Procedural Rope Bridge - Blender Geometry Nodes - Tutorial

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hello everyone today i want to show you how to create that suspension bridge in planet geometry notes i was inspired by aaron dale's suspension bridge tutorial um sadly it was made with an earlier version of planet option notes and at least for me it's always hard to translate these early versions into the versions of 3.0 or higher so i gave it a try and tried to create my own version of this pension bridge so if you don't know how to create that just watch that video [Music] so let's start with our default cube activate geometry nodes and create a new geometry node setup and disconnect input from output and we will start with a quadratic v-curve let's connect it to the output and as you can see that would be the base shape of our bridge of course we want to bend it in the z axis in the middle point so we have to type in minus one at the z axis now um we want to have control about the start point and the endpoint and to gain that we will need a combined xy set node and we plug that into the start point and the x value into our group input and now we have control about the start point now um we want to have the same control for our endpoint therefore we just copy and paste the combined xyz node and connect the x with the end and first of all we need a math note that we set to multiply -1 because we just want to mirror the bridge and connect that to the end point and now we have perfect control about our start and end point of the bridge so let's give it some real world measurements maybe the bridge five meters so that that's that will be 10 meters that's maybe four and now we want control about our middle point so let's add another combined xyz node first of all we have to rename that um the first one we will rename that to bridge bridge length that's right now bridge length so and now we are going to connect the set that input with our group input and we are going to rename that bridge midpoint that let's connect it with the middle point and now we have control about the quadratic bezier curve now of course um we want to have two of these quadratic pc curves and in between these two curves we want to place our boards or wood boards there where we can walk off or walk on and uh to do that we just copy that quadratic bt curve now we need to also control about the x position or the width of our bridge and to do that we will connect all the y sockets with our group input and we will name that bridge with width terrible word for german and um again with also with the midpoint and with the end point so now we have control about the y position of our bridge let's make it two meters and five meters so that we can see something now um you can just copy and paste the whole combine x y set nodes and you can also copy that multiply node and first of all we are going to create a join geometry node like that now at the moment we can the see the original pc curve and now we are going to connect the width with our multiply note and connect that one with all of the others y inputs with that we will achieve that we just make a copy a mirror copy of that one to the other side so now you can connect the first socket with the start the middle one with the middle and the last one with the end point and the reason why we can't see something uh the second busy curve is because all the values here are set to zero yet um so we can change that first of all we are connecting the length so that one will be accordingly to the first one will go right here and that one the mirrored x parameter will go into the lower one then the midpoint will be exactly the same like this and there we have the base model of our bridge now two bt curves are exactly uh moving exactly the same way and we can control the bridge and the midpoint will be the red x-axis so let's uh make some frames around it so that that we can to keep things organized maybe we can call that [Music] the left rope and the other one will be the right rope that one will be i don't know let's make an extra frame rounded hit ctrl j by the way and that one will be the parameter that defines the bridge length and that one here will be the parameter that defines the bridge width so it's important that you name all the containers because um we have we're going to have a bunch of notes and um if you don't keep things organized you it will be one mess at the end though i strongly recommend to uh organize your frames now there are two things left to do we want control about the that position of our endpoints and the x position of our middle point so to control that we connect the that point of our left rope with that group input hit n to open the site menu and we will rename that start point one set position and we will also connect that with the x with the that value of the uh mirrored pc curve so now we should have control about the height of the one side and of course we want to control the other that too and therefore we are going to connect the end of our one curve with the group input and we will need we will rename that start point to that position and of course we're going to connect that with the endpoint of our other rope and now we should have control about that position of one side and that position of the other side now now the only thing we have to control is the x position of the midpoint because sometimes when you make something like that the uh the midpoint of your bridge will no longer be exactly in the middle it will be more something like to the left and um to make that more realistic we want control about the x position and to do that we come connect the midpoint x position with our group input and we rename that mid point x position and of course we have to connect that with the x position of our another curve and now we should have control about the x position of two curves now we continue and let's give the lower ropes some thickness let's move that a little bit to the right and we group that ctrl j and we will rename that to lower ropes because later on we will create some ropes that will be on the height