Any idea when we'll get dynamic hair? That's such an important feature we are missing with the change from particles to geometry nodes. I feel like that should be a bit of a priority and am frustrated it's taking so long.
Not sure, but i bet it could already be done with simulation nodes from scratch with the tools we have now, so i imagine its just a matter of time for it to be made
It is soo sad to see most people in comments and most noobs in general cant see what blender is trying to do, they are really making a easier path for people to make new tools and expand geo nodes side of things and they will start to implement things like houdini. U all watch c4d and maya "whats new" video and think thats not in blender but it was always in there. u will say things like "it dont have things like c4d particle system..." u can laterally do most of it in blender and if u cant do it u can make your own setup in geonode and make it better.
@@adim101-b9lnew kids not coming from 3ds Max and Maya side won't understand. The direction blender folks are on is good. We can't have everything in one update. They should be grateful that we are getting something. I've been using Maya extensively for the office and its updates are miserable. They almost forgot xgen and bifrost geo is still stupid to convert to normal mesh.
I've been using max for 23 years now. And with Tyflow and PhoenixFD it's pretty much a beast. The best thing about max is it's perspective viewport look. Compared to C4D and Blender and Maya it just looks better. I'm talking about when you're working on a model; not interactive viewport render realism. Basically max has the sharpest, cleanest look.
alot of what I do is for productions so I really just come up with solutions to problems :) it can also help getting inspiration from films, tv, art etc
As someone who is with Blender for 15 years, I cannot express my utter disappointment. But modern Blender have invited so many noobs, any criticism would be drowned in a sea of blind fanboyism, claiming how Blender soon gonna destroy ZBrush, SPainter, Cinema and Marvelous with one swing
Unfortunately, we can't compare them. Blender has a really small team of less than 100 people, while Maxon has more than 600. And Blender is free. But yeah, it indeed makes us really sad...
@@igorrocha1819 My main concern is that modeling in Blender wasn't properly updated for 5-6 versions now, and there are still many glaring issues in general. some are like decade old, but instead of fixing some core problems, they do random crap like ruining well established workflows by rewriting auto-smooth or making yet another revamp of Grease pencil... It's also really funny how before the Blender team started receiving funds from numerous companies, working basically for free, they managed to do much greater improvements than what they do now (rewriting entire core for supporting n-gons, entire modeling tool-set, developing Cycles, then Cycles 2.0, making completely new UI, big work on simulations back then etc). These days it's more like: "hey, the icons are more smoother now and windows are having round corners"
yes, with the thousands of dollars that you donate to the Blender team, surely they should listen to your angry disappointment and make changes accordingly.
@@gotmoresoul I can list you a number of things that were made by devs for free, so now comes a new generation of devs who break what was working before in their attempt to reinvent the wheel. This naturally pіssеs off people who worked with Blender far longer and remember how better some things were, just to be met with fanboys like you with their "Acshually, Blender is free". I admire programmers who made Blender for free and not those devs who ruin it also for free
I appreciate a lot that Blender continues to improve Eeve, and I really hope that someday it'll be good enough to use it in production, but IMHO right now, at least for me, it's a no no. If I need a real time renderer I just prefer UE by far, and if real time is not an issue, the cycles renderer is really good. I don't find, in my personal workflows, situations where Eeve is a good solution. Reflections are a big concern (in product visualization is mandatory), emission is a must, and render layers are really needed for post processing. I think that some day Eeve will be as good as unreal engine is, but this day is not today.
This won’t happen because it’s not possible - when the shader is calculated, each pixel is unaware of the surrounding neighbours. A blur is averaging out values between neighbouring pixels, hence, why a blur node is not included in shader nodes. No other 3D DCC has this either. When the proper texturing workflow (texture nodes) is implemented, blurring will be possible there, but not in shader nodes (aside from the noise hack way of doing it).
i bet your channel is gonna blow up. this is the first video I've seen and I subbed from it. all I ask is that you don't make tutorials using the nth boring instagram egirl looking ass character like so many others do. it's physically painful to look at. the subjects of the videos you've already got are great
You could do it using drivers but it gets annoying as youd have to repath the driver when you change the camera, id like to see an option to read in camera data like that directly into geo nodes
this is great i have this caracter i realy like however there body is entiely smoke and they have a glass body they use to not fade away i will use the ramp shown at 7:16 and kepp the ramp short so its only the body itself thats smoke thanks
You can apply geometry nodes to individual layers!? This is massive. You are absolutely right, this could change what one could do with 2D animation in massive ways! Thanks so much for making this video and your hard work.
Just as help: if you activate LoopTools (it's in the add-ons already, you have only to activate it), you can select a loop and make it a circle automatically. The other way around, if you want to straight 2+ edges, just select them and scale them to 0 on a specific Axis (S+Axis+0).
mate, how do you learn geometry nodes? I feel like each tutorial is basically a 15-50 steps maraphone of: plug this into this, add this and plug it into this. But how do you understand exactly what to do?) 😁
For me it was just following enough videos when it came out, and understand the principles of what was being taught, then changing it and making my own systems slowly, when hitting roadblocks finding solutions online
Hello friend, I have a similar situation. In my case, I have two overlapping meshes. The one below intersects the upper mesh, and I would like to make the points of the second mesh that are intersected disappear. Could you help me with that?
Yeah layers are essentially a new data type, like points or faces, so by ticking "layers as instances" you can store the instance index then use that to get different colors per layer or randomise attributes per layer (doing this youd just get different values for each layer)