometry node does. For example, if we do have a section like this one over here that's going to be part of this group because we basically grouped it up. You can see when we're moving it outside of the side is going to move along with it. We don't, we want this to be outside when these things happen. What you can do is you can click Alt to basically unparent the selection. That way you get yourself this re route node outside. You can do the same thing with the nodes themselves. Just keep ten in mind, that's that. Okay, we got ourselves to grid mesh set up. Let's go ahead and see what else we need to group up. Basically the other thing that you can do with in regards to making more optimizations, for example, when you have longer rear out nodes. Let's say this bounding box over here. It might be a little bit closer over here and you're just having it overlapping. Like. You can see that it's actually going from group input over here. From the geometry node, we don't need this type of a mess. What we can do is we can just simply grab another group input. We can put this into the geometry. That's pretty much going to do the exact same thing. The thing is, if we want to hide the unused parts of the node, we can select it, we can click Control and H, and this will hide everything that's not been used. If we want to get those parts back, we can click control H again, and that will bring the length and the whip. But for example over here we don't need it. We can just simply set it up like we can delete this reroute node over here. Just like that. Really make this a little bit clean over here, x zero. We'll just get you if both of these reroute nodes selected just like we did previously. We'll get you basically them to be straight which are quite like. I'm just going to set it up. All right, so this is looking much better already. Whilst I'm doing this reorganization work, I tend to start off with simply getting the groups done first and then making sure that everything is re routed wherever it's needed. So let's go ahead and do that first. The next one would be, let's go ahead and select all of them. Just move it up to the side like so. I'm going to go ahead and delete this viewer node, which I've done by just holding shift and control shift and just tapping it to get the viewer node. Let's go ahead and delete it. Should bring us back to the default viewer. I'm going to move everything up to the. Side. So let me just go ahead and quickly fix these up. We're going to basically grab everything. Actually, I'm going to move it a little bit more off to the side. Going to grab the capture node. Put it over here. Actually, grab these ones. Move it upwards, not too worried about the rerouted, although this one is looking quite like a mess, let me just go and delete. I'm instead simply reroute it holding control and there we go, that's going to look much better. Going to selected click, move off to the side, and there you go. This one is responsible for aligning geometry to the curves ahead and is properly sorted. We're going to go ahead and select them all. We're going to hit control J to join them up. And then we can straightway click at two and call this grid curve. It's already looking much nicer overall in regards to the set up. This part I'm not quite liking how going from here, what I'm going to do is I'm just going to select the geometry, capture attributes, bring it outwards a little bit. Select the delete geometry, bring it up upwards, and there we go. It's going to be much better for us. Again, as I said, the overall reroutes. I can fix them a little bit later. Now though, let's make sure that we have everything grouped up properly. Let me just go ahead and check all the nodes are set up properly. After we're done with a light in the curve, we basically create ourselves the setup. I just realized that the set position is not inside of the group. Be able to, there you go, we should be able to put it in right away like so. It should give us the right set up because set position is basically the main one. Or when we want it to be aligning it, the curve, we got to make sure it's that that's part of it. Let's go ahead and select all the rest ones except for the group output. We're going to click control J picking two and we can call this one base mesh. I will show you afterwards. Just going to pan through it real quick to show you how it looks. But for now though, let me just go ahead and make it look a little bit nice. For example, this part from set position goes to two areas. We can hold shift, drag the right mast button and get this reroute node over here. And the areal over here. We can just put it off to the side, just like that. We can lower this down a little bit. Actually, over here we can select the group input. We can click Control and H to hide it dragged out. Now we can start working with the re routes a little bit, making sure I'll all nicely set up. Actually, this one is already looking pretty nice. This one over here, we can actually just select it, so this one actually is. All right. We can be a little bit better. Actually, I'm going to hold shift and right drag a get across these both x zero. Just going to scale it since it's already scaled as X zero. Click and just scale and get better results. Going to click Y, just move upwards. That's going to look much better over here. Might move this upwards. Just going to basically looking where the nodes are overlapping in section like this. You can't really help it unless we change them around. Honestly, it's not needed. Let's go ahead and bring this back to help us clarify, since the sample curve is at the bottom, going to be okay to overlap it some parts where it's overlapping. Okay? Other areas like this one over here, for example, maybe it's not needed overlap. Let me just go ahead and put index over here. That should be a little bit better, something like that, the pide actually. Now it actually will be better if you just move it up to the side. So I'll just move it like this. It'll be easier to see where the curve length is not over here. In regards to this set up, this doesn't need to be high up, so it can just move it upwards. So that will be still quite all right. And I'm just looking at the parts that we can simplify it. For example, group input over here we can control and H, there we go all. As a quick recap, let's just pan it through. Group input, transform geometry outside. Then inside is going to be with the grid mesh, group length divide floor A floor modulo divide index and all of these. I'm just going to slowly pan through it. We can see over here from transform geometry it goes all the way to sample curve and all of these parts are nicely together. We'll just move that, this downwards a little bit. Just this is looking quite all right. One over here. Yeah, pretty much. That's how you basically organize everything together. You get all of these parts to group them up in regards to the functionality of them. And you make your life much, much easier in the future. Yeah, that's going to be it from this video. Thank you so much for watching and I'll be seeing you in the bit. 11. Generating Step Placement Points with Geometry Nodes: And welcome back everyone to Blender for geometry notes, for beginners. In the last lesson, we organize ourselves with the geometry note, and now we're going to make use out of it in order to get additional detail for the staircase. The next thing that we're going to do is basically we're going to create stepping areas. The steps on top of these staircases themselves could have even more control over the stylized aspect of the staircase. Basically what we're going to do is essentially, if I go back on to the annotation, we're going to create points that go alongside every step. We're going to spawn on every step a cube, that we are able to have additional controls over the staircase. The one thing that I should mention is going to use the side over here, is that we need to basically create a stepping stone like so for each and every single area. Just like that. But we also want to make sure that we have control over the scaling, not only in regards to the width itself, not only in regards to the section over here. That we want to have additional control to make sure that we, for example, wanted a bit more elegated or we want it to be like ending over here, for example. We also want to make sure we are able to control how much it overhangs itself, the section over here, we want to control that. For us to do that, we need to make sure that the origin point, basically the overall stepping stone is always starting from this section over here, because this is what will control how the scaling is being done. It scaling itself is set up from the origin point, and if we set it up from one section in the corner, it will always allow us to scale it upwards from that corner. And it will never scale backwards. It will never go into the staircase itself. That's exactly what we want. I will show you what I mean in a bit and how we do that. But for now though, let's go ahead and actually make use out of the staircase and actually spawn something on top of the staircases. Let me just go ahead and delete all of the annotations over here. What we're going to do now is we're going to find ourselves the grid mesh over here. The floor is the amount of steps we have over here. Right now we have 38 steps. If we make the length example even smaller, we should have 81 steps. That is that we're going to keep it as 0.5 length. And we should have the 38 steps like we had previously. Okay, from here we're going to basically start off by visualizing each and every point and we could understand how they're set up. We're on top of this above the grid mesh. We're going to click Shift and A and search for points, allow us to spawn the points within the mesh. I'm going to go back onto the move tool real quick. Then we're going to attach the floors to the count of the points. So it's going to spawn the exact amount of points as we have stairs. That's exactly what we want. Now to make sure that these points are actually spawning in the curvature itself, we click and hold to control shift and just tap on the points. We can see that everything is spawning in this one area. We don't want this, we want the X and Y to be properly sorted first. What we're going to do is we're just going to go on to the transform geometry. So this area is where it gives us only the X, Y, since we squish the entire curvature itself, we can make use out of it. I'm going to go ahead and going to grab from the transform geometry. Just grab it upwards and search for sample curve. You're going to put it upwards like going to hold shift right most button. Drag it across. Just click, put it off to the side so it wouldn't get in a way. Now for us to actually make use out of it properly, instead of just setting it up basically we need to figure out what factor we're using for the sample curve 0-1 in regards to the amount basically up right away. It's not going to give us the right result because we need to consider in the steps themselves, what we're going to do is, first of all we need to grab ourselves, the index said shift in a search for index we're going to grab from index map range. But this will allow us to basically tell the maximum steps where it's being placed for the points. The minimum is going to be set as zero and the maximum for the factor is going to be the amount of stairs. Let's go ahead and do that. I'm just going to move it a little bit off to the side. The factor to the maximum. It is going to be, there you go, this amount of stairs. Now we can plug this into the factor over here, and that should give us the right results or x and y values. Just move it off to the side. Now when we plug in the sample position of the curve to the position of the points and we can clear control shift and just step on it, we can see that they're properly aligned, we can change the length and it will give us the section to be in the same area as the stairs. Basically. That is pretty good. Now, we can even join into geometry with the staircase itself to visualize basically how it looks like. We're just going to add it over here, going to geometry. Then we can just add in this as well as this one over here. The points going to move it all the way. The section over here, I'm going to just slightly make sure that it's properly set up. Shift click, there you go. Going to move it off to the side. We can now add this in to our group output. See where the points are which are not quite as visible. They're underneath, you don't have the position yet. We can make them invisible using the wire frame, we can see those points. Or better yet, let me just go ahead and go back to the normal material view view port. On the top right hand corner, we can click the basically partially invisible geometry. Old Z is pretty useful when it comes to that side of stuff. We're able to visualize it how it looks like like. So now we basically, well, first of all, we need to check if it aligns properly. So clicking seven on the numpad will allow us to see where they're being positioned. And you can see that they're being positioned quite nicely along the path. I'm just worried that maybe we need to add another one over here to the very end. But it doesn't seem to be the case because they're being placed at the start of each of the staircase. All right? Yeah. Looking at from the top down view, we get a point on every starting basically point. And we also want a point over here basically we'd be able to grab a point over here where it's just have a visual, better visual over here. We're going to basically make sure that if we go to notation, we're going to grab each one of those points over here. We're going to make sure that it's properly set up, but we also need a point at the very top over here. Make sure that we're able to spawn our geometry on this ledge. Starting from this ledge over here, what we're going to do is actually we're going to add in another point, which is actually quite simple thing to do. We just need to add another point over here where we're using the count from the section, we can just grab it upwards like so. We're going to hold shift, right click, and just reposition it a little bit. And then we're going to add a math node over here, shift in a search for math. Go ahead and add it in. It's already adding an additive. Basically we're going to add a value of one. And that will now give us this point over here. If we set it to zero, it's not going to give us, but it will basically if we add it in, that's exactly what we want. Now we have all the points that we want, but we have an additional point at the very bottom. This point, we don't really want this point because it starts at the start, the very front. We want to offset basically everything by one. We want the first point to be over here, which we can do so by basically offsetting the index itself. For us to do that, we're going to hit shift A. Actually we can just copy this node over here, Control C, control B, putting it into it. So there we go. This point now disappears because everything is being offset by one. But that's pretty good for us. Which is actually a better solution? It will actually work out better. Yeah, instead of just adding a point to the end over here and then offsetting everything here, this will create two points at the very end, we don't want this to happen. What we're going to do instead is we are simply going to delete this added value over here. Add in the count, the usual count. And then make sure that the index is set to one. But is this additive? Basically what we're doing is we're offsetting everything by one and it puts every single point in the right area. We basically have ourselves this point at the top, and we remove this point at the bottom by offsetting everything by one. That's exactly what we want. Let's go ahead and now move on from this small hiccup. All right, since we're running out of time, we're going to continue on with this in the next lesson. Thank you so much for watching and I'll be seeing in a bit. 12. Instance Placement of Cubes on Stair Steps using Nodes: Hello and welcome back. Every going to Blender for Jo, my Notes for Beginners. In the last lesson, we created the sales points to be used for the steps. Now we're going to continue on and make sure that this case is actually going to go in regards to the values itself. So it actually will be placed on top of these steps first to do that. Well, first of all I'm going to click old Z within the free D view so we wouldn't actually see all of these parts. Basically transparency, we are turning that off now. We're going to actually make use of this section over here. If an aligned grid to curve, we got this section. It's