Interesting. Have you had some other value with the # in there before? You could try to right click and select the "delete driver" option and retry. Do you get any error messages?
when i plug my "combine XYZ" into the rotation of the instances the entire grid explodes i think because the center of my original box got messsed up how do i fix that. PLEASE HELP.
Sounds really interesting. On the top of my head i cannot really tell you why that would happen... Maybe try or check one of the following: 1. If the object is brought into your geo nodes tree by draging (Object info node), make sure, for the position, you have "original" selected instead of "relative". 2. Make sure there is no noise texture plugged into the pivot point, this should be at 0,0,0 3. Try enabling or disabling the "Local Space" tick on the rotation node. Maybe this helps! If you are still stuck, maybe give me more details here or send me a screenshot of your node tree on instagram. All the best!
Really amazing the way you demonstrated nd made viewers understand the logic behind it...i just loved it...u got a sub for ur explaining nd making it so easy....plz make more videos like this
Could someone please explain: how can I used these very same principles, but instead of affecting the rotation or scale with proximity, affect the object mesh or a with a Bend modifier? For example, a paper sheet folding like it's the wind blowing and ready to fly.
Yes agx is great when stand alone, but ACES should be supplied by stock, with a decent workflow (current workflow is garbage you have to download a 2gb git than extract it then there are like 800 million different color settings when importing textures, something that by this point should be automatic). agx is a nightmare when trying to combine with live action footage. yet another step made by blender that sets them further back in becoming mainstream vfx software.
Hello sir great tutorial. Only thing I want to know how did you animated the colors of number from the intro. I am stuck on that can you please guide me.
Hi, thanks for the comment. Yeah the colors is not that complicated. I simply created small disks for instancing. I then used a simple gradient shader, where i colored the upper half black and the lower half white (You can also do this by splitting the position cooridinates with a separate xyz node) Then simply adjust the contrast with a color ramp and you are good to go. After that i just rotate the disks by 180 degrees with the number as a proximity input, like in the video. Hopefully that cleared it up. If you have any more specific questions, respond here or send me screenshot on Twitter or Insta. All the best!
Hey Sir. At first, Super Tutorial .I tried to use it to combine it with my other scene. I have a asked myself if its possible, you can help me on this project. With the help from RU-vidr " Cartesian Caramel" i created a Haxongrid, and now i want it to flip like a Airport Chart influenced by Sphere Mesh. So each single Hexagon is flippingtowards the Sphere and disapear at same time, so you can have nice transition. istuck at where to add nodes i'm not good at this geometry, but i love to digging and learn, and sometimes its not that bad :D
THANK YOU! I've been struggling with the new color displaying change and wanted to switch from the new pale and boring atmospheric colors to the good old and reliable filmic option.
Amazing! Many tutorials tend to just tell you what to do without explaining what's going on and I always feel like i can't learn from that but yours actually explain everything so we can use what we learned to create something of our own, great job!
This was great!! Some thoughts - Please do more like this, Motion Graphics with explanations of what's going on! - Consider doing a nodes series where you explain what the nodes do and how to use them - Please can you use VuR, or a keyboard shortcut displayer to see what you're doing sometimes - Keep up the good work
Thank you for giving these important information about the new AgX View transform color Management. If possible, it could be relevant to give a help about the correct Display Device to choose (especially for Mac users) as well as the correct Sequencer to choose? Also, what type of color space should we select in the image texture, now ? Definitely worth it. Thank you !
WOW THIS IS BEAUTIFUL!!! Id love to see more! That crow on your website is super cute! id love to know how you did that! you are amazing! hope you make more videos!
Awesome tutorial! Can you use this method with a collection instead of instanced objects? I would like to do this with a computer keyboard model but I many of the keys are different.
Yooooo thank you so much for making this tutorial! I've been wanting to make this for a while ever since I saw the original animation. Definitely looking forward to more tutorials!🙌
In the Light Perception chapter you implied that this transform is done to convert linear brightness to the way human eyes perceive brightness which is logarithmic. This is misleading, as that's not the reasons the transform is needed. If you think about it, having double amount of rendered light be displayed as double amount of physical light on the screen, doesn't change anything, since in both cases double the amount of photons are entering the eye, and in both cases eye/brain is then experiencing them logarithmically. The only reason the transform is needed is because displays, especially SDR ones, are not able to reproduce majority of the brightness range that human eye can experience. Displays can't show real life levels of nits, and if they showed true-to-life brightness the best they could, then anything above a certain point would get clipped, which would look very immersion breaking, seeing nothing that's above 200 nits in real life. So we bring down the brightness until there's no more significant clipping, but this results in very dark image, unrealistically dark, which looks even worse than clipping. So we compromise, and drastically bring up the brightness with a curved function such that highlights never clip, which drastically reduces highlight contrast, but now the image is at least legible, and the tradeoff is worth it. The result is that it is better to apply tone mapping curve to linear light signal before passing on the signal to the display. If we had oled displays that can show any arbitrary amount of nits, we could feed it linear signal and that would in a perfect viewing environment look like a portal into reality, provided we closed one eye. At that point, any static tone mapping would be making the image less realistic, not more.
Hello, How would shading nodes look like, if I would like simillar shades of color on instatances? For example black instances in the middle slowly fading away into white instance in the corners? Thanks a lot
For something like this you could try to use the "location" output of the object info node and plug it into a gradient texture with the "spherical" setting. Then you can customize the falloff with a color ramp. I hope that helped :)
I love this explanation of AgX and Filmic. I just updated Blender and I was confused why AgX feels like the colors are washed out and I preferred how Filmic looks in a particular render. So i thought "am I wrong? Do I need to get my eyes checked, why are people going crazy for AgX?" 😂 After watching this video, it made sense. AgX isn't about what looks better visually, it is about reaching realistic light behaviors, and a lot of people who are used to Filmic, would find it weird at first but would understand that if you're looking for realistic light behaviors, AgX does better tone mapping!
Bro I followed your tutorial Start to End and from last one hour I am trying to figure out how to make the pattern flow seamlessly but still not able to figure it out 😢
Sorry to hear that. I believe you mean the white speckles on the surfaces? That Effect is a little more tricky and would have taken a lot longer to explain, so i did not include it in the video. Basically I used a voronoi texture with a very small scale. But this texture is applied the exact same way to each instance, so everything looks the same. So you have to mix the "Generated" output of the Texture Coordinate Node with the "Location" Vector of the Object Info Node, with a mix node. Then you get semi random placement for the speckles. Hope that helped, if you have any other questions, please reply here or send me a dm on instagram with your specific problem!
@@Bouncing_Rays Really Appreciate You, giving your time and trying to solve some stranger's problem. And I was asking about the rotation of the tiles, i tried to change and experiment on the nodes value to get a smooth output like your intro, but I was getting random rotation of the tiles, after an hour of experimenting I was getting some consistent output but not as perfect as you 😅 So eventually I dropped the project.
ALthough it would be easier to create the animation texture in full & then use After Effects for the shapes etc, learning how you would do it in blender does have value as the environment is a 3d workspace, that easily could be combined with more complicated 3d scenes. Thanks!