of your hands just like that and now we are going to create the some some thickness to our ropes and to do that we will need a curve to mesh node where is it curve got g curve 2 mesh node there it is and of course we will need some kind of profile and for that we will need a curve circle node plug that right here and now we fill caps and now we've got them very thick ropes for our bridge and we can change that with the radius maybe one something like that that looks like you know maybe a little bit too thin for our strong bridge like that and of course we want to control that later on just copy and paste or duplicate your group input and connect the radius with an empty socket and rename that to do how to name that rope thickness now we have also control about the thickness of the ropes in our modifier panel now it's time to create some wood boards where you can walk on first of all we are going to make a group around that group here and we will rename that ctrl j ctrl j we will rename that thickness to thickness to lower ropes and now we are going to make some some boards and to do that we will create a cube that will be the the base of our boards and to see something create another join geometry node and connect that now we have our cube visible in our viewport now uh what we need is another group input group input because we want to [Music] make the width and the height the size [Music] automatically adjusted to our bridge and to do that we have to connect the bridge width with our sides of our cube and first of all we are going to need a combine x y set node because we only want to have the y channel affected connect that with our white channel and that one with the size you can see nothing because the other values are set to zero make a connection with the x inputs to the group input and we will rename that boards with no with now we have control but with our bots and of course we want to control the the height of our boards we will rename that to boards thickness and now we can control the thickness of our boards now you can see that the width of our board does not apply correct to the width of our bridge and to be exactly it's exact the the half of our bridge because at the beginning we mirrored our bridge with a minus one so in fact we have to double the size of our boards and to do that [Music] we will need a math note let's note that we set to multiply with two and now you can see we have exact the width of our bridge but because we want our boards a little bit wider than the bridge because otherwise our ropes can't be connected with our boards just make it a little bit larger if you want to you can connect that parameter with your group input to have later on control with it but i will leave it for the moment like that i will make a new group ctrl j and i rename it to bots now it's time to arrange the boards along our bridge curve our bridge ropes and to do that we will need just disconnect that to do that we will need uh instance on points node instance of points not we can delete the join geometry we don't need the two and because we don't see anything is because uh we have to connect the curve to mesh node again with our [Music] output i had to do that we need again another join geometry node now uh connect the curve to mesh with our geometry node and there are our curves again and now we can connect our boards with our instance on points node and as you can see it's aligned to our boards but of course not perfectly because uh they are aligned all in the same direction and now um you might think that you can solve that with uh some normal node or some euler rotation node but the euler rotation node only works if you have a distributed point on phases node um for example like that distributed points of phases node but that node will distribute all the boards randomly on our on our rope and we don't want that so we can't use any um any normal position or something like that and but to achieve that we will need a curve to points node so we will create a curve to points node where is that per curve to points node now we can't connect the curve to mesh node with our curve to points node because we have already created a mesh and that node needs a curve node and to do that we have to get one step further and connect our join geometry um node with our crafter points node because at the point where the join geometry node is placed we have still some curves before it so now if we connect the instance on points node with our points they are still positioned in the wrong direction but now we have some [Music] we have a rotation output that we can connect with our rotation from our instance on points node and that still looks wrong we can control that with adding a rotation instance node after our instant points node we cannot use a simple uh transform node because um with the transform node the uh all the instances would be transformed rotated um at at once so um for example if we would rotate them on the y-axis by 90 degrees all of the um boards would be rotated and um that would not that what we want and with our rotate instance node um every single instance will be rotated and now we have to rotate them i think 90 degree on the y axis at 90 degree on the set axis and that looks right um there's only one problem i see um i think i connected the wrong curve um the problem is now we have uh the um the double amount of boards because we have the double amount of quadratic busy curves we only have to connect it with one curves um i decided to go with the upper one because that looks nicer in our grid and now we have only uh one side of parts now um what hit instance node the y axis 90 degree and the z axis 90 degree now we have to move our bots into the middle of our bridge we could do that with some positioning node maybe transform node or something like that but the problem is that they are always now no matter how we transform them they are always positioned orientated at the left rope and i think that would cause some problems if we um bend if you want to bend our bridge um like a curve or something like that so i would like to create another rope just