a nice set up for us to make us out in regards to just getting ourselves the values for the value basically or the height. Let's actually go ahead and create a separate group. We're going to click old P, two on, Group's going to click I'm just going to move it upwards, like going to click control J to make a new group for two and we can call this one min max cords, minimum and maximum coordinates of the curvature. Basically that is what do we want. And I'm just going to check real quick if that's all right. Yeah, it seems to be. All right. Now we're going to go ahead and select the ones that we made previously for the entire set up. I'm going to go upwards like so a little bit. I'm going to probably join these two together. That goes from the floor that will be making our lives a little bit easier. So let's go ahead and do that. I'm going to hold the shift right click, and just drag it across. Now I'm going to just move this up to make our lives a little bit easier. I'm focused on the overall organization at the moment, but we are just making our lives a little bit easier, actually. In regards to organization, what I tend to do, whenever for example, I'm using values that are a bit further away, I'd like to move everything to that same area so we can actually make use out of them properly. I'm going to go ahead and do that real quick. I'm just moving them all like this, just making sure that they're all nicely set up. That should be all right. Okay. The next thing that we need to do is grab the range. Another map range that we need to make sure we set it up with that value. Let's go ahead and copy this map Range control C, control B, putting it off to the side like so, we're going to need to use the same value over here. Let's go ahead and put in the value from the index. The minimum and maximum values are already set up over here. All we need to do is we need to set them up as well. All we're doing is going to be just dragon minimum and to maximum like we also need to have the remapping the overall index of the curvature. Again from the maximum value of the steps which is going to be over here. Just go ahead and move this a little bit off to the side, not to worry about overall organization at the moment, just making it a little bit easier while working. I'm just going to actually drag this across from the maximum, from the re route to the maximum point over here. We should get something like this. Now we just need to input this value within our points over here. Actually we can bypass this entire sample curve because we're using the bounding box for this one. We just need to basically get the position value over here and separate x, y, z from this point. And then from the other point, we'll need to grab it. From this point, we'll need to grab it and we'll need to combine X, Y, we get x, Y points connected basically as for the z, we're going to put it up from here. And as you can see, we're going to get all of these points to be placed in the right type of Z values. Now at this point, we should probably fix up a little bit of this mess. Let's go ahead and actually do that. I'm going to start from the end, going to just grab these points over here. Lightly reposition everything that's needed. Position. This point over here is going to be the stair count, I believe. Which it is. We'll go ahead and fix that up. Actually holding shift. Right click is going to move it across. Going to select the Y zero, make sure that they're straight. We're going to actually make another one over here, so the X zero, and now they're perfectly straight, which is very nice for us. We're going to check real quick. Yeah, let's go ahead and actually I'll show you another way of organizing real quick. So we can select this point and we can click 22 and call this stair count. This way we will know that this is what it's giving us, this exact information or the re routes which is actually going to be much better for us to work with like so we can actually go ahead and actually grab all of them. Like we'll actually move them a little bit further up to grab this point. Move it upwards. Going to be like this. That's going to work much better for us. All right, we're going to grab all of these points, all of these notes. We're going to go ahead and click control J to join them up. Click to actually move them up a little bit to the side. The count can be a little bit to the side, X going to move it to the side, actually, just like that, this value can be placed at the bottom map range can be actually more to the side. We'll go ahead and do that. Actually we're going to leave it as, that's pretty much it in regards to the set up for the points. Now we've got to make sure we understand how we're going to do. We're going to basically put it off to the side so we should see the points on the side. Although this is a bit more curved the area. What I'm going to do is real quick, I'm going to actually delete some of these points so we'd have more ways of working with this properly. Going to clean clip one and as you can see we have them on the side although again it's not going to be exactly on the side. Need two. Straighten it up a little bit. For the sake of this, I'm going to make use out of it to be straighten up like this. Now we can click one and see how it looks like from the side. This is just purely for the presentations sake. I'm going to click all Z and now I'm going to go ahead and start talking about how we're going to spawn the object. We're going to need to basically spawn an object which is going to spawn in these points over here. But we'll need to offset this object to be off a little bit to the left. This point would be the pivotal point. So whenever we're spawning basically a cube instance, we're going to have the corner in exactly the right area. When we're scaling it up, it's actually just going to be scaling from this position. It's never going to be going this way or downwards like that. We should be able to get ourselves a nice set up for us to do that. It's actually going to be quite simple. We're going to go back to the points, we're going to just drag it across. Actually, instead of dragging it across, it'll be easier if we just click shift A and search for instance points, instance on points. We're going to just attach it directly. We get ourselves, well, we don't have anything because we need to add ourselves to cube the instance that we want to use. We're going to click shift and A, we're going to search for cube mesh primitive like so we're going to just attach it to the instance. And this is what we're going to get. As you can see over here, it's pawning. As I said, in the center of the point, we need to offset it a little bit, which I think it'll be much easier for us to see. If we make these cubes a little bit smaller, I'm going to set the x to 0.1 and actually everything to 0.1 So let's see if this will work better then. I think it's y. Yes it is. I'm going to set this 2.5 We'll actually see which way it's facing in regards to the cubes. Now we see we have it off an edge over here. We're going to fix up the size overall for the cube. But for now, that's actually going to be all right for us in regards to visualizing which way it's facing. Y is going to be our width, basically for the cube, that's exactly what we want. The other issue that we'll need to fix is going to be, if we go and check this real quick, I'm just going to move it off to the side thing like this. You'll notice that these cubes don't actually align to what we want. They're actually always just facing the right rotation. And we need to make sure that we offset them or rotate them locally based on an angle of our curvature. So we need to work on that, but I think we are actually running out of time. So we're going to continue on with this in the next lesson. Thank you so much watching and I'll be seeing in a bit. 13. Creating Scalable Controls for Stair Steps in Geometry Nodes: On. Welcome back. Vn to Blender for geometry, notes for beginners. In the last lesson, we created some cubes to be placed basically on the top of the staircases. Now we're going to continue on and actually make sure we fix it. We need to make sure we're placing it and they're rotating as well as aligning nicely to the staircase itself, to the curvature. There is a very nice and simple node to make use out of hold. If I were to drag this off to the side, basically instance points, we need to change the rotation over here. Each individual will be changing the rotation. We're going to move this a little bit off to the side as well. To do that, we're going to hit shift and A, we're going to search for a line vector, line Euler to vector. There you go. We're going to just simply attach this. We're going for the information, we're going to find ourselves, the sample curve. I'm just thinking which way would be better? We basically need to get ourselves the vector from the curvature. I think yes, it'll be best to just grab it from here, from the sample curve. It already is giving us the information that we require for the x and y, basically coordinates. Let's go ahead and do that. We're going to move this downwards a little bit so the tangent is more visible. We're going to attach this, maybe move up the line would be more straight forwards. And now hopefully, there we go. We got the cells fixed. It's basically aligning to the X. If we try to align it to the Y, for example, it will rotate our cubes. So that's why first things first that we had to do is make sure that the Y coordinates are slightly upscale. We would know which way it's being rotated, set it to X. And what it's doing basically is grabs the line itself, checks where the rotation is, what kind of rotation per individual point it has. In regards to that, it just places the rotation of or instances in the right way. Basically, it's a very simple type of a node, but yet it's so useful when working with curves to just align everything in the right of way. Now in regards to the scale, what we need to do is basically we need to make sure that the cube itself is set to 111. In regards to the size, then we're only going to be using instance on points to scale it. The reason being is that we want the default scale for the cube. If I were to set this to 111, we can change the scale over here. This one was 0.5 0.1 The reason we're doing this is basically because we want the same transformation to be set when we're offsetting the cube itself. What I mean by that is there are two ways of transforming the object. Actually, as an example, I'll just create a simple primitive shape within the three D view itself to explain a little bit better, we have a simple primitive cube, which basically what it forms on each and every single step. Then what we have is on the right hand side we have transformations. By default, it's going to give us the scale of the cube to the same scale. We can upscale this, for example, and these transforms are going to give us a larger scale and whatnot. We can even reset the scale by clicking alten S, like so. And it'll give us a default scale. What's interesting about this is if we go on to edit mode and we start scaling this outwards like so, then we can go back on to object mode. It's going to give us the same type of scale because we're not actually scaling the transformation tool, we're not scaling the After basically set up off the cube itself, what we're doing is we're simply grabbing ourselves the cube and making sure that it's set with both perimeters, then we can make some adjustments. For example, if I were with an edit mode, again, we were to now offset this off to the side. It will still see that the origin point of this cube is going to be on like right hand side. If I now try to scale it basically using the S, I can basically scale it from this point. It's very useful. Or when we want to scale it off, basically off onto the object, we're trying to make some adjustments to the cube, like so. Basically it will have that origin point at the bottom. It will consider that as central piece basically, of the object. When you're scaling, it will always be scaling from this point over here and now it's not actually scaling like so because, yeah, we're using the median point, so that's a little bit different for our. It. If we go to object mode, we're going to be scaling off from here because the median point is considered to be the origin point actually within object mode. That's why we want to make sure that this original cube is set to the default value, which right now is actually not 2 meters, which was the cube that we spawn. It's actually set 1 meter by 1 meter, which is actually great because we just need to offset this by 0.5 meters. Before we get into it, let's go ahead and actually create ourselves additional parameters to work with. The reason being is that right now it's going to be a separate section for the interface. Basically we want the staircase to have another parameter, basically another section for that. Yeah, we're going to get the cubes in a little bit. Now though, let's go ahead and add ourselves to control for those cubes. Let's go ahead and do that. We're going to click on a plus symbol over here. We're going to select the input for this, we're just going to change to float to be a string instead. Let's go ahead and change it to a string. We're keep the name as empty. This is not control for us. And you can see it is going to give us like that. Then we're going to change the default to so we're going to go ahead and delete it and it should give us right way. So everything after this point will be underneath the stair section. It's a nice way to break up the overall geometry node in certain sections basically. Let's go ahead and grab ourselves a couple of inputs, a couple of floats. I'm going to go ahead and grab three of them. Actually, we need one. It might be best just to rename it over here. There you go. And another one for height, and another one for that, X, Y, and z that scales. We'll be able to have some control over that. We'll have full control over our says. Then we'll want to have all of them minimum value set to zero. We don't want it to be going backwards and causing issues overall for the user. The minimum value set to zero, we're going to grab the same values over here. X is going to be the that we can change this value to be something like, I think it's okay to use a small value for now. Actually we're going to keep it is yeah, 0.1 0.5 We can keep those values as is. Let's go ahead and change the, the width is going to be the y value. That's going to be 0.5 the y value 0.5 y. We need to make sure we change it over here. I'm going to go ahead and delete the 00 values. It's going to replace it with default value is going to be value over here and that's going to be 0.1 Depth is going to be again, 0.1 Let's go ahead and keep it as 0.1 Actually, let's not forget to change it in the default values. We here just like that wave 0.5 height and depth can be 0.1 We can change them later down the line. A quick test. We're going to go ahead and actually we're going to grab our selves to group input. Shift a group input. We're going to get ourselves to the height and the depth by combining x, y instead. Let's go ahead and combine x, y, z. Height is going to be the value is going to be, when I was saying the depth is going to be the, the x value, that is going to be the x and the whip is going to be the final one. Just now we can connect it to scale. Hopefully it should work in the same way. There we go. All right, so we got ourselves the values properly attached, but now we need to make sure that actually it behaves in the same way that it would be also affected with the curvature together. Remember the curvature that we did for the scale? When we selected, we can click Alt and S. We make the stairs larger and smaller. We need to make sure that this is also affecting our overall cubes. But before doing that, I completely forgot actually, to come back to the offset. Clicking one, we can see that we have the cube right in the centerpiece of those stairs. We don't want this to happen, We want it to be offset slightly. Let's go ahead and do that. The original cube. As I mentioned previously, it's set to 1 meter by 1 meter by 1 meter. This entire section is just 1 meter. Like so we want it to be moving it up, moving to the side a little bit by 0.5 We could get half of it out on the side. Then we wanted to move upwards as well. And that can be done by simple geometry node of transform geometry. Let's go ahead and add that in. Let's search for transform geometry. We're going to add it to the cube just like that. We're going to translate this by value of check there, that's why P 0.5 and is to be 0.5 as well. I'm just wondering if that's the right