In this Blender tutorial I will show you how to array an object along a curve. ● Road Texture: https://ambientcg.com/view?id=Road007 ● Help support the channel: • Patreon: https://www.patreon .com/ryankingart • Gumroad: https://ryankingart.gumroad.com/ • YouTube Memberships: https://www.youtube.com/ryankingart/join 🎶 Music credits: Music: Lofi Hiphop Intro 44 by TaigaSoundProd Free download: https ://filmmusic.io/song/11257-lofi-hiphop-intro-44 Licensed under CC BY 4.0: https://filmmusic.io/standard-license _________________________________________________________________________________ ● My Website Links: • All links on my about page: https //ryankingart.wordpress.com/77-2/ • Patreon: https://www.patreon.com/ryankingart • Gumroad: https://ryankingart.gumroad.com/ • Artstation: https://www.artstation .com/ryanking • Blender Market: https://blendermarket.com/creators/ryan-king-art • Sketchfab: https://sketchfab.com/ryankingart • Website: https://ryankingart.wordpress.com/ #ryankingart #blendertutorial #blender
24 Comments
Explained very well & straight forward, Thank you Ryan.👍
Very straightforward explanation, great for users who haven't delved into geometry nodes yet
thanks for this
Thanks Ryan – love all of your tutorials❤
You are definitely my favorite channel for blender. Thanks for everything! 😁
I was literally just struggling with this and poof, thank you
hello Ryan my brother. Can you make a video where you show how to make realistic trees with using alpha mapped leaves? Like they do for video games?
hey whats the best place to show you pictures of my apartment progress im making? most of it is with your stuff and im almost done with the kitchen!
Hi Ryan.
Would you be able to make a tutorial on a specific kind of dilemma in relation to the fog (principled volume).
I have an underwater scene which I’ve made. I want to add a basic fog shader to the ocean, with an underwater rounded room which I don’t want affected. M
I have hollowed out the cube with the rounded shape, hopefully excluding the fog texture from the centre, but it still disregards the hollowed out shape. Maybe it’s the normals, but I’m not sure why it’s still displaying t the fog throughout the shape.
Is there a way to solve this? Thank you 🙏
Awesome tutorial Ryan. I usually have cameras follow paths for really smooth movement, but I hadn't thought to use a path for something like this. 😃
Thank you for sharing your knowledge with us!
I hope you have a great rest of your week my friend! 🙂
Ryan i need help, whenever i use a bump node when I connect it to the normal it shows the model as flat shade, like it shows the sides and the verticies, how can i fix this?
Hi Ryan! This is kind of off-topic. But is there a place where we could show you some of our work? I just made a Star Wars scene following a bunch of your procedural material tutorials and would love your opinion!
Thank you as always for your teachings master ❤
Just came back to Blender after quite a long break. It's awesome to see that you're still making great tutorials for newcomers and people who are a bit rusty like me! Although, I will miss your art critique videos. Your comments on my renders have really helped me grow, and i can't thank you enough! (I can't believe it's been over a year!)
Love it Ryan
im trying to make it attach to the curve but its going all over the place and i dont know how to fix it
Just in time! looking for this on my project
At first I couldn't get it to work but I found putting the origins of both parts in the same place fixed it.
I like the shorties bro.
I experimented with it a little. I learned a lot. Here's what I found:
——
1. it MATTERS a LOT if you have your road stretch along the X axis, vs the Y,Z axes. Stretching along other axes requires an extra step!
2. Make your road stretch along the X. The array should have +1 on the X, and the curve should curve along the +X axis. (Not -X!)
3. The origin of the road segment Does Not Matter. The scaling matters! Apply scale to reset
4. The origin of the curve matters, It should be the first point.
5. The direction of the curve matters. It should point away from the origin.
6. The curve must have no rotation. (Ctrl+A, Apply rotation, to reset rotation)
If you want your road to stretch along the Y axis, then you'll have to introduce a rotation to your curve: R, Z, 90. (Important: Curve modifier still curves along X)
If everything is done correctly, then:
———-
1. Curve modifier should Not Move your object by an offset. Turn curve modifier on and off to verify that your object does not move.
2. Your object should simply slide along the curve, but not move. It can slide against either side, or thru the center. Move your curve to verify that. If the object moves when you move the curve, the direction of the curve is opposite. switch direction
Tip: Self intersection can occur. If the self-intersection isn't too severe, WELD modifier might be a quick fix.
Note: It is possible to have no rotation on the curve, if you select -Y for axis, and -1 for array. Selecting +Y introduces a 90 degree rotation, -Y does not. This is not working as good, though: unwanted movement is observed in this technique.
Thanks for this. I'm making speaker wire and this seems to be the best way to have the jacket and the wire materials be on one object and follow an editable path.
hi,
is it possible to make the road line separately ?
a curve for the road,
and a snapped line texture…
and can we apply one texture only on one part of the road ?
best tutorial I've ever seen. Keep it simple like this and thanks a lot!
Very helpful. In the second case where you showed the road not being aligned with the path, would there be a way of centering it with a function? Instead of doing it manually?
WHEN I DO THE EYE DROP THING ON THE CURVE IT SAYS FAILED TO SET VALUE
make road intersections please 🙏🏽