in the middle and orientate our boards in the middle of our bridge and to do that we will jump back to the start and we have to create another um note setup um we could use that one too and uh just create another one uh just like here in the middle but um that's a mess already i would prefer to create a new one so something like that we can copy our group output we can copy our combine xyz nodes and we need the multiply node so now let's see how we get them together first of all i'm going to connect that with our join geometry node so that we can see something here's our new curve now we connect the bridge length again with one with the multiply value and with our x input and that one goes into the start now the other one goes the end point goes directly into the x point without getting multiplied with one minus one that goes into the end now the bridge midpoint that goes into the midpoint set that goes into the middle section and now we only have to arrange the that positions of our endpoints and to do that i think that one was the upper one no just be careful that you plug in the uh the right inputs to the outputs at the um at my note 3 here below uh it's just the other one so you can see it's it's exactly the height of that and that will be the height of that one so i arrange i connect these two and these two and the only thing we have to do that's left to do is the midpoint of our curve and to connect that we will connect the midpoint position with that and now we have a perfect arranged curve in the middle of our bridge now we can disconnect that from our join geometry node because we don't want to see it it's it will be invisible let's make a new group and we will rename that invisible middle rope or something like that so now let's get back to our boards um and now instead of connecting our left rope with our curve to points node we will connect our mid curve and now our boards are perfectly arranged on our bridge and we have control about everything so now let's get back to our boards where are they there are our bots and uh now let's add some um some random uh distortion so that they look a little bit old or uh shabby whatever you want to do that we will need a set position note and to get some distortion it we will also need a subdivision surface node now the subdivision service node will be later on that the the sharp edges disappear and the subdivisions for our noise distortion we will get from the vertices here from our cube node so something like that i think we can level it to 2 and um crease will be about 2.0 and now we can increase our vertices we can use seven or eight for the x uh four maybe at the y and about five at our set channel um and as you can see it looks pretty good you can increase the what do we get here is that the y and as you increase the y um [Music] resolution the better the edges get um now of course we need a set shade smooth note because that looks pretty ugly here set shade smooth note we will plug that right at the end and now we got our boards by the way you can control the density of your boards with the where is it with the curve to points count value so we will create another group input node and connect the count with an empty socket and we will name that board's density so that looks pretty cool too now back to how we can hit ctrl j another group we name that bots no boards density now back to our bots we will create some noise so that they look shabby and to do that we need of course a noise note noise texture we will need a position note god damn it what the procession note there it is we will need a vector math node and we will later on need another macto vector mass node so we are going to connect the position node with the vector map and also the noise texture the color output with our vector map that will give us the position of each vertical point of our boards and we'll put on the noise texture to it because a noise texture is always a displacement and it gets this displaced um 0.5 to each direction we have to subtract that that value because um therefore we set the vector method to subtract and now type in 0.5 0. now 0.5 0.5 0.5 and now connect that with the upper one and now the subtract output goes into the position note of that position now of course that's way too much um just let's see what happens when we uh don't plug that into the uh subtract node you can see uh our boards are moved away from our bridge and we want that now they are again perfectly aligned and we have to lower our noise texture and the values one three roughness we can leave at 0.5 and the distortion to zero and now we got some pretty even looking distortion but that doesn't matter at all because you will you will never look at a straight angle to the bridge and um we are going to change the random orientation um soon too so you will never see that they have all the same distortion so let's get back to our instance on points note um let's make a group hit ctrl j and we are going to rename it this tree fusion of bots and now we are going to add some random value to it and to do that we are going to add a random value node and we set this to vector and we want to use the the rotation output that comes from the curve to points node and we just want to change it slightly and to do that we need a vector mass node and we now connect the rotation output and the random value with our vector math node we can leave it at at now block that right here and you see they're distorted in many directions and that's why the standard values are one one one and that's too much for us we will start with zero zero zero and see what all the values do so now that one will the start uh or rotate the boards in the uh x direction uh maybe we can leave that to 0.1 0.15 maybe and the y channel we can set to maybe oh that's too much maybe 0.05 and the uh that channel we can turn to maybe 0.08 zero point one let's see what happens now i think that's enough um let's see what happens when we increase the density of our boards and you see you don't see that they're all distorted the same way if you would like to distort them all individually it's a little bit