set up or if it's not there. It seems like like it might not be. That seems to be the wrong it's not y, sorry about that. It's x. There you go. X has to be 0.5 Reason being, I couldn't see it is because it's not completely on the side view. The curvature is slightly sideways. I thought it was moving but it wasn't. Anyways, going back to this, we need to make sure it's actually going the other way. This way it has to be negative 0.5 Now if we look at it, it should be perfectly aligned. Now when we're actually scaling it off over here, the entire, what's it called, the origin point has to be now on the side. Hopefully since we transform the cube off onto the side. When we're moving the depth, there we go, we're basically scaling it off into the I think y value. And the same goes for the height as well. We're not basically clipping into the staircase itself. That is very good for us. We can change the values a little bit. We have to make sure that this is being combined in regards to the width of the stairs as well. First of all, whenever we're making the larger, they should also be becoming larger as well. Let's go ahead and do that. I'm going to go ahead and actually grab this from the whip, from this with, at the top. And I'm just going to set it up with math. I'm going to multiply this. We can select this, hit M or a shortcut, and multiply this with the whip. The whip y. Let's go ahead and attach this to y. And there we go. We got ourselves a nice whip. When we're changing the width of the staircase, this will also be changing. So that's a good starting point for us, but we still don't have the change in regards to the curvature based radius. But since we are running out of time, I'll go ahead and stop this lesson here. And then the next lesson we're just going to add in the curvature based radius for the scaling, so it would actually look much better than this. Yeah, thank you so much for watching and I'll be seeing in a bit. 14. Ensuring Stair Width Uniformity with Geometry Nodes in Blender: Hello, welcome back and run to Blender for geometer notes, for beginners. In the last lesson, we created the cells, the top section of the set up for the stairs. Basically, we created the stepping stones and now we're going to go ahead and actually adjust them, tweak them out a little bit, and make sure for starters, we're going to make sure that the radius of those stairs, if we go on to edit mode for the curvature and make them smaller, the radius is actually affecting it as well for these stairs. Let's go ahead and do that first. We can do it in the same way that we did for the overall base of the stairs. We can grab the information from the sample curve, but we need to input the radius for it first, for the value. Let's go ahead and do that. We're going to just click shift a radius or geometry read. Put it into the value now it's going to output sample curve value. We can combine this with this value. Actually, yeah, there you go, with the whip, because it'll only be affecting the overall width of the stairs. When we're changing, this will also be affected by the radius overall. Let's go ahead and do that. We're going to click shift and A, we're going to search for map actually we can just go ahead and copy this control and we can place this in in here. I'm going to put it into the lower value just to make it cleaner. Holding control, we can just detach it and attach it over here. Then for this value, we're going to paste it in. And we need to clean up a little bit. Holding shift, right click, stop, setting this a little bit, that looks all right. Go ahead and keep it as is now. It should give us the right results today. Rehab it, okay. The next thing is we should probably get ourselves to the right whip and height and sorted before we're doing anything else so we could have the default values properly set up. Let's go ahead and do that. For the whip, we want to be over stairs a little bit. Maybe value of two actually is going to give us a nice result for the value of height. We don't want it to be too high. We can keep it at 0.1 probably. I think that's going to be quite all right. Actually 0.05 0.05 would have been better. But the depth we wanted to be a slight overhang, something like this is going to be quite all right. That looks quite okay. A bit of a mess for this staircase because to be checking just multiplier values a little bit, making sure that they're not too messy overall there quite all right, so if we set it up so we should be quite okay once we start getting the width being okay as well. All right, this staircase is a little bit messy to be honest. So let me just go ahead and fix it up a little bit. This value we go all right, we had width, height and depth is also okay. Value of 0.5 going to be a right. These values are going to be nice for the default values. Let's go ahead and change it up real quick. The whip, I'm going to change it over here for the belt value, the height, I'm going to change it up as well. Finally, I'm going to change the depth value as well. There we go. Now we can clean it up a little bit. Let's go ahead and do that. I'm going to move it off to the side, like we should probably just slightly adjust these a little bit. Transform geometry, we can just basically merge it up. These ones I'm going to keep open, reckon mainly so I could see the over here for example, we want to change the vertices. Maybe we want to do that to add some density. I'm going to leave it as is for now. I'm going to go ahead and just lightly readjust it and the rest seems to be quite Okay. Quite all right. Okay. We're now going to go ahead select the click control. J, click two and call it stair match. This part can be a little bit higher up. Actually, I'm going to create a new one over here. Select them both. X0y. I can just slightly offset it, just like that. And there we have it. Okay. Now, as a quick check, I wanted to see if it actually is working along different conditions and whatnot. I did found a bit of an issue. The issue I'm talking about is going to be primarily with the whip. For example, once I start making the staircase something like 0.6 for example, I start making this part over here. Let me just plug in the values back in this value for the radius to be much smaller. For example, you can see there will be. Much more of a difference, variation in regards to the corners over here. For example, this corner is much wider in comparison to the corners that are much bigger over here. That might cause us certain issues. The easy way of fixing it might be to either just grab it instead of multiplying the whip by the whip and just grabbing this to the upper section, so it would have independent controls of the overall with or the staircase. Now we can basically make this larger and smaller, it's only going to be affected by the radius of the curvature. So that's one method of fixing that issue that we had. We have more uniform and basically controls that might work out quite nicely. Now if you make this, for example, much smaller, you can see that it still follows alongside the base of the edge of the line. Basically, that might be quite all right, I might make smaller to emphasize it. For example, this one over here is similar in regards to the size as these parts on edge. That's one way of doing it. Another way would be if we want to keep the control over the whip overall while it's being shaped like that. Instead of just changing it like. So what we can do, we can change the multiply to be, instead of multiply, simply add by having have more of a uniform towards the overall set up. Now when we make this smaller, we can see the overall result is pretty much the same. This mesh, this side is going to be here, while it goes bigger should be kept more or less the same. Although in rotation areas where it starts rotating, it will give us a little bit more of a different set up. I think all in all this might give us another great set up. We can either basically have the width to be controlled, the stairs and the stepping stones basically overall, or we can just completely remove this part all in all and just have the control to be independent. It really depends on what set up you want as an artist. Personally though, I think in certain cases, when I'm creating, for example, larger playable spaces or something for free models that requires lots of stairs. You can't afford to just have multiple control controls of variables. You might want to consider having the previous method. For this case though, I reckon I'm going to keep it with just a simple multiply. I think that's going to be better as having independent width control with just the basic control of the curvature radius. I think that's going to be much better overall. I'm going to go ahead and go with that, although both options are viable. But for this case, again, I will just go with that. I will change the default width because now it's too small, it's not being multiplied by the other. With, I'm going to go ahead and see what works best. Maybe slightly outwards, something like 20 for example might be quite All right, let's go ahead and keep it with 20. All right, Going to copy this value, go into the whip over here. Default value, change it to 20. I think that's going to give us the right results. I hope these ones are a little bit too arch foot edges. I'm going to change the radius to be one everywhere. Actually, I'm going to remove the entire staircase altogether and grab myself a new one. I just changed the values, so the length of the width of the stairs will be set to one, the width will be set to two, and that will be giving us a nice results. I just had the overall width of the staircase a little bit too wide. That was giving me some odd results overall. But now that I look at it, it seems to be well working. Okay, so in the next lesson, we're going to continue on with the staircase. So thank you so much for watching and I'll be seeing you in the Ben. 15. Constructing 3D Railing Curve Line Base in Blender: Lo and welcome back. Abron to Blender for geometry notes for beginners. In the last lesson, we got ourselves a nice set up for the staircase, for the stair stepping stones basically. Now we're going to continue on moving to get ourselves some railings. For us to do that, we'll need to, first of all, determine what kind of railing we're going for in regards to making it used out of a curvature mode, basically out of the set up. Then afterwards we're going to work on building the supports. We place like right on the edge and we get the entire railing to be supported basically. Let's go ahead and actually start with the railing itself. We're going to go off to the side over here before minimum and maximum coordinates because we need to grab ourselves a different curvature line. Let's go ahead and do that. We're going to hit Shift in A. We're going to search for curvature line line where we get this node over here. Then we'll need to make use out of the resolution to actually tell what kind of resolution we need to get out of this line. For that, we're going to set it up with the stairs. Where's the stair counter is. Let's go ahead and actually do that to make it easier. I'm thinking on whether or not we should put it off a little bit to the side now. We're going to keep it is to actually get ourselves the resolution we need to drag it out from the curve, we're going to search for re sample curve like here. We have a count which we can make use out of the stair count. We should have a re route node over here actually as well. So I'm just going to make use out of that. Or actually I'm going to hit escape to cancel that. I'm going to hold shift, drag it across over here to grab myself another over here. I'll make it a little bit easier to work with. Then we just need to basically set position so we'll be able to work on offsetting it and whatnot to set position of the geometry. If click and hold control shift the left mass button tap. Should find ourselves with nothing at the moment because we haven't actually set it up properly yet. We need to tell what curvature coordinates it needs to use. We're going to grab the sample curve for that to get the desired result. I'm going to move this, actually I'm going to move this a little bit to the side, move this a little bit upwards. And then neath it, I'm going to hit shift a sample curve. So we're going to get ourselves, the geometry group in. Go ahead and find ourselves group input. We're going to put it in geometry so we're getting ourselves station curvature itself. But we're going to work on X and Y values. Reason being is because it's not going to work properly wise. I'll show you why. Going to click Control and H to minimize this group input level one needs to be Apple parameter over here, going to put it off to the side and use factor as a factor information for spline parameter. Actually I'm not going to minimize this going to keep this is we need to this position out, this position. And there we go. We got to sell this nice set up. The difference here now is that it's making use out of the curvature set of values exactly as the curvature said. What I mean by that is it's not going to go alongside the staircase. If I were to lett, you can see the staircase is actually having gradual increase using the bounding box. But when we are just setting it up with the normal curvature, it's not going to work like that. We need to make sure we set it up alongside the staircase itself. We're going to do the same method as we did previously, minimum and maximum coordinates. We already have the set of values set up over here. Let's go ahead and make use out of that. We're going to start off by actually getting ourselves only x and y coordinates from this. The easiest way for us to do that, we can either use the geometry transform, the same option as we had over here where we scaled to a value of zero. Or alternatively, because it's just a position that we're looking for, we can just click shift and a grab ourselves a simple math node, put it in here. Not a simple map node. What we need is actually something called vector map. Let's go ahead and search for that vector map. This one will allow us to basically do the mathematical functions in the same way, but in this case, it will allow us to just simply control x, y, and z values all at once. If I were to be using the normal value, I wouldn't be able to have control over the functionality. I wouldn't be able to control the individual functionality. I'd be able to simply do all of them at once. We don't want this to happen. We want is in this case we can just select all of them by clicking left mouse and dragging across, writing a value one. And that will change all of them. Now we're going to multiply everything. This one is x, y, and z. We need to set the value of z to zero. Now if we were to change the position, and we're going to click control shift up on the set position, we can see that we pretty much get the same result as we had in the past with this set up over here. Now we can make use out of the mine max coordinate. That's great reason why we split them up like that because we can actually make use out of them in the same way and just reuse the functionality multiple times, just like we did previously. We're going to, again, use map range. We're pretty much going to recreate it outside this set up. Let's go ahead and do that. We're going to click shift and a map range we're going to grab ourselves, is it blind parameter factor for the value, minimum and maximum values? Again, we're going to redo the same step to minimum and to maximum. Let's go ahead and grab it. I think I might actually just move these a little bit off to the side like so. There you go. Now I'm grabbing this, this is going to be minimum, minimum, and two maximum. There we go. Actually I will show you another method for combining vectors. It's simple. As simple as we had basically separate xy z and then combine xyz. Instead of doing that, what we can do is we can simply add it using the vector ad. This is a very useful tool when it comes to that stuff. I'm going to move this a little bit off to the side now I'm going to go ahead and it control C, control B vector map node is here. We're going to basically grab one over here. We're going to change this to add, it's clicking A as a shortcut. I'm basically going to add in the value as an after map equation. Basically, we already have these values properly. The z value over here is going to be set as zero. But over here, if we were to just simply add it, it's not going to be just the value, it's going to be x and y. We want to change that up real quick. It's quite simple to do. We're going to search for combined xyz. There you go. We're going to leave. That's not giving us the right result. We