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Original subtitles

hello guys and welcome back to this

channel today i had a

nice little neat tutorial for you i

actually

um made this tutorial

on how to make this look at this note 3

this geometry node mother or whatever

and uh actually the blender file crashed

on me

at the very end so now

i decide after uh maybe uh an hour of

recording

and now i just want to show you how i

did it

hopefully it will be

much much shorter anyway so i created

this

this window i just want to show you what

this window can do so

in this modifier panel

you have all these parameters you can

change

the units are in meters so everything

works

as it should so we have the window width

we have the window height

we have the frame thickness look at this

school little thing yeah

frame thickness and we have number of

vertical bars as well as number of

horizontal bars so

all these values here you can find them

in the side panel if you go and on the

geometry node

workspace you just get it here or you

can just

select it geometry no editor

so split your screen the way you want it

and just find the geometry node editor

how i did this i'm going to show you in

a second

i am modeling this in blender version

3.0 so because i'm using some

some nodes that are not still

available under blender 2.98

i think that's the last one that's at

least

at the date of this recording

and for example we have this

material assign you just add it to

geometry

there's a material socket that you can

connect

to the parameter here

and that's how you can change the

material just like this

very nice and there's also another cool

another cool uh note

that i'm gonna show you it's

the where is it where is it where is it

where is the mesh primers

mesh line i don't think we have it in

2.93 anyway so i'm just going to show

you what it does

it's just a line it's just a line

with how many vertices you want

so what i did actually was

with the star location and location if

you set it to end points

so you have the coordinates of the first

point

and the coordinates of the last point

and with all the

points in between so if you add like

a point instance

and select i don't know do i have an

empty

yeah i have an empty do i select an

empty

and just lower the count

or it up maybe move this

along the z-axis so it's really really

useful really really useful

and most of you used

grid mesh primitives node

but the grid is problematic because uh

it goes in pairs

so if you if you want to rate in only

one direction

i don't know if you can do it yeah you

could you could probably

uh clamp something and then not have

that second row but this is much neater

so what i did with this let's just

ignore it now

i used two objects so i used my

i used my one by one by one

cube to set the glass

object and i used this is

here i use the simple transform

node to set its

to set its size so rotation nothing

because rotation is fine but to set its

scale

i set the scale to

glass thickness i set

the y scale to glass thickness

and x and z

scale to glass

height and width but with a little bit

of

my

math node help

because uh i had to

subtract the half a frame

so half a frame is right here half frame

value

so goes into frame thickness here and

just gets divided by two and i get the

half frame value so my glass

my glass actually starts somewhere

here i go into side view my glass object

size

starts here somewhere on the point of

half half thickness value

so if the frame thickness gets bigger my

glass

object it's going to go here

and i just

[Music]

i did this with the translation so i

moved it

half value here on the z axis on the

x-axis

as you can see and and i set

its scale

to be uh the size

of the width subtracted by the

size of the frame thickness i don't know

i don't know if you're getting any of

this

uh but that's how i did the glass so how

i did the frames

that's when things get very interesting

so the frames

are here okay very vertical

vertical vertical

practical fluorines are on this

mesh line object that has

its start and its end

and its count so the count

is connected to the number of vertical

this one is the count

counter vertices so this is this is a

line that goes here

and its start location

again needs to be

half a frame moved on the x axis

because if i

increase the frame thickness

the frame needs to start

in the middle so it's always this line

on which these vertical bars

are arrayed needs to start always half a

frame

away from the start from the zero zero

point

and it needs to end

on the window

width subtracted by the half

half a frame value

as you can see this is start and

location

you can see the end the end location

the x value subtracted by the

half frame value and

from the window width value

well hello there it's me again

from the future i actually forgot to

tell you about the most important thing

i started talking about it

at the beginning but actually when we

got to this part

i just completely forgot so let's uh

let's try to

make it clear right now so here we have

that

line you know that we were talking about

and

this line after this line i used

this point instance node that's very

important

that actually allowed me to select an

object that i'm going to array

on my line so here we have

these arrays of these objects and these

objects

are window frame objects

which is in fact this object right here

so if i

if i turn it off i can reselect it

and everything is fine and then the

another important

important thing is this point scale

that goes before the point instance node

uh which allows me to control

the scale of individual

copies and of course

this scale is a vector so it's scaled on

three axes but

so i divided it with the combined xyz

node and

connected it to the parameters here so x

and y

are practically the

[Music]

frame thickness values and

z is the

z is the window height if we switch off

this node you can see

that we have our frames

but with a different scale so we can

you can see that we can manipulate uh

each and every single one of them but

that's what we do with the parameters

i showed you and that is practically

it the same thing goes with the

horizontal value but here we have also

the point

rotate that goes between the point scale

and point instance

that allows me to rotate these

values these frames as you can see

by 90. without the rotation they're

all like this okay so that is it

back to you past mj

the same thing goes for

our horizontal frames but

horizontal frames also need to start

from the midpoint because we don't want

them to go

over this little bevel so they even

start

here in the middle so this

horizontal frame start

also the x value is

half a frame moved to the right

on the x axis

i also scaled a bit

these horizontal values horizontal

frames

with the point scale on the factor here

i just scaled it on the y-axis

1.55 and moved it a bit

inwards to create this kind of look

and maybe i just want to show you

how i also i also

added some limits to these parameters

because

for example this number of vertical uh

the type is integer because

integer is not float number therefore it

has no has no

decimal points so integer number

of vertical number of horizontal are

both integers

as you can see if you if you increase

them they only go by full number

while if you increase these these are

all floats

so they they have decimal

and also the material here type

material you can also set the default

and minimum and maximum

i don't know maybe set the minimum to a

positive number that's the only

kind of advice i can give you

and this is practically it another and

the last cool

thing about it is this is the only

object you're gonna have to

use other than the original one

this is the cube from which these frames

were made

so if you actually change this

cube object as i did here

with the modifier so it's not

destructive also

as you can see i used the bevel

weights here so

these two edges have bevel weight of one

and i set the bevel limit method to

weight so it's only

beveling uh the edges or vertices that

have

the bevel weight over zero

but you can also switch this

off and you can have these square

looking

frames or you can do whatever the hell

you want with it

you can you can add a loop cut

i don't know you can move these

back and create

a whole different look see

and and that's also kind of cool

i like this about it and

that's practically all i have to say

about this

window if you want i will

probably leave a link in the description

where you can download this window

and uh and you can maybe

buy me a beer something or just a thank

you would be

appreciated if you think you could use

it for something i don't know what but

maybe

put it in some of your models who knows

but this is practically it i hope you

like this cool cool video

and i will probably see you

in the next one don't forget to

subscribe come on guys

anyway that's it bye

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