complicated at least i think um if you have a better solution please write in the comments um it does not work that you uh just copy and paste some of the cubes um here at and then make a joint uh geometry node because that will uh give us the instances of each cube so you have um cubes that are taking the same place so if you would like to uh make really different uh parts i think you have to make a new group something like that and in that group you have to put separate geometry node objects and then you can bring that group with drag and drop into the scene and then plug it into instances instance and activate pick instance and i think then you got really different parts but i think that's cheated pretty well so in that case or for take off that tutorial we don't need that we can make the bridge look even older if we add some random gaps between the boards and to achieve that we can add another noise texture and a color ramp node plug the factor into the factor input and the color output into the selection and maybe we scale the we type in three at scale and now we have control with the color ramp uh about the missing boards on our bridge and you can even you can make it look very old and shabby now the next thing that we're going to do is to add the hand ropes below and some poles and some curly ropes that will hold the bridge together but before we add some ropes we will add some some brackets or mounts where the bridge is hanging on and to do that we will create another curved line i will place that right under the boards oh i see i did not make a frame around that um that was the bought this torsion back to our brackets our mounts a curved line and we will need a reassemble curve so that we have some control about the resolution and we want to give it some kind of radius set curve radius we need that to control the the spline parameter node so that we can control the thickness at the bottom and the thickness on the top we will need a spline parameter no spline parameter where is it there it is and we need of course a color ramp to control the spline parameter plug the factor into vector and the color ramp goes into the radius so we can see nothing at all let's create a join geometry node and plug the set curve radius into the join geometry node and there it is our our single curve line now we want to give the curve line a thickness therefore we need a curve to mesh node and i decided to use a star node you can use whatever you want you can use some circle line you can use what else do we got here um where is it curve route curve primitives you can use some of these here but i decided to use a star note because i can change the shape very quickly um so plug in the curve into the profile curve and now you see you we get something like a star and we fill the gaps now the radius is much too high maybe something like that and the other radius something like no 0.8 and now we have to make it a little bit higher something like that and as you can see um it's a very uh like a needle on the top we don't want that just invert the color ramp and give make the black color into something white and to make it look like some some stone asian stone mount you can use four points maybe something like that or three that's up to you and now we need an instance on points node we will make that a little bit a little bit more beautiful soon so first of all instance on points not because i want to see if it works on the endpoints of our rope so that's our instance on points note no that's our instance and we have to give it to say where it should be placed and therefore we will go with our quadratic busy curve from the beginning and we drag a long line to the instance node of our mount and there are our mounts uh exactly um the same the same number as our boards and to define that we only want to um have at the end point at the start point our mounts we have to add an endpoint selection node that we can plug into our selection and now we got only one at the beginning and one at the end and because we want them two on the other side just copy that instance on points note make that selection of the endpoints here too and copy that curve to mesh node into the instance but now we need the other graph that was the the lower one we just used so we use noun the now the upper one and connect it with our instance on points and of course we need a join geometry node and now we got our mounts for our bridge and we should move along our bridge um [Music] yes works everything fine so now um we can make our parts a little bit a little bit more like some some stone or whatever and to achieve that we will add a subdivision subdivision sub divide mesh node sub divide mesh node and we will plug that right after our join geometry node so we have to do it only once so we can add some geometry now and we will need a subdivision surface maybe something like that you can play with the values until you get something you you like and what we can do now is add another group input and we make some control about our radius of our mounts and to do that we will first of all connect the inner radius 0.5 maybe and um we want to have control about the uh the outer radius 2 and but we only want to con have one control in our modifier panel and therefore we will add a math note which we set to add and we only add a small amount maybe 0.2 and we plug that into the outer radius and now we have control about our poles with only one parameter maybe we can add the points node to control the shape let's add some notes um inner radius we will name that mount radius and that will be our mount shape so now um first of all let's make a big frame around our mounts hit ctrl j arrange it a little bit something like that and we will name that mount distribution so there's one problem the end point of our mount is exact on the same point as the end and start point of our boards and to change that we will go right at the point where we uh add our curve to points node that's the point where we um take our invisible middle rope and changed it from quadratic pca into curve points no change is not the right word we add some points to