need to hold control and just drag it off to the z value. These ones are going to be 00. Now we can go ahead and add it. Basically, it will add the x and y values from here and the value from here, and the rest in between should be zero. Now once we get this to opposition, we're going to get ourselves a nice gradual slope exactly as the staircase. If we delete this, we can see this is the shape of the staircase. If we look at it with the viewer by clicking and holding control shift, we can see that it's the same exact set up. That's actually what we want. We want to make sure that it follows along the curve. It's a quick test. I'm going to check how this looks like by actually combining these two. So let's go ahead and do that. I'm going to actually just join into the geometry over here. That should be quite all right. We're going to go ahead and just simply drag this set position to join geometry. We're going to hold shift, right click. Make a reroute node over here. Number reroute node over here. Select them both, x zero and I can just select this Y drag downwards. And there we go. We got to sell us a nice set up. Let's see how this looks like. All right, we're not within the Y frame mode. We're going to click Old Said. We see how it looks like. We're going to click one just to see if it works in the same way. We do have an issue in regards to the curvature. It starts at a value of zero where the staircase doesn't even start. We wanted to start where the stair is. We might have an issue over here. Let's have a look at this issue together. I'm just going to make a bit of an additional extrusion over here is to see how this looks like. Going to go ahead and rotate it. It was the issue of just looking at diagonally. I'm going to the staircase. Looks quite all right. I think I'm going to keep it as there is a better one issue over here. For example, maybe let me just go ahead and actually this real quick, let's see what it does. And then you go to remove this line over here. My biggest concern is when we get close, we can see that it's not actually lining completely the staircase, but that might be a bit of an issue for us. We want to see how it looks like on this end as well. This one starts properly. One way of fixing it would be to just simply re, use that same transform geometry node and just grab it from here and attach it to this section over here instead, let's go ahead and give it a quick test, although I don't think it's necessary before to bring this over here and see it changing it a little bit. I'm wondering why that is the case. Then after, if I add it in to give us this, I'm going to click one just to check what it looks like on this end. This end is still being in this position over here. It might be because it's slightly rotated. That probably is the reason why that's okay. Why I think it's okay to make use out of the usual group input. If we were to be re, using that same transformation. Basically from here we could delete this section of the multiply because basically we already have the overall set up with the scale of zero. We wouldn't need this, but to make the code a little bit simpler and easier to follow, we are going to make use out of the group input for geometry like so. Now we need to worry about offsetting the entire set up the curvature, but we're going to worry about that in the next video. I reckon that's going to be it from this one. Thank you so much for watching and I'll be seeing in the bit. 16. Building Rail Bases on 3D Stair Generator Sides: Hello, welcome back around to Blender for geometry notes, for beginners. In the last lesson, we set ourselves up with a nice curve, and now we're going to offset it a little bit. Before doing that, we should probably talk about, in regards to the set up itself, I'm going to click old Z, so we could see a little bit, in regards to that, I might get a little bit closer. Going to select it with an object mode. Hit the dot so I could actually position my entire focus point. I'm going to check real quick how this looks like. What we didn't do basically at this point is it's going to go underneath because we didn't compensate for the value for the staircase itself. We need to slightly offset that. What I mean by that is over here we have the value for minimum and maximum. We went ahead and made use out of it. Once we start changing the amount of stairs, the with for example, not the whip, I'm going to change back to one length. That is, once I start changing that, you can see that it doesn't actually align it as well. So we need to put some calculations basically in regards to offsetting it a little bit and getting better results. Otherwise, we don't want this to be underneath the staircase when it's at a set value of zero. We want it to be slightly offset in regards to the amount of stairs there are. We're going to go ahead and work on that first. We're going to basically, first of all, make use of minimum and maximum coordinates from the bounding box. We're going to set it up actually a little bit more to the back and we're going to take away minimum from the maximum value. Let's go ahead and do that maximum value, let's drag it off over here. We're going to use math node, so we're going to take away the minimum from here with subtract, just clicking as a shortcut. Then we're going to make use out of this value which gives us the height of the stairs. And we're going to divide it by the amount of, or is it the amount of stairs, the floor value over here. I'm thinking, what's the best way of doing it for? I think I'm just going to select this reroute value over here. Just going to rename this Stair count. I'm just going to put this to be divided. I think that's going to be the best set up or alternatively, I can just create ourselves, I can just put it from here. Actually, that will be much easier for us to the control set to remove the naming. Just going to put it over here instead. Then I'm going to go ahead and duplicate the math node. Going to start dividing this by the stair count, divide, that should give us the right result. Now we just need to implement it over here by simply adding it in. Let's go ahead and do that. Dividing it by the stair count while subtracting the maximum minimum from the maximum, dividing it by the stair count. And then we can add it into the map range over here. I'm just going to get a map node over here and just add in the value like that. Maybe I'll just write this a little bit more back and reposition this a little bit. That should be quite all right. Okay, should be better. Let's go ahead and see beforehand then you can see the middle point is sitting right in the middle, which is exactly what we want. Once we're changing the length, it should still be the center piece. I'm not sure if it's visible as well. I'm going to make these as a zero for the height real quick just to see if it's actually behaving as intended. The length, once we start increasing, it actually is slightly offsetting it itself, But all in all, I think it's working nicely. Anyway, it's just going to go ahead and refresh this. So the fold staircase. Now let's go and it seems to be all right. Let's go ahead and just grab the divide and subtract values over here. It should be properly organize, reckon. Let's go ahead and just grab this up. I'm going to go ahead and just click control J. Join it up two and you can follow. Right white. I'm worried that it might be a little bit too messy. I'm just looking at this set up. Yeah, let's go ahead and clean it up real quick. Holding shift and drag in the right mass button, be able to clean up some of the mass at least. Yeah, definitely should be. I'm going to clean up this part over here. This is being like this part over here can also be slightly cleaned up. This I'm not sure if we should be doing anything in regards to that. We might need to. Okay. It's going to be quite simple, fix and all right, this will be much better. Okay, The next step is going to be to offset this entire line off to the side. The way we're going to do it is we're going to make use out of the normal set up. Normals right now are maybe a little bit off to the side. We need to reset them to be basically facing upwards in the A value. What I mean by that is if right now we were to, to upscale this line by normals, let's go ahead and do that. Actually, I will show you what I mean. I'm going to search for scale, I'm going to search for normal first geometry reads normals. We're going to get ourselves the information off the normals and we're going to scale vector like finally, we're going to basically offset this onto the side. You can see it's not working exactly as intended. Once we start scaling it upwards, it moves off. And it doesn't give us information per basis. We need to make sure we fix that. Basically, we need to reset the value of the curvature in regards to its normals. We want to be able to make use out of it and it's just not giving us the right value. Overall, we're set position, we're going to drag it, we're going to set normal, we're going to grab ourselves a new set position. We're able to now offset it after it's getting a set curve normal. Let's go ahead and do that. Going to put it into the offset over here. That is not going to give us the right result. Reason is because I've totally forgot. We need to reset this too from minimum twist to be set up. Also, I'm going to remove the offset over here. This time we should get ourselves right set up. We're just looking at the curve. Chin doesn't seem to want to move. I'm just wondering why. Let me just go ahead and click control shift and up on the viewer, it seems to work. That seems to be working. If I were to delete this, it work. It doesn't seem to work well. We need to make some adjustments regardless. Let's go ahead and keep it as is. Oh, I just realized. The reason being is that this is not connected properly. Let me just go ahead and fix that up real quick. I'm actually just going to go from the re route over here and just connect it onto so, and there we go. We got ourselves now the controls to offset this line. That's why it wasn't working. Just make sure to have it connected properly. Basically, it will give you the right result. It's not giving us completely the right result because we're not offsetting it off to the side and entirely, once we get ourselves more of a max value, you can see the value is being offset a little bit as well, but that's not what we want. As long as actually we're not going to go over the scale factor of one, we should be All right. Let's go ahead and see where the line is there. At the very corner is exactly what we want in regards to the whip of the staircase. We're going to be fixing that in a bit. Now though we have a line on one edge, we need to grab ourselves a line on other side as well. That's actually going to be super easy to do. We're simply going to grab ourselves another scale, that control C, control, grab another scale over here, drag it off, basically, multiply this by negative one and grab yourselves. Yeah, a new line. What we can do is just grab ourselves the set position of this. I'm just going to do it that position that ourselves the same set up except this time it's scaling up with the negative one. Now, as you remember in the past lessons, you can click and hold control and shift right click and drag it across both of them. And this will give us joining the notes. Now we should be able to see one line on one side and another one on another side. It's going to be a good basis for the railing. We're going to continue on with this in the next lesson. Thank you so much for watching and I'll be seeing you in a bit. 17. Conforming 3D Handrail to Modified Stair Curvature: Hello and welcome Bck. You're going to blend the four Geomegre nodes for beginners. In the last lesson we set ourselves up with two curvature lines. So click and control shift, we can tap on it, that we have two curvature lines on both ends of the staircase. Now the only thing now is that we need to make sure we control them properly with regards to how they're behaving. If we were to start changing the scaling for, one going to go inwards and outwards, and other one is going to go inwards and outwards as well. So we can technically control the placement of those railings, of the curvature itself. But to make it easier for ourselves, what we're going to do is actually we're going to change up. We're going to add this through the scale over here. We wouldn't need two values to be used. Actually, we're going to get ourselves to control of the W itself through the staircase. Whip. Let's go ahead and grab ourselves just that. We're going to shift a, we're going to search for group input, and then we're going to basically multiply the values over here to get the right result. Yeah, but instead of we're just going to go ahead and change the scale over here by adding it like we should see ourselves. The line to be on the very edge, exactly what we want. Now, whenever we change the whip line over here, the line should be going together with the width of the staircase. That's really nice. We had the steps themselves be affected by the before we change that around, so we have a different control. Now, I think overall, that will work better for the creative purposes because we can have these not only as just steps that are affected by the staircase, but they will still conform to the overall scale of the curvature. For these railings themselves, I think it's better to keep it close to the edge of the main base of the railing. That's why we're going to be using the whip over here. The way we can have another change on the other side. For example, right now we're changing it, The width changes over here. But this other side, if we were to change it, it would go to the same position. We need to make sure that it keeps that negative value. But one way of doing it would be to just grab ourselves a multiplier, put it as a negative one, and that would change it up. Or alternatively, what we can do is because this is simply changing the value to minus one, we can grab this and we can just make use out of it through the upper one as well. We're just going to put it up like this this way. We're basically turning the same value that we have over here to a negative value. That way we have a perfect control on where the edge is. That's pretty good for us. Now we need to get ourselves the controls for the hand rails themselves. We're going to do similar to what we did for the stair part and we need to just make sure we get ourselves a nice control as a separate section within the interface. Let's go ahead and add a new string, new input, that's going to be a string. We remove the name using these arrows over here. Actually, we can just drag and drop it to go right underneath it. We can change the default to be called rails rail. So sorry that seems to have changed a wrong set up, we just go ahead and delete it over here. Go ahead and change it. Hand rail, change over here as well. Don't seem to want to reset for me. I'm not sure why that is case anyway. So I'm just going to go ahead and copy this based over here. Should be all right for now. We're going to create ourselves a new input for the height. We can call this one height for the railing, the hand rail. That is, we're going to set the minimum to zero and default value as one. The height itself can be controlled. I'm going to go ahead and reset this height to one. The height itself can be controlled through this section over here where we are combining the map range of the minimum and maximum values. We can just add it in here, and that should give us the right result. Let's go ahead and duplicate this over here. We're going to grab our selves group input, just like we did previously. And we're going to grab our selves, the height, there you go. Making it smaller, Not making it smaller, not like that. We're going to click control H to hide the rest used out of the way. We're going to do the same thing over here. Control. And he basically, this is getting added up to the height value and it's already up like this. Once we start going up and down, we can see that it basically controls the height of the hand rails, which is exactly what we want. That is great for us, a great start. One thing that we didn't encounter, the one thing that we didn't do just yet, is the scaling of the radius for the curvage. Selecting this old scales up and the railing is being kept the same, We need to make sure that it follows along the path over here. We're going to do pretty much the same thing as we did previously. We're going to go over here, finds sample curve that we used within the setting to drag it up a little bit. Then we're going to find ourselves a radius, mature radius. Put it into value through