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I must preface this by saying that I have a very limited knowledge of Geo nodes, so this may come off as quite stupid.

I followed Default cubes GN rope tutorial( https://www.youtube.com/watch?v=2VzYMah-nTg ), however I didn't like the outcome of the material. I then tried to add an existing rope texture that I found to the default cubes geo nodes setup which didn't work for me.

I then saw a post here ( Texture coordinate on geometry nodes rope from Default Cube's tutorial (texture coordinates over profile curve) ) that mentioned how to add proper texture coordinates to a profile curve. I managed to get that working, however I want to create a 3-ply rope with 3 seperate profiles wrapping around eachother.

Is there a way to create proper coordinates for each individual profile seperately within the same geo nodes setup or is this impossible? enter image description here

At the moment I am joining geometry of 3 circles and obviously the texture coordinate is off on 2 of the profiles.

I would also like to keep the bezier drawing feature if possible too as I will be drawing these ropes by hand once everything works.

  • See if this helps. Twists Meshes in Geometry Nodes https://blender.stackexchange.com/questions/265661/twists-meshes-in-geometry-nodes – Rick T Apr 15 '23 at 13:37
  • Thanks, although I am struggling with the texturing rather than the twisting which I can figure out easily enough. – jake lalor zakrzewski Apr 15 '23 at 13:41
  • Then you may want to start with looking at UV texturing using geometry nodes. – Rick T Apr 15 '23 at 13:44
  • I followed a previous question about UV texturing through geo nodes, however that was only accounting for a single circle profile curve. I have three which means that one of the profiles has a good UV texture while the other two don't. I cannot figure out how to separately make their UV maps within the same geometry nodes setup. – jake lalor zakrzewski Apr 15 '23 at 14:14
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    I posted an answer here, and @quellenform correctly pointed out it was a duplicate. I've reposted to the link he has given in the close-notice. NB. His solution is the more rigorous one. – Robin Betts Apr 15 '23 at 19:40
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    @RobinBetts Sorry, I really didn't want to be a know-it-all here, but I have really dealt with the topic intensively ;-) – quellenform Apr 15 '23 at 19:42
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    @quellenform Nothing to apologise for. I know how much work you've put into this. I've just been using the split-curve thing for something else altogether: making a multi-spline Loft Splines, with a mixture of cyclic and acyclic splines. I spent ages reconstructing split cyclic splines before realizing Trim would do it.. (dooooh!) .You can even put the end-points back exactly where they came from. – Robin Betts Apr 15 '23 at 19:49

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