the curve and we will plug between the quadratic pc curve and our crafter points node we will add a delete geometry node and we will add an selection node and as you can see we now have control about the start and the end point of our boards i think that should be enough so that they don't intersect make another frame and name it delete first boards so now before we can add our ropes where you can put your hand on we will we have to jump back to our mount distribution our mounts and just at the beginning we have to define our the height of our amounts we will add a group input and we will we have to add a combined xyz node combine xyz node and we will plug the set value into an empty slot and we will name that mount height plug that into the endpoint and now we have control about the height of our bridge something like that and now we um can arrange our hand ropes accordingly to the height of our mount heights so we don't have to use two values the height of our hand ropes and the height of our amounts so we can [Music] we can only use one height to change two different things now it's time to create our hand ropes um first of all i'm going to make our bridge complete something like that and now we have to go to the start where we created our our ropes and now we need to add again a quadratic pc like we put it here here is a free space and now we can just use uh the inputs that we used for our right one for our right rope we can just plug that into our second our hand rope and we will need a joint geometry node so that we can see that everything works out fine we can plug that into that geometry node we can see nothing because uh now it's exactly aligned on the uh on that rope and now we also want to give it some thickness therefore we add a curved to mesh node and the profile will be a curve circle note with fill caps and to have full control about the rope thickness we can add a group input and we already have an input for our thickness that's this one radius now it's exactly um like that rope and now we have to add a set position note like here and now we can control the height with a combine x y set node and now we can and um we need another math note because we want um to control the height that is not exactly the height of our mounts um and we subtract some height and we will use the mount height and we will plug that into our set value and the combining xyz goes into the offset and there it is our hand rope so now that value here um that's how much we subtract from our pole height so if it's set to zero the hand rope is exactly the same height as our amounts and the more we subtract the lower the hand rope gets so we can use that as another value hit n to open the side panel and we will change we'll name that hand rope that position or hand rope height [Music] now we make a frame around that and we will name that hand rope one now we can just copy that whole thing hit shift d to copy everything and now we just can use our right rope what was it was the first parameter so that one goes into the start point the middle one goes into the midpoint and of course the last one goes into the last one of our quadratic busy of the hand drop two where it is there and drop two and of course we have to connect it with our join geometry node and there we have our second hand rope let's check if everything is working that looks good that looks good too the midpoint changes perfectly um let's change the mount height and our ropes go automatically with our mounts and we can change the height of our hand ropes the next thing we are going to add is some some some vertical ropes that will hold the bridge together and to do that we will create another quadratic pca and i think we will place our vertical ropes below our mount our mount distribution frame there is some space left maybe you organize your frames a little bit better than i do in that tutorial now to create the ropes we will need another quadratic bezier we will need a curve to mesh node we will need a curve a circle note we fill the caps and we connect that one with the curved mesh we will create a join geometry node [Music] join geometry node maybe here and connect that with that one so that we can see something so here's our quadratic busy that we just created and of course we have to give it the right shape so now we open another group input and now we have to uh give the quadratic pc exactly the height between our lower ropes and our hand ropes first of all we are going to add we make out that curve a line and now we have to define the endpoint of that line and the end point will be the height of our of our mounts subtracted with the height of our lower ropes so to do that we need a combine x y set note another combined xy set not because we only need the z values and now we subtract from from the mount height we subtract the hand rope height and of course we need a vector math note set to subtract connect everything and that one will go into the uh and connection and we already got something that is uh at has exactly the height of our uh bridge it's a little bit ugly uh at the moment now um we can connect the radius of our rope thickness now it's has it's a perfect rope like the others and now we need uh instance on points note no instance on points note there it is and the instance win will be once again our where it is our curve two points note that we use for everything there it is our quadratic busy oh my god where is it curve two points there it is it is uh on our board density frame here it is um craft two points note i think we have to go out after we deleted the geometry now we will first try the normal output curve two points node and go all the way down to our that one um sorry we have to connect that with our instance not with the points and we got some vertical ropes but they are positioned right in the middle whereas our invisible bridge rope but that is important because we use that uh middle uh bridge rope um for our um instances um and it's important that we have exactly the same vertical ropes um as the amount of boards we have if we would use one of the other uh curves um the amount would