the sample curve. Going to give us the right results. The one where we need to put it in is going to be over here real quick. I'm just going to go ahead and test it out. Putting the sample curve through the scale, it will, will work perfectly, but we want to, of course, control it with the whip itself. That's going to be a little bit better for us. We're just going to go ahead and grab this group input back into it. Before that, actually, before we place the group input, we're going to duplicate the shift scale. Place it in here. And then for the scale over here, we're going to put it up the scale like so that I'm going to click seven just to make sure it works nicely. Give us the right results, which it doesn't actually, might be because of the whip itself or the hand rails. Let me just go ahead and check. That seems to be all right. One seems to be doing all right. Upper one does not. I'm just wondering why that is the case, picking seven just to see how it looks like this one is. All right. Now it seems to be fixed. I'm not sure why that was the case. Now it seems to be fixed, worst case. We could always just mix these up. Basically grab this put in here and switch these around. That sometimes fixes the issue. I'm not sure why does that, but there you go. Now it seems to be perfectly aligned. Just going to test it real quick, getting it a little bit off onto the sides. The with itself. With that, that still keeps up the setting quite nicely there. Is that? Yeah, that looks all right. Okay. We got it sorted now. Let's go ahead and just clean it up a little bit. Arts, We're just going to move this out. Getting ourselves now read out, just like that. Be all right. We now need to get ourselves free version of this. How do we do it? Well, at the very end, let's go ahead and just simply grab ourselves, curve to mesh, option shift to mesh. Then afterwards, we're going to click shift A to turn this mesh, which are the vertices into circle, circle over here. And we get ourselves this sort of a set up and make this a little bit smaller. We can set the default value to be 0.1 And we're getting ourselves a nice set up already, worried about this a little bit, this section over here. But it might be my curve was a little bit of, there you go, that's better. Again, something like this with the railing as well. It might also be because of the lack of resolution or something of the sort Let's go ahead and try to rotate it. I think there is a bit of an issue with that. There you go. Let's see, There you go, that fixes it. It's because of the curve, basically that there were some issues with the hand railing. Now it seems to have been fixed. We're going to leave it in for this lesson. In the next one, we're going to get some less controls over the height and the width of this railing and we're going to set ourselves up with its own unique group. Yeah, that's going to be it for this lesson. Thank you so much for watching and I will be seeing you in a bit. 18. Mastering Geometry Node Group Creation in Blender: Hello and welcome back an to blender port geometry notes for beginners. In the last lesson we set ourselves up with some nice end railing, but we still don't have full control to op of them. We need to make sure we have some custom controls, custom parameters so we could actually control there with their de, resolution and whatnot. Yeah, let's go ahead and do that right away. Actually, we're going to start off by getting ourselves, just going to move this a little bit to the side. We're going to get ourselves transform geometry first to put it before the two mesh so we could actually get ourselves some nice controls, the transformed geometry basically. Let's go ahead and put it up now. We should be able to control the scale for the X and the Y. That's pretty good in regards to that. To actually make use out of this and to control it properly, we're going to go ahead and use combined x, y, z. Let's go ahead and combine x, y, z. So we're going to put it up so we have the same controls over here, which we can control individually through the parameters that we're going to set up over here. In the second we get into more controls for this, we're going to actually get ourselves nicer set up. Actually, let's go ahead and select all of these first. And we're going to about that. There you go. Select all of them. Change it to one so we could have the full value. Now I'll show you another way for organizing geometry nodes. Another way for us to keep the neatness within them. And what you can do is you can actually create a, a geometry node. Group its own individual geometry node within the geometry node. For us to do that, we can just basically group them up in that regard. We can select all those three geometry node parts over here, the nodes. We can click control G, That will give us the set up over here to go out of it and see what it did within the geometry node of our creation. We can hit the control tab, which will go out of it like so. And we can see that we basically created ourselves a custom node to be used to go into it. We can hit just tab on its own with that selected. And that will open up the geometry node, the group itself. Basically, that's pretty handy when we want to add extra detail for the set up. Again, tab and control. Tab controls, the way you can enter and exit basically. Okay, with that out of the way, let's go ahead and make some controls for these. We can just actually preview this for you can hold control shift, tap on here to get the viewer and you should see yourself a. It should be right over here. There you go. Circle right over here. Let's go ahead and lower down resolution so we could actually learn how to rotate it. For status, we get some nitro shape. Every once in a while you'd want to have some controls for the rotation. Let's go ahead and do that. Going to get ourselves combined Xyz as well for the rotation ship ship D, and then just add it into the rotation and we can change up the value. This will rotate the point like so actually I think by default should be all set to zero go. And this will control the rotation of the z value, which is what we want. Another cool thing to do is to speed up your workflow in order to create group input. What you can do is you can directly drag and drop from group input onto resolution. That will create a basically a new interface. We created one for resolution, again from the empty. We're going to create one for the z value to rotate this around. And we're going to create an X and Y, so we could control, basically squish it and we can extend it and whatnot. So we're going to go ahead and do that. X, y, the name. We can go ahead and actually change it afterwards as well, but it's already set it up for us. In regards to the values, it's actually pretty easy for us to do. Within this, we should find ourselves the value of y. Sorry about that. It seems like I moved it from a wrong dot. I held control. Done that, we're going to go ahead and create a new one, x and y. Let's go ahead and call this one double clicking radius x and double click on this one. Again, radius y x. Another neat thing about this, about setting it up like that from the group input, is that they should inherit the default values. But in case you want to change it, we can go ahead and do. For example, default value for resolution can be set by default to something like ten to create starting point. We're not going to be seeing them over here. Yeah, let's go ahead and just go through the rest of the default values. Value also should be set as zero. Actually x and y should be set as one. Yeah, that seems to be all right. After we're done with that, we can actually exit the group click control tab. We go out of it and you can see over here, the ones that we created are actually previewed underneath this group node. We can even rename this group node, for example, we can click on it and call it something like a circle or eclipse, I'll just call it. And rail circle. That is rail circle, That's all right. Now from within it, we can control it. We're going to make sure that the viewer is deleted since I don't like that being there. Going to go back into this we can control to go back onto the group. Now we can go ahead and actually set it up with the group inputs. We just have a look first. If they work properly, resolution would increase the value that allow us to rotate it, basically x and y, O, there is the issue. There is a bit of one issue, but honestly it looks all right. The main thing I'm worried about at the moment is the fact that we're joining the geometry beforehand, which might cause an issue of setting the curve to mesh as we ideally set this up beforehand. For each one of those curves. Yeah, that would also help us to control the rotations. For example, right now when we're rotating them, we can see that both of them are rotating at one angle. We ideally want them to be mirrored when one is rotating diagonally, the other one would go inwards as well. Yeah, for that reason we're definitely fixing it up. Let's go ahead and do that. Actually, we're going to go ahead and grab this curve to mesh. We're going to delete join over here and we're going to make two separate ones. Basically, make it like this control shift indeed that is. And make two separate ones. All right, so now that we have it, so we're going to join them both in. Let's go ahead and hit shift, shift, right click, Drag it across like there you go. Now when we're controlling the set of value for one of one is not going to be changed. So that's good for us because now we can make some nice adjustments. First things first, we need to go ahead and create ourselves group inputs. Let's go ahead and do that shift a group input, so we're going to drag it in from the empty space resolution radius x radius y. So everything is going to be the same except for the value over here. That's going to be easier if we just go ahead and select this group. Click control H to hide it out a little bit. Now we can go ahead and hold shift cross, go across and then we can just ahead and add them up like that Seems to be all right, will need to be multiplied. So let's go ahead and add map and multiply this by negative one. That's going to invert the value like that. We can connect this to a value of said, that's going to be all right for us and x y. There you go. I'm probably going to wondering which way would be easier to set this up with. It wouldn't a day ago I might just drag it upwards. It'll be easier to read basically. Now we can go ahead and check these real quick. We'll want to create ourselves a brand new group for the rail or actually it might be. All right. Now the only thing that's left actually tested out real quick, the set value over here, it's being nicely inverted and flipped. That's good for us going to grab the default values and change them up actually a little bit. The default value should be set to zero. Go ahead and change zero resolution, set to 1010. X and y should be set to one. I'm not sure why they're not think because I messed around with the values beforehand. There you go. What should be the default values of these? Yeah. Okay. Another thing that we need to do is shade smooth. That's another good option to have. Let's go ahead and do that shift in a after joining both of these geometries. Let's go ahead and s shade smooth like add it in here and take it off will basically give us the railings where the topology is being shown. We can see it over here, especially by taking the son, it's everything out. It's a nice option to for sure whenever it's needed. So let's go ahead and get this on. Especially when the resolution, for example, if the resolution is very low, it's nice to have those low topology look. It might be much nicer in regards to that. All right, let's go ahead and set that up. We're just going to go ahead and add a, let's go ahead and click Input and add a new socket. The socket is going to be bullying instead, the bulling is basically a switch either on or off. That's what we want. We can set it up to be above the height value, double click on it and only shade smooth. Then we can just drag it. Sorry about that. We can just simply shift in group in search for that, find it within this whole set up over like so, and then hide it away. We control H and that'll give us a nice little tick box over here that allows us to control that. That is pretty much it with the hand railing. Now we've got to work on the supports, which we're going to start doing that on the next lesson. Thank you so much for watching and I will be seeing in a bit. 19. Designing the Base for Rail Supports with Geometry Nodes: Hello and welcome back in front to Blender for geometry notes for beginners. In the last lesson, we set ourselves up with some nice controls for the hand rails. Now within the right hand side, the bottom right hand side, just by using a single group which we can go into it and see how it looks like using tab or just going out using Tab again, we can go ahead and make use out of these controls to just switch up how it looks like and change up the radius and whatnot off these rails look pretty nice. One thing I did forget though is the gaps basically at the very front. We need to make sure that within a curve mesh, we fill in these gaps over here on both ends, they are going to have solid chunks at the front, basically afterwards. Let's go ahead before moving on and actually set this all up to be looking a little bit nicer. Starters, shades, moves over here. I'm going to go ahead and select this click control H control as well. This control H make it smaller to make everything a bit neat, a bit better looking, and tighter, and just overall nicer set up. Then we can go ahead and select Reselect. Move it up a little bit, perhaps should be good enough. Let's go ahead and click control and J join up. Yeah, I'm going to move it up a little bit. Going to put this in here and put this over here. Or actually be better if this looks quite all right. I think that's good enough. Let's go ahead and yeah, it is good for the sake of this Oreal, making sure that everything is needed basically, we can always come back and get some additional settings. For example, make use of certain parameters and whatnot, okay. For the support, we need to make sure that they're not just looking like they're just going to be floating like that. We need to make sure that we have some actual support within these. What we're going to do is we're going to create ourselves a new set up from the this point onwards from set curve normal. This is a good point to start because from here we created two different curvatures. And this one will give us the exact area, or the side edges basically for us to work, one for us to start the working process of the ports. Let's go ahead and start off with the points. Let's go ahead and drag it upwards like instance points. For the sake of the preview, we're going to grab our selves, a cube shift in a search for cube. Put it up onto the instance just so we can visualize it. We need to join this up over here as well. Let's go ahead and do that. I'm going to, actually, I'm going to go ahead all the way downwards to join geometry. And I'm going to go ahead and fix this line. Going across like holding shift click, moving to the side. I think this should be all right. All right, now we have a bunch of cubes going route this curvature, which I should probably make it smaller for the sake of visualization. Let's go ahead and select the size set, the 0.1 Now we can see much better and you can see that it goes along with the rails. Instead of actually using the lines, instead of using the cubes as we have over here, we're going to make use out of the curve lines. Let's go ahead and do that search for curve line. So we're going to start it off on 000, should be all right. It should give us in the same spot as we have over here. And we're going to basically get ourselves the same height. Yeah. We should definitely get ourselves to the same height as we have it in regards to how high up the hand railings are. For that, we're going to hit shift A, combine x, y, z. We're going to control the value from the group input of the hand rail height. Yeah, that sounds right. Let's go ahead and get ourselves a group input in ourselves to the right height. Let's make sure that we're using the right height and put this into value. Now to test it out, let's go on to curve and change it up to the instance and we're going to get ourselves this value. Reason being is that it goes upwards. That point onwards, we need to be going downwards. So we're going to go ahead and multiply this by negative one. Let's go ahead and just quickly get ourselves a math node. Add this in, change this by clicking M and setting this to minus one. There you go. It goes perfectly downwards. I'm going to hit old Z to see that it actually is going downwards where the step ends, which it is that is great for us. There might be an issue when we're making this too thick, that the point over here is going to be a little bit too much. For example, if it's too thick for the set up, it might start going onwards off to the side a little bit. And we might see the edges for these hand railings, but we're not going to be worrying about that. We're going to get to this point and see if the actual edges are visible. It really depends on the thickness of these hand railings though. Afterwards we just need to make these into the set up that we have. Yeah. Let's go ahead and make ourselves an actual three D mesh for the railings. We're going to realize these in two instances. Realized instance. There we go. We then, let me just go ahead and I'll actually plug it in a bit later. Let's put this into curve to mesh similarly to what we did with the hand railings and actually exactly what we did with the hand railings. I'm going to go ahead and combine this now onto the mesh. All right. Now for the profile, what we can do is actually pretty neat because we can reuse the same geometry set up from here, from the group or the set up over here for the profile. So let's go ahead and do that hand rail circle. Let's go ahead and get ourselves that we're going to hit shift in A. And then if we were to search for hand rail, rail doesn't seem to want to find it. Just wondering why that is. If I'm rail, no, I think it needs to be yes, sensitive. Rail circle doesn't seem to want to work. I'm not sure why should allow us to simply search for this in a hand rail in the search bar and rail, unless I spelled it way. Let's go ahead and select this shift D, make a duplicate Now, I'm just going to actually move it off to the side over here, old to unparent now. And move it out so we can now set it up to profile, just like that. Going to hit old z so we can see what it looks like, the radius. Let's go ahead and make the set to one, so it's going to be a good start. We can even set this resolution to be set four. I am going to need to make sure grab the shapes move as well in a bit. Before doing that though, we might have another issue if I were to make this wider, much wider. Seven, make sure to fill in the gaps. Seven, actually quite visible in here. I'm going to go to the wire frame. We can see that these are not actually facing the right way. That is going to be quite a bit of one issue we need to go ahead and fix that right away. In order to fix it is actually we'll need to switch some values around. The reason being is if we were to use something like here to rotate it, you can see that nothing happens. It doesn't rotate because when we turn the curvature into mesh, that's when we need to start rotating it. We actually, yeah, we need to go ahead and switch it around a little bit. We need to move the curve to mesh and hand rail. We need to move it a little bit to the back. That should fix it for us. Let's go ahead and do that. Yeah, I'm going to go ahead and simply move it over here. Holding control, Going to set it up like so should give us a mesh basically. And with this mesh we can now set it to instance. Then afterwards we just right away, since it's already set to mesh, we just realize instances to geometry and that should give us the right result. I'm just going to make sure I combine this to the very end. Let's go ahead and test this out. Is that a value? There we go. It now works perfectly for us. Let's go ahead and actually make use out of the value we already had. Set it up for the stairs themselves. All we've got to do just re use it. We're going to simply align it to a vector that will give us the right results. Let's go ahead and a yeah, from here let's go ahead and find sample curve with actually I have not renamed it, I just totally forgot about this. Sorry about that. Let me just go ahead and select this. Hit two and write down hand rail. Then afterwards a sample curve. And then we're going to get ourselves aligned to vector. I'm just going to make a aligned vector vector. There you go. Then grab tangent from the curve vector. There you go. Might need to move the upwards a little bit. That going to set a new reroute. Simply put this rotation into rotation. Now we've got to decide which of these are going to be rotated right way. While some in this view, whichever gives me the right perspective, I want to see which one is actually giving me the right rotation, x, Y, that does not give us the right rotation. For sure it's either x or y. Let me just have a look. This seems to be going sideways a little bit, not sure why, but y seems to be giving me the right set up. That's probably what I want. I will go off to the side a little bit, just extend the radius. Let's see how this works. But that doesn't seem to be the right value. I'm not sure. I'm going to go out of this view. See how this behaves. It seems to be, yeah, I was worried a little bit about these going diagonally a little bit, but after looking into it, it seems like it's just just a weight angle from my end in regards to the set up to go ahead and delete it. And that seems to fix the issue anyways. Yeah, just using the Y aligning to Y angle seems to do it quite well. We will need to set the real supports to be going to both ends, basically which we're going to go ahead and start doing that in the next lesson. Thank you so much for watching and I'll see in a bit. 20. Offsetting Handrail Supports Along Staircase Edges: Hello and welcome back. A bronto blender for geometry notes for beginners. In the last lesson, we set ourselves up with some nice bullets going along the staircase. Of course, we need to make sure we set them up to be going across the railings. And let's go ahead and get right into that. Before doing anything, I'd like to actually take off the realized instances. This can be done at the very end if needed. Basically, once we join all the geometry, we can just realize instances in one area. And that would basically give us geometry that we can then convert the mesh if we want to. We can then basically have more control over the entire geometry node. Once we're finished doing it all, let's go ahead and quickly get this holding control and adding it onto the instances. We can just simply remove this out of the way was all right, Now we're going to go and basically get them going alongside the railings. One way of doing it would be to do it in the same way we did the railings themselves to support we can do them in a similar way, but there is an alternative way of doing it. I'm just checking real quick. The set up over here, I think it was over here, just scaling it by normal, basically, we're offsetting it over here. But yeah, the alternative way of doing it is basically to translate instances. There's a very nice note for that, we can click Shift and A since we have basically instance on points, each individual instance is going to have its unique information alongside. We're going to make use out of that clicking shift and a searching for translate instances. Here we go, I'm going to just put it, this one over here. This will allow us to basically translate each individual instances if we have the stick to on based on its local space. Once we start moving this, you can see that each one of them are moving in regards to its rotation. Because all of them are being rotated by the curvature to basically follow along the curvature. We can make use out of this translation to offset it onto the side exactly as we want it to be. Of course, we need to make sure we set it up with radius and whatnot to make sure it follows underneath the rating railing, but that's essentially it. In regards to translate instances, we're going to set the stairs zero, since we only want to move the X and not Y or Z, we're going to basically get ourselves from translation the combined X, Y, Z, what'll be here. We basically want to go follow it alongside railings. The railings are actually the same with, as the same with, as the stairs. We can just simply make use out of the whip of the stairs themselves. The easiest way for us to do that would simply be to get ourselves to group input. Group input. And get ourselves to whip onto the x axis, so car control and H to hide it out of the way. And there we go, we got ourselves a nice, a nice pattern basically going alongside of it. We just simply need to now make use out of it and make sure that it, let me check the radius. Yeah, we need to make sure that it's also set up with the radius. We can grab the radius from this position over here. Just look at where it is. Sample curve over here, We can grab it from the value of the sample curve. I'm just going to make use out of this read out node over here. And I'm going to set it up with a multiply node. Think that's going to be giving us the best, the easiest solution to this problem of the radius of the curvature. Let's go ahead and add a map node over here. Half node it is to multiply grab the sample curve radius. From this point we can go ahead and just make use out of it. So I'm going to clean it up right away. Actually, holding shift, right click. Just putting it off to the side. Maybe another one. I'm just going to straighten it up a little bit. S Y zero. There you go. Just in case I might need to use it again. I think I'm going to go ahead and rename this curve radius going to rename it on the re routed in case we need to reuse it again. And by just simply multiplying, we should get ourselves a nicer. I'm seeing that these areas over here are not quite working as intended. I'm just trying to figure out why that is the case. After a quick check, I realized the reason for it. The reason it's not being affected the railings, by the curvature itself like that is simply because we're not working with the curvature at the moment. We're working with the instance points that's going to give us different results basically on each individual instance. Yeah, in that case it's actually offsetting it. For that reason what we need to do is basically we need to capture the point of the curvature information beforehand and then make use out of it over here. But that's exactly what I'm going to do. We're going to go ahead and click Shift a surf capture and put it into the capture points right before the instance points. This way we'll be able to grab the curve radius, put it into the value. We're essentially saving the value before it's being applied onto the instance points. Then hopefully after we grab it over here, there we go. We get ourselves fixed value. Very good for us and we can test it out and see if it works now seems to be moving alongside with it. I'm just worried a little bit, in regards to here, I might have just the wrong curve. It gives us a bit of one offset. I'm going to go ahead and again, redo the curve real quick just to make sure we have a nice working curve, something like this, to go ahead and move, he said, doesn't seem to want to work in regards to this set up. I'm just wondering why that is the case. After just playing around with the settings, basically what each value does, I came to conclusion that it was actually quite an easy fix. Align, learn to vector, I totally forgot to just change the pivot if we change from auto to sometimes it doesn't want to work with automatic. So if you were to change this value, you're going to get the right results, which just bear that in mind if you're having the same issue now, we can go ahead and test it out real quick. So I'm just going to go ahead and maybe like change the radius and whatnot. If it still works and is attached properly, that seems to be the case. That's really good. Now, we need to basically do the railings or the supports for them on the other side as well. Have a look to change the way back to one to see if they're looking right. The other issue that we might have is that they're not actually touching the base of the individual stairs. So we need to go ahead and fix that actually as well. Let's go ahead and do that in one area. We should have ourselves the stair height, we basically are going to be adding that in. Let's go ahead and do that. I'm going to just slightly move this actually we will leave it as is now. Yeah. Okay. The height can be added at the very start over here. Let's go ahead and do that. We're going to simply get ourselves a math, go ahead and do that. We're going to add it in. We are going to add in the height. Let's see where we left it over here, The height. Let's go ahead and add that in. Let's see what it does now. I think, I'm not sure if it's actually, if I said this is zero, not doing anything now we're going to be adding that in. Actually, I just realized there is a re write node from the height over here might just make us out of that, like add add node. I think it's going upwards. Yeah, the reason it might be is because it needs to be multiplied by a negative value. Let's go ahead and do that. There we go. But in this case, it basically, it doesn't need to be going to a negative one, it needs to be going to a negative 0.5. There we go, touching the base nicely. And it should give us the better result. Look in regards to if we were to change, for example, like height going to be changing that in being kept in the same area. So that's what I like. Okay, That looks good. We still have the railing support going on the other side and we also need to control the placement of them. But we're going to continue on with that stuff in the next lesson. Thank you so much for watching and I'll see in a bit. 21. Resolving Handrail and Curve Issues in Blender Nodes: Welcome back everyone to Blender for geometry, notes for beginners. In the last lesson, we set ourselves up with the hand railing support that goes alongside the staircase. Now we're going to continue on moving with this. Before actually doing anything, I'd like to create some parameters to make use out of so we could have control from within the geometry. So let's go ahead and do that. While we're going to create ourselves a separate group, I'm going to go ahead and select this blue empty section. I'm going to make a duplicate item out of it. Then I'm just going to drag it down all the way to the very bottom. I'm going to change the naming of it to be. Yeah, let's go ahead and change the name of holes. That's all right. Rename it over here as well. The next thing. Yeah, let's go ahead and grab the same parameters as we had previously. We can simply grab ourselves the resolution, that radius and Y and make use out of that. I'm just going to make duplicates out of them and drag it underneath, make our lives a little bit easier. We don't need to rename it or anything of the sort because it's going to be in a separate group. And the final one radius, Why, there we go. We should make them into a reasonable value. Let's go ahead and do that. Mutation can be default of zero resolution, can be ten radius x and radius y. It can be set as 0.1 value. Give us like some pin ones. I'm just going to go ahead and reset this over here. Then we're just going to go ahead and basically put in the input over here. Going to delete this cube, since we're not using it anymore, I'm going to copy this group input over here to the side. Then we're just going to, so let's go ahead and make them over to the end. Basically connect the dots to the right ones like that. Actually, value 0.1 might be a little bit too small. Let's go ahead and keep it as a value of one default value. I'll go ahead and change it back to one. I'm going to select this, Click control H, And there we go. We got ourselves a much smaller group. We're going to click control H over here as well. Yeah. Okay. There is a bit of an issue that I didn't want to address until this point, and that is if we look at the starting point, it starts off on the edge of the stairs and we'll need to fix that. We also have an issue where as we go down the staircase, you can see that these parts are actually offsetting, being offset a little bit off to the side in order for us to fix it. Originally I experimented with basically the count system of the staircase and was basically using a different map for that. If we go all the way down to original point, we had the staircase count over here, that's basically staircase count. This gave us the number that rounds the value down to the nearest integer. What we need to do is we actually need to round the value up to the nearest integer. If a value is, that's something like 0.3 in this case, it would round it down to a value of zero. But if a value is 0.3 and we set this to something called al, this one over here, it will round it out up to the nearest integer basically. Let's go ahead and