be different between um so we have a different amount of boards uh and uh vertical ropes so to change that to align that the vertical ropes to the horizontal ropes we will use another group input we will use a transform node we will need a combine x y set node and we will need a math note that we first set to add so now we want to add our the width of our bridge and to do that where is it bridge with um we want to add the bridge width to zero connect that with our wait wind what is it uh it is our y axis and that one we connect with our translation and we got perfectly aligned vertical ropes now we only we have to copy that whole note tree maybe we set a frame first and we will name that um range vertical ropes one no that's row ropes so now we can copy that and just use it the instance again and we will also need the points input i now hit shift and write a mouse and i make the point so now i can drag that to uh that instant points note without going the whole way back again now connect the transform node with the join geometry node and we change the math node from add to subtract so now it is positioned directly on the other side and now we have a beautiful bridge with vertical ropes and now there's only uh two things left that we have to do we have to add some some some knots some rings where our bridge gets is hold and we also have to add some some curly ropes but that's up to you um you can leave that if you want um but for those of you who want the full tutorial the full length tutorial you can do just keep on watching so first of all we are going to add our our rings our um knots to the connection between the vertical and the horizontal ropes um let's search for a free place maybe we can rename the two make that into a frame and we will name that vertical ropes now i think we use that edge here that little corner and we will create a curve circle and maybe first of all we to see what we are doing here we connected with one of our instances so that we have a full control um we need a set position node plug that right here and now to see something we will use our [Applause] vertical rope i think it's pronounced the vertical rope input and to do that we will create a join geometry node right before right before our instance on points node join geometry note like this and another one and now we are going to connect one of our circle rings that will be or not with these two and as you can see we got some rings at exactly at the same position as our ropes and our boards that now the only thing we have to do now uh that looks pretty ugly uh the only thing we have to do now is to arrange the rings in the right angle and give them some thickness so first of all we are going to make a frame i call that knots nuts so now let's make some nuts um first of all we are going to make them much smaller maybe 0.05 we they were now hidden in inside the boards now we need a transform node and we will set the x angle and the set angle to 90 degree and it should know 90 and now you can already see they are arranged at the right angle now we have to give them some thickness therefore we will use a curve to mesh node and with a curve circle profile plug that into profile fill the caps and radius is much too big maybe 0.02 now that looks fine now we have to get them to the uh to the hand rope height and to do that we use the the position node that we already um put in here and we will need another group input we will need com sorry we will need a com god damn it com what the f combine xyz there it is oh finally now we need another math note and we now um have to subtract the mount height with the rope height again like we did with the ropes so now where is the mount height like that and where is our rope height like this and that goes into the set value and that goes into the offset of the position node and we got some beautiful cool rings around that maybe we can connect the radius of our craft circle with the rope thickness that should uh maybe give us exactly the right position uh the right um [Music] radius and maybe we add some mass note which we set to add and only add a small amount something like that and that makes sure that we always have the rings around our our ropes no matter how thick we make our ropes so we have that and now the only thing that is missing right now is these curly ropes that you saw at the beginning and to create these curly ropes we first have to search a free corner um maybe above our hand rope frames and we will need three quadratic bc curves no quadratic bezier and we need three of them and we gave them exactly the positions that we defined for the right and the left rope so we can first use our left rope and connect the start with our start we connect the midpoint with our midpoint and the endpoint with our endpoint so of course we can't see nothing because it's exactly aligned on our ropes now we need three of them because we want three different curled ropes now i press shift and right click to create these dots here and now i can connect them again with the two other bc curves and that one was the start one the start one and that was the middle one so now we have three quadratic busy curves positioned exactly on the rope um and we can see nothing because we did not join them into one geometry so plug that everything into a join geometry node and we can plug that maybe another one to keep things organized and that one into another joint geometry node and again we can see nothing it's all inside that rope now um we want to make them curly and to do that we will need a set position note and now add a noise texture we will need a position node we will need a vector math node we can connect the position with the vector mass node the position will give us later on um the position of each point we have to uh distort we have to where the noise texture is distorting our rope and we connect the color with our vector input with our vector mass node and again we will need a subtract note as we did before because our noise texture is some kind of distortion is it distorts our rope and we have to bring them back by 0.5 0.5 0.5 0.5 and that one will go into our uh position input of the set position let's add some thickness to all curves so that we can see something again we will need a curve to measure note we will need a curve circle note the curved circle we plug into our profile we fill the caps we will need another group input because we want to have the same radius for our distorted ropes and we will use the where is it rope thickness as radius and as you can see we already got one rope to get more ropes we have to set different resolutions so one of them maybe 29 and the other one 23. so we have now three different ropes now we can come back to our noise texture and set some other settings for example zero 0.02 and the detail about 8 the roughness 0.9 and the distortion we can crank it a little bit up so something like that and we will add between our noise texture and our vector add node we will add an rgb curves node and with that we can make some we can make the distortion a little bit higher and you can control now with the effector maybe two three we can control the intensity of our distortion like that like that maybe three is too high maybe we can the two now that that looks a little bit shitty more like uh like like metal um pipes let's go to the end after we curve to mesh and let's add a subdivision surface node maybe we could put it to three that now that looks like some curly ropes there is a still one thing that is not good as you can see when we change our distortion the uh the ending of our ropes uh keeps dancing around and to avoid that we will need again an end endpoint selection node that we can plug into our selection now uh everything is selected now um we need a color ramp note that we plug right in between and let's change that and invert that so what that note does is it's it only affects the uh the end point and the start point and when we now distort our ropes the endpoint and the start point keeps at the right position and only the points in between are changing so now we got one of our ropes you can also change the distortion by changing the resolution of your rope so now we got that for one side of course we need that for our other side no that's wrong we first do it with the uh with the upper rope and the lower rope will be a different note tree well maybe first of all we make hit ctrl j and name that [Music] this tarted rope left side now we will make the same rope on the upper rope and to do that we let me have a quick look at my notes we will set a another set position note where is it that position node in fact we will add two set position notes so the first one we will need to set our ropes a little bit higher because they are now um most of them are under our boards so maybe we can use that to arrange them a little better something like that and the lower one will be to move the ropes up to the uh to the hand hand rope and to do that we need a math note again and we will need [Music] to combine x y z note and again we will subtract the the mount height and we will subtract from that the hand rope height and that goes into our that position and that value goes right into our second set position note in the offset and what this the effect of that is that we have two ropes the first one is on the lower one and the second one is on the upper one [Music] and we have to set this of course to subtract and not to not to add and now we got some ropes on our hand drop now um the next part is pretty easy just copy and paste that whole block search right place maybe behind that and what you have to do now is just i will delete these knots what we have to do now is take the right rope for before we connected it with the left rope now we take the right rope and connect that one with our start the midpoint with our midpoint and the end point with one of our endpoints again hit shift right mouse and then connect all the others start middle and end point and now connect that again with the join geometry node voila we've got the curled ropes on both sides and on the lower one and the upper one and the only thing we have to do now is to add some material for the material i used my blender kit add-on i will show you that here's the blender kit panel you only have to type in a wood at the material selection and then you get a lot of wood material you can only you can always choose between procedural and texture base i did not know which one i used but you can uh drag and drop that uh right into your scene uh be aware um that you don't um that you cannot put that material on the whole geometry node setup you have to create a separate plane and then you can drag and drop your material right onto that plane there it is and now you can use it as material be aware of that you sometimes have to change the texture coordinate input from uv map to generated or object so that it works so in my case uh i i can show you what i have used for material where it is let's go to our bots that place here um use a set material node and i used named it procedural wood there it is my wood and for the ropes i think i used where can i place my ropes set material i think i used procedural rope there it is and there and so on you know where that leads you know where that all leads to um and we've got some pretty cool looking this pension bridge with many possible modifications [Music] i hope the tutorial was not too long and you learned something hope i see you next time bye [Music] you
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Channel: BlenderDude
Views: 17,734
Rating: undefined out of 5
Keywords: Geometry Nodes Bridge, Blender Geometry Nodes, Blender Bridge, Rope Bridge, Rope Bridge Tutorial, Geometry Nodes Rope Bridge, Suspension Bridge, Geometry Nodes Tutorial, Procedural Rope Bridge Blender, Procedural Geometry Nodes Bridge, Easy Tutorial, Blender made Easy, Explaining Geometry Nodes, Blender Architecture, Geometry Nodes Architecture, Endpoint Selection Node, Curve Node, Quadratic Bezier Curve, Rope Geometry Nodes, Geometry Nodes Rope, Curly Rope
Id: BXTB1VNqYV8
Channel Id: undefined
Length: 84min 19sec (5059 seconds)
Published: Thu Mar 31 2022
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