change this up and we should get ourselves a bit more control over this. I think it's because it's also coin sideways. But as you can see, at the very end, we should get ourselves the right result. Basically, that should give us a better result. The other issue that we had is that it's not properly offset. So if we look at it, yeah, we can look at it from top down view. And Z to go into. That doesn't actually give us the right perspective that I want to day ago. They give us a better perspective. We have an issue where if I were to go actually at the very start basically resample, we get each point in the center over here and then we move the poles onto the sides. But what we need to do is basically we need to make sure that these supports are actually set in the center over here and then it moves off to the side. What we can do, we, instead of just having those points, we can also grab the points in between them like so, and just make use out of them instead. And that's exactly what we're going to do actually this way we get basically the supports right in the middle of where we want them to be. That's going to be a much better solution for the railings, for us to get this kind a result. The best way would simply be to, again, get double the size of the railings and then basically offset it by one and we should get this right in the middle. So what we're going to do is we're going to find ourselves the seal that we just changed it up. We're going to go ahead and find it to where the stair count is. And that's being used within the hand rail. The reason being is because we use the hand rail resolution or if we were to go down, we basically get the set curve normal from it, capture the attribute, offset it. Afterwards, we are going to go ahead and yeah, simply we're just going to go ahead and go to the stair count over here where we had it right before the resample curve or the hand rail. We're just going to go ahead and add a map node. The map node is going to be said to multiply, add, and we're going to multiply it by two and add one. Basically this way because it adds on every point on resolution of the curve, We're basically getting ourselves this additional apart that multiplies the hand rail and we should get ourselves with to go to the very end as well to check to turn off the wire frame. There we go. We got ourselves hand rail. Every second one is going in the middle of the staircase. That's exactly what we want. Okay, Now we need to just basically remove every other one that we're going to make out of the instance point selection. Yeah, let's go ahead and make use out of index index. We're going to make use of modular modulo. A simple modulo like so that's actually vector free of one. Make sure we grab Lord modulo. Actually, there you go. Value is going to be two. It's going to be dividing it by two. Getting ourselves, basically we're getting odds and evens. If we're getting ourselves an odd, we're going to make a selection or even that is, let's go ahead and grab our selves equal. We're actually going to just test it out. We're going to change this to an integer. It's going to be equal to zero. Let's see if this is the right choice. That actually removes the ones that we don't want. If it's going to be equal to zero to one, once we divide it, basically if it's an odd number, if it's dividing it by two, something like three, we divide it by two, it gives us 1.5 It rounds it out, it grabs that 0.5 out of 1.5 because it just grab the decimal points after decimal point point, it grabs all of those values. It's going to be equal to one. Once. It's rounded up after modulo, it's going to basically be selected, every odd number should be selected At this point, that should give us the right results. Here we go. All right, that is looking pretty nice, making sure that they just might look a little bit off because of the curvature, but that mainly depends on the curvature itself. There's nothing we can do about that. Offset it? No, it's pretty good actually. I'm quite happy with the result. We still have the of putting it onto the other side. It is actually going to be super simple. We just need to multiply it by negative value. To do that, we're going to go all the way to the very end translate instances. If we were to click ship D, it's just going to duplicate the node on its own. But if we were to click after the selected control ship, it's going to duplicate it with all the inputs already set up. That's actually quite useful for us when we want to have the nodes already connected with the duplicates. We just need to multiply this by minus one, since it is a vector, a connection purple. So let's go ahead and use a scalar scale. We're going to drag it from here. There we go. Going to set this up. We have a minus one. Now we can go ahead and add this in onto the point of dragging it all the way down over here onto geometry. There we go. It just flips it around. Nice and simple, super easy. Now let's go ahead and just slightly clean this up a little bit, a little bit better. Going to go ahead and just see what can be minimized group inputs. Make sure you click control on every single one of them. All right, that's going to be it from this lesson and next one we still have some ways to go for in regards to the placement of the railing, so we're going to continue on with that in the next one. Thank you so much for watching and I will be seeing you in a bit. 22. Implementing Nth Placement Technique in Geometry Nodes: Welcome back. You run to Blender for geometry notes, for beginners. In the last lesson, we set ourselves up with a nice layout for the hand rails. And we got it down to the section where each and every single hand rail is placed alongside the step. Now we're going to go ahead and actually make use out of the controls for the selection to get the hand railings to actually be placed. Every other one, for example, or every third one, if we desire to do so. Before doing that, we're going to basically make use of, again, within a top section with a rai links section, the poll section. That is, we're going to make use out of the selection. But the thing is the selection itself already is being used up over here by this index over here. What we can do instead, instead of just adding on top of this, we can make use out of this index to simulate to the selection. We can make use out of it and make use out of it in a way that would cause it to delete the points instead. And this would help us in a way that will allow us just to free up the selection so we could have a separate point for controlling the placement of the points of the poles. That is mean by that is we can simply use shift and A, we can delete geometry instead of having a selection. And we can just put it over here. Now we can just put the selection over from this index. We can just put it onto the selection holding control. I'm going to take it off from this selection. We're going to get ourselves this point. Now you might realize that it looks a little bit different. The reason being is actually instead of making a selection where in selection we actually selected all the points that were that value and then we were placing them. This selection is actually, we're using this selection to remove all the points, and that's just causing every selection of this index to be removed. Instead, what we need to do is just simply instead of one to just set it to zero. And that will basically do the opposite of operation where even instead of all the odd numbers will be deleted. We're going to get this result. Now the selection is going to be free for us to use. Let's get some control parameters for that. We're going to create a couple of parameters, more or less, basically, for the polls. Let's go ahead and just add inputs, these ones as integers. Let's go ahead and set them up like we're going to actually just simply duplicate this one. We have two green sockets, both of them are set as integer. One is going to be needed to be basically every point of placement. Every first one is going to be placed on a selection. Or if it's every second it's going to be placed basically every second one. So this not sure why the ademptation button wasn't working anyway. If every second is selected, it's going to be every second one. Basically every third the selected is going to be like 12. So the first one and then it goes to skip and every third one is going to be like. So we got to make sure we do that again. Socket, Let's go ahead and hold this one. Every X, it's every different mount. The second integer that we need is going to be the offset of this, for example, if we want to have every second one just like this one. But we want it to slightly offset it off to the side, so it would be these ones instead. So I would make it basically the offset value. Let's go ahead and get ourselves offset as well. Over here we're going to set every X to be default set as one. Minimum set as one as well. Because we don't want the value of zero, we always want it to be placed. We cannot get a value higher or lower than one. Get the placement for the offset. We're also going to keep this default zero, but the minimum should be set as zero. If we take ourselves index, we can just simply make a duplicate out of this index. And we can make use out of the modular modulo. We have a nice control, we can connect to the modulo how many we want, all the points. That's going to be every x. Let's go ahead and grab ourselves to group input, input, connect every x. We're going to move it up every x to the second value. We're going to click Control And he it out of the way. And there we go. Now it's nice and neat. This value needs to be equal using equal node. We can set this to be with an integer, we need to reconnect it. It really is bothering me every once in a while that it changes up the connections and we got to reconnect them. But it is what it is now. Whenever it's being basically divided by every amount, specified amount, we're going to get the right result, I believe. Let's go ahead and test it out. That's going to be, let's connect to the selection and nothing is going to happen. The reason being is now that we have control over over here, we should be able to every second, every one is not going to do anything. Zero is not going to do anything either. There is that once we do every second, every third, it's going to work properly. Now we just simply need to get ourselves offset. We're just simply going to get ourselves at math node to the index right before using modulo actually over here. Let's go ahead and grab ourselves the math node for the offset. Add it over here. We will need to expand, actually the group input. Click control H to unhide, get the offset. Put this into the add value. Let's go ahead and click control H. Instead of just using the arrow over here, it should give us this result. Let's go ahead and test it out. There you go. It's going to hopefully jump in the right amounts. Let me think for a second. It's actually going in the wrong way. What I mean by that, if we set this to a value of one, you can see that this is over a year. It's actually going to be, yeah, it's easier to see it with every third one. If we set this to a value of two, this is now jumping to the left hand side and it feels like it's going backwards. And I don't really like the way it is. Although it's working properly, I would ideally like this offset to be going up the stairs because this is considered the starting point. And where the stairs end considers to be the end point, rather the offset. When we add offset go towards the end. We can simply change the ad to be subtract. Instead, it'll be taken away every once in every time we change the value. And it should give us the right results. For example, right now the pole is over here. We're going to add it and it's going to move right. I think that is going to be much more convenient and easier to understand. I think that is much better way for the set up to be more intuitive, basically. Now we're almost done with the entire set up. We still have a couple of things left to do. The main ones are going to be just slightly adjusting the holes. For example, if I were to set this up, yeah, let's set this up in the Y direction and then rotate it around a little bit. We can see that they're both rotating. We want them to be mirrored actually the same way as we did with the railings. We're going to go ahead and actually work on that in the next lesson. And then finally cleaning up this a little bit and we're going to be pretty much done. Thank you so much for watching and I will be seeing it a bit. 23. Handrail Offset and Geometry Node Optimization: Welcome back everyone to Blender for geometry notes, for beginners. In the last lesson, we created ourselves the placement for the poles. We got ourselves the offset for them as well, so it's easy to control real quick. The naming, I realize we wrote every x, which might be a little bit confusing when we have radius x as well. In the area, naming is usually just bluff. But when we're creating some adjustments or parameters to make it easier for the use, be able to control the overall geomet node in an easier way. It's best to have a better naming. Do you realize that it might be not the best naming for this example? In this case, we can change every x to be every that would be usually represents the count and would sometimes be a better naming. But honestly really is up to you in regards to the naming, how you want it to name it. For example, we can call it for example or rotation. That could also be viable naming set up, Eva. It is up to you in regards to that whichever way you prefer it. But before we continue on with yeah, other than that we still have a bit of a way to go controls for these rotations. We need to go ahead and fix that after we set it up with the instance on points and then translating instances to be offset. This one is the negative one. We also need to scale it out in regards to inverting the value for the geometry. This rotation, I'm not sure if it's visible quite enough. The rotations, both are going the same way as you see railings going inwards. So we want to just flip it around. The easiest way would probably be to use scale instances. Let's go ahead and do that instance scale. Oh no, that's not it. Let's go ahead and find scale instances. There you go. That's the one we're looking for. We're just going to add it in like so let's make sure that the local space is selected. Now let's see which one we're needing to scale. This one is just going to mess it up. Why should be giving us the right? Yeah, I think it'll give us the right set up. There you go. If we set this to a minus one, it'll give us just the right value. I'm just making sure that throughout the staircase is going in the right way. I'm going to check out looking like if we start rotating it, let's go ahead and do that. There we go, It looks very nice. Level control that would be nice is going to be Shadmoesf are able to, for example, set them a squares and whatnot. It would be nice to control them, similarly to the railing itself, the polls. Let's go ahead and find ourselves the pink shade smooth. Let's go ahead and make a duplicate out of it. Practice all the way until we get to the blue dot right underneath it. So we get this little button here. We're going to create it. Right where we set the curve to mesh. Which is going to be, there you go. It's a little guy we're looking for. We'll actually make this space a little bit more packed up. We still need to clean up a little bit the space but it's not too much. It will way. Let's go ahead and set shade smooth. We have control. We can probably, I'm just wondering rather have a separate group input actually. So I'm just going to go ahead and duplicate this. Click control and get shades moved from the lowest point and click control, and there we go. All right, set up, very simple to do, especially useful when we want to have four or three type of resolution. Basically, we would have a set up over here. Always nice to play around with that, just like that. All right, the final thing that I'd like to do is ideally I'd like us to be able to control the whip off the hand rails. So for example, if we want to move them slightly inwards or have them basically closer, move them outwards as well could be also an option since we're using the curvature, the same curvature over here, to be able to get ourselves nice control. And actually, if I do remember correctly, we had a multiplier node over here in the past, or maybe not in a previous, in my template set up, I had a multiplier node over here, just to put them in a half value the width of this. When it's one it would also be one. Because right now if you look at it from top down view, you'll realize that in regards to the units, if you look at the grid, we have basically two squares over here and it's actually two units. The stairs, when it sets length of the width that is one, it's going to actually be two units instead, which is totally okay. If we want to be length of one, we can just set this to 0.5 That would give us a unit of one basically. There you go. Yeah. We can see that it's actually set to one over here. All right. To control the offset of the railings. It's going to be quite simple. We got the hand rail over here and we're going to just offset it. And it should also give us the right position offset as well over on the side. Let's go ahead and try it out. We're going to go ahead and let ourselves say math node. Add it in here to multiply, set this value to zero for status or to one. Then if we start moving it, we're going to get ourselves to control for the width. That's exactly what we want. Now it might be good, it might actually be a better idea to set this instead of multiply to subtract. The reason being is when we have ourselves that the value, for example for the whip, we start increasing. And you can see the distance between these two gaps are actually getting much, much larger. You have a nicer control over this. We're going to change this to subtract instead. And this should give you see, it's being constant with the value from the end. I think that's actually better for us overall in regards to the control of the offset. To create ourselves the offset value, all we've got to do just get ourselves simple number. Let's go ahead and create an input. Let's make sure that this socket is placed in the handrail over here. I'm going to double click on it and call it offset. I'm going to put it yeah, right underneath the height. I think that's a good area to put it. The default value can be set as minimum, maximum. We can leave it infinite. That's okay. I think that's all right. Actually, let's go ahead and change it to zero offset. Sorry, I didn't actually connect them. We are going to go ahead and click control H. Open it up, find ourselves the offset value and put it in. Just make sure it's the right value it is. We can see controlling it on the bottom right hand side. We're going to go ahead and click Control and H to minimize this. Now we have our nice subtract value to make use out of the offset. The only issue now is that the hand railing is not going to the point to be underneath. So we can pretty much use the same value all the way at the top where we are right before combining it, x, Y, we can just put it over in here. I'm just going to get it shift D duplicated to subtract and get myself the value from this group input were to find it offset from the middle point. We have a couple of offsets at this point, so make sure to use the right one. Go ahead and set the suplex. There we have it. We got to sells a nice offset for the hand rails control and H to hide is out of the way. Let's go ahead and have a look. This point seems to be just hovering over. I'm going to go ahead and delete it. I'm not sure why it was a point that I think I replaced it beforehand. Have a look, let's test it out, let's see if everything is working fine. We're just going to go and delete it. Before doing that, Drab picks up this entire mess. Look a little bit nicer overall. It wouldn't be, you see that this point for example, it's coing through the back end which we don't want. Let's see if we can fix it. I'm going to control, let this point move it across like having this point separated from here. The number of point separated over here. There we go. Like both points x zero to be it up a little bit. Let's see if it's not too messy. This point is a little bit messy. I'm going to go ahead and just let me move it out on the side. This is okay. And I just realized that this is now being part of it. Slide hiccup on my end. I think it's somehow just overlaid itself. I don't want this to happen. I'm just going to move it out to the side. I'm not sure why it happened. Actually, I'm going to hit control z a couple of times. See what happened. Some reason just ago. The selection that I had over here just decided to be part of it. I'm going to go ahead and just undo it until that step, going to select these first and move it up a little bit. Click control J, select two, name this polls. Now let's go ahead and fix what we just had. This one over here, this one over here. I'm just simply making it pretty. Basically, it really is up to you which way you decide to do it. This one, for example, over here, select both of them, X zero, Y, move it downwards a little bit. X contection, move these a little bit to the side. Just having a look, making sure that all the nodes are just not in one bumble, I think everything is all right in regards to the set up. I'm quite happy with the overall result. Yeah, that's going to be it for this video. Thank you so much for watching and we'll be seeing in a bit. 24. Final Overview and Parameter Adjustment in Stair Generator: Hello and welcome back everyone to Blenderful Geometry Notes. For Beginners. In the last lesson, we pretty much finished up the last parameters to be used within the geometry note. Now we're going to give it a quick test and see if everything works properly. We have some parameters. We're also going to go through the set up entirely. For those of you who want to check and preview the final results and just compare it overall, we can go ahead and do that. I actually just realized I'm going to go ahead and I saw this group hidden. I'm going to click control H. We fix it up real quick to see if everything is all right. Some of the groups opened up. It's going to click control H a couple of times to make sure it's closed up. Not sure why that was the case. Now it seems everything fixed. Okay, quick test. We're going to go ahead and see if the length works. For the entire set up, we just went into negative and it almost crashed up the Geomegy node. Probably for the length we might not want to have it set as a negative value. We will go actually back to the length itself. When it actually gets close to a value of zero, it almost goes to an infinity. I'd rather take this value to a value of 0.1 This way it's not going to just make a bunch of density within the mesh. Also might be an issue when we're making super high density with the curvature, with the resolution. But I think it's also to do with the way the curvature is being treated over here as in the average out section might not be quite as nice. For example, right now we're fixing it over here. And that seems to be fixing the issue. I think in regards to the resolution, it might be a little bit too much, but we wouldn't be using it like that e way. I think that's totally okay. And with a normal resolution, that is totally fine. If we want to have longer staircase, we can always just make it like electing the last point, clicking and then then extruding it to whichever way we want it to be. We're testing the length, the way for the stairs seem to be okay. We're just going to give it a quick test in regards to the set ups, the radius of the curvature. I'm going to check it on other areas. For example, in this main part over here. Make it smaller, need to be All right. We're playing around with scale. It seems to be all right. Again, in this particular case, it might be something to do with the way this is being played out. And I might need to just retweak the overall curvature. There's that as well now. It seems to be like more fixed. I think there is not much of an issue in that regard. Yeah, that seems to be fine. The staircase we've got wh at the bottom. Well, everything seems to be working quite nicely, the depth as well. And set it up like so it would give us a nice o chunky staircase. All right. I'm quite happy with the result. The hand railing, we've got the shades move, working, we have the height working. That seems to be quite all right. Let's test out extreme values. Not sure why we want to use that in this way, but it's nice to be able to know that we can use that like offset as well. When it comes to the extreme values, it might be a little bit of overall, It might also have something to do with these values over here. I'm just testing. That might be a bit of an issue when we're taking the values to extreme, for example over here. It can cause some certain issues we have to capture attribute place for the poles. I'm not sure why that is happening. The easiest way for it to be fixed, to be honest, is if we'd have another group over here. For example, if we create another maps known over onto the side that will allow us to control a separate parameter offset for the poles. That would give us more fine tuning and even would allow us to, for example, offset this pole to be a little bit off to the side, for example, if we wanted to way. I think that's okay for what we're trying to achieve for basic staircase. If we wanted to go with more extreme staircases and whatnot, we could definitely head in. The next up is going to be the poles, the poles itself. Quite all right. We should also test out the resolution actually for the hand rails. If we wanted to lower this down an extreme value, we could totally do so. It looks quite all right now that I'm seeing it, it actually is okay with the set up resolution. Just increase it? Yeah, totally. Okay. All right. The next one is going to be a radius. Let's see if the radius works out, so we can have thicker chunk here once. That looks fine. Polls, let's go ahead and test it out real quick. Polls, values resolution radius x, also work quite nicely out the staircase. Going to check it out the last bits as well. If we want to placement, we can go ahead and control as well. That's pretty nice. Okay, we're pretty much that with the testing and whatnot, with the parameters. Let's go ahead and go through the whole set up. I'm going to go ahead and make this much larger lick. Hopefully it'll be easier to see. We started off with a simple transform geometry node to the curve length. We created a grid mesh using these nodes, selecting index and getting ourselves the vertices basically vertex density based on the length of the curvature. We deleted basically the top left section, so we get triangulated grid section from which we align this entire section to the curve. Over here we align it to the curve, then we basically extruded the entire section to create an actual mesh that's visible basically in three D view, a nice solid piece of a staircase base. We added it onto the group output using the joint geometry things that we joined is going to be, if we move over here, this is actually a little bit too high up. You need to low this down stair mesh. This one is part of the Per group. I'm going to go ahead and click Altenmove. It doesn't seem to want to do it. There you go. All right. So this was part of making the stair steps. Basically this section over here, we got ourselves the number of stairs to count for it. Using the sale calculation, we moved on and rated ourselves up, or basically the base of the cube. We offset the origin points, so we'd be able to scale it from the edge, from the angle it wouldn't go into the staircase itself. And we basically got ourselves nice controls for the width, height, and depth Afterwards, again, we just combined it, connected it into the geometry node. After we got ourselves that count, we multiply added to the curve for better resolution. We doubled it basically so we could place the points twice, then those points move this out of the way. Then those points, we got it two. Get it for the hand rail or the poles which we're going to come back in a minute. Yeah, we doubled the resolution. We added that to the resolution of the curve. We created ourselves the hand rails out of it. I'm going to make this smaller. We created the hand rails out of it. We placed it at the center, at the very start based on the curvature. Then we offset it off to the side. We made sure that we're scaling it only in we're not scaling it, that's going to be for the poles. We made sure that we have controls of this. We created ourselves a geometric group, we can hit the tab and we created ourselves a nice shape creation part of circle that we can control. Afterwards, we went ahead and create the curve out of it. We flipped it around by making two versions of it, we got ourselves on both ends. We basically scaled it to the other side by using scale minus one. That's how we created two versions of it. That's how we got the railings that we see over here on both ends, this 11 and this one. That's how we got it. We added control for shades, move, and added everything onto joint geometry. Afterwards, we finalized with the placement of the poles. These ones were the placement over here. Each and every single pole, we first of all, got ourselves the multiplier by two, that's why we got multiply a. We added it to reseample the curve, but it was mainly for the sake of getting the curve normal capturing the attribute and just basically adding it alongside the instance points. Each one of the resolution pieces. Again, we simply got ourselves the height that we can control. This is being offset by the position of the hand rail. It would always be scaled downwards. Yeah, that's pretty much it. We got ourselves again, the same handrail circle that we use for the group on here. We use it as a mesh and we create ourselves new controls for the group input it. It's going to make these smaller so it'll be easier to see. We created simple selection would delete the doubled vertices that we multiply it by two for the resolution of the curvature. We then create sim controls for a election of how we want them to be placed. Finally, we got ourselves the scaling. The scaling, we basically offset it onto both ends, onto both sides. Finalized it by adding it onto your geometry. Now if we want to create a simple geometry out of it, we can actually do so. I'm just going to go ahead and duplicate it. Once we're done with the staircase, we can just simply click object convert to mesh and we got ourselves the set up. Although the railings, I totally forgot one more thing to add the railings in here as well. Let me just go ahead and do that mesh to instances is where we needed to add these points so we can actually do it over here. That should be easy enough. Let's go ahead and do that. We're going to move this a little bit off to the side mesh to instances in realize instances, that is instances. I'm just going to put it in a group a duplicate, Put it over here as well. Now when we make a duplicate, put it off to the side, convert this to a mesh, we have an actual mesh. We can see that we basically got ourselves a mesh that now we can model. For example, we can sculpt it out, we can do some further adjustments outside of the geometrcurvaturesyeah. It's a simple note to make use of but realize instances is basically doing that, converting the geometry, the geometric node into an actual mesh. So when you are actually done with the oral geometry node creation, you can set it up as a free D asset, a prop, or something within like a game scene or something of the sort to be used. That concludes our journey in creating our very own staircase generator using blends geometry node, while it may have seemed complex at first, I assure you that with this tool in, hand crafted staircases will now be an effortless and straightforward task. You now have the capacity to rapidly design staircases of any shape, adapting the seamlessly to various custom environments. This intuitive approach to modeling will undoubtedly enhance your free D projects. Sincerely hope you found this course both enjoyable and informative. Your feedback is invaluable to us. If you have any thoughts or suggestions for the improvement, please consider leaving the review. Your input not only helps us grow but also fuels us passion. To create more content like this, thoroughly enjoy delving into each aspect of the staircase geometry node with you. And I look forward to exploring more generators in future courses. Don't forget to leave our rating as well if you found this course cellful as it would be greatly appreciated of you looking to broaden your blender skills. We offer a wide range of courses covering topics like Fred, environment modeling, realistic interior setups, and prop design. Encourage you to explore these to further your abilities in Fred Art. If you're also interested in video game creation, do check out our Unreal Engine courses. These are designed to equip you with the skills needed to excel as Fred Environment Artists end. Yeah, thank you once again for joining me in this learning adventure. It has been a pleasure teaching you, and I eagerly look forward to seeing you in our other courses until next time.