I love how you explained the basic principle behind how the nodes work and how it computes. Made me understand it thoroughly for future use. Great video! Thank you!
3:57-4:01, we are not doing anything with the R vector. (The R vector is given by the output of the vector subtract operation in the R vector frame). What is happening here is, I am just using the Geometry Proximity (which I use to compute the R vector) to also find the nearest normal vector.
Hello sir... I created this porous cube and And I also created the stack structure of Perovskite...How can I use this porous cube as material in perovskite to indicate grain boundaries... please help
Really awesome!. Quesiton, do you have any nice tricks for chaining multiple curves together? e.g. I want a straight waveguide going into a directional coupler, but there is discontinuity because at index 200, the pulse is only half way out the end of the curve. Or is it best to just do it as one big curve
That's a good question. So at the moment, best bet is to just draw it all as one curve. I was also trying to play with ways of building individual components and then snapping them together with geometry nodes. I'm pretty sure this is a nifty way, but I haven't made much headway since posting this video...
Great video and explanation.. Thanks a lot! Im curious. Could you perhaps explain why there has to be this extra step of calculating the mesh inside the volume. And why a simple mesh to volume does not work or why we cant run the noise into the density of the volume to mesh node? Thanks 🙏🏻
Good questions. The mesh to volume node can’t be used because it doesn’t accept a Field value as input for its density. You need this because the ability for the noise texture to drive spatial variations in density is captured as a Field.
Hi! thank you for the tutorial. Its very helpful. I am trying to follow the same steps you do in this video. In the geometry note, for electrode material, starting from "mesh to volume" to the last thing you added "value" and then switching from solid to render mode, diamond shapes are changing to spherical shapes when you do it. But when I switch it from solid to render mode, mine looks like unfilled diamond shapes and not spherical ball like shapes. Could you please help me with that ?
Thats because you are using the Eevee render engine, whereas I am using Cycles. The diamond shapes are from using Points as the Instance Object - Cycles can process these into spheres but Eevee cannot. If you want to use Eevee, plug in either a UV sphere or Icosphere as your Instance Object
Thanks, this was really helpful! How would you reverse the print direction, for example in a 3D structure with a continuous print path, how would you tell it that the path start is at the bottom? (currently my animation is printing top down)
There are many ways to do this. Just off the top of my head, you could animate the Start value of the Trim Curve node, rather than the End value. Connect the Floored Modulo to the Start input rather than the End. You'll need to flip the output from the Modulo (it current goes from 0 -> 1 as the frame count progresses. We want it to go 1 -> 0 instead). Drop a Map Range between Floored Modulo and Trim Curve. Set the to min/max to 1 and 0. Hit play, the print should appear from the other end
hi, in 1:24 min, when you open up the shader editor, it pops up to add new materials. I just try to follow this but find shade editor gudie me to black canvas. Right click with add menu didn't allow me to add anything.
When you say "shader editor", do you mean the materials tab on the right (like I used), or actually dragging open a new window and turning it into shader editor? If your materials tab gives a black canvas, I'm confused. If you actually mean the shader editor, you have to first click New at the top create a new material. This should automatically pop up a Principled bsdf and shader output node.
As I understand, these assets are just 3D models. Not possible to calculate (simulate) how the light beam would propagate through a system of mirrors? Blender is for visual stuff, not physics.
@@brains1473 Correct. This is just to expedite the process for anyone wanting to create 3D illustrations for setups. That said, I'm fairly certain that simple ray optics calculations can be set up with geometry nodes (if you know what you are doing). E.g. see this old post by Thomas Hartman (aka This Illustrations on X): x.com/Illustrate_THIS/status/1626527055855624193
Hey .....i followed all the steps as you have mentioned but i am not getting transparent gel with these polymer .....even polymers are inside the gel ...but when i am giving color to gel its not becoming transparent .... I am getting my mistake please help me it's urgent
Thankyou very much......also can you tell me ...that how i can export this figure in PPT ...i am exporting in .glt form but it is not coming exactly like this.....please suggest me how can i export this
To answer the 2 most common questions I keep getting: 1) How do I change the colour? Add a Set Material node at the end of the node tree, create a new material and select that. *Just creating a new material in the materials tab will not apply it. You need to explicitly call it with a node. 2) I have my own geometry/model. How do I make it porous? Check out my other tutorial - how to turn anything porous: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-fn8tcUt6uxo.html
I run everything with the Cycles engine. If you are using Eevee (which Blender does by default), you'll need to: 1) Under render settings, activate refractions (in the “screen space reflections” section) 2) Under material settings, activate “screen space refraction” and set the blend mode to Alpha hashed N.B. Glass materials in Eevee generally don't look as good as in Cycles, which properly path-traces the light bounces
Thank you so much. I followed your steps and made the porous material. However, Do you know how to change the color of the material? I tried many ways but it did not work.
@@ryomizutagraphics Thanks for the quick response! I have applied scale to my object, it doesn't make a difference. The particles are still narrow. When I scale the width of my coin object the particles become 'equal' in dimensions (sphere/cube), which is what I want! So how could I change the particles without changing the shape of the coin? Can I apply a certrain node for this?
Ok, in which case, add a Position node, connect it to a Vector Math node, and connect that into the input Vector socket of whatever texture you’re using to create the porosity. Set the Vector Math to multiply and set the multiply values so as to stretch/compress your position coordinates as needed to fix your scaling
@@ryomizutagraphics This does affect the width of the particles in a certain way, but more like a 'stretch'. It extrudes them kinda, rather than turning the particles into a sphere/cube as it does with object scaling. Could this have to do with the Volume Cube? Like I said before when I scale the width of my coin object the particles become spherical. And when I scale them even further beyond that they stretch out. It looks like the sweet spot for the particles is when my object has a 'cube like' dimension.
Might be faster if I check your blend file. Do you want to just email me what you have + a sketch of what exactly you want to get? My email is ryomizutagraphics@gmail.com
Why didn't when I downloaded three UPU did I get three peptides with 3 nucleotides in your video you only have the one but when I fetch the correct item it comes with three peptides how do I separate them or get the helicase your using because it doesnt import from PDB and mole Nodes by that 3upu name
This is epic. As someone who works in the field of spintronics and quantum computing, I find that Blender is increasingly useful for visualizing simulated or real data into 3D animations. Recently, the idea of importing micromagnetic simulation data (known as OVF files) into Blender through some file conversion tool, crossed my mind. Not entirely sure how to do that, but if there is a will, there is a way I suppose hehe.
Agreed! If there is a way to convert .ovf to .csv, you’d be in business. I’m not an expert but a quick glance online suggests this might be possible? If you can read the data in, you can use geometry nodes to do all sorts to visualise it (eg there’s some great tutorials by CGFigures on data manipulation from csv)
@@ryomizutagraphics I am aware of the .csv route from CGFigures, yes. If .csv is the most useful, then I will have to do that. (Initially, I have used Atomic Blender for stuff like this, but it only uses .xyz and .pdb unfortunately).
@@ryomizutagraphics In that case, I'm going to have to try the CSV route :D I'm familiar with CGFigures CSV stuff. (Typically, I use Atomic Blender for this kind of stuff, but unfortunately it only uses XYZ and PDB data).
Cool! I like your tutorials very much. I was wondering if you could make a tutorial for your general lighting setup of the whole scene - because they look so well illuminated and make the models appear even better!
I have a separate tutorial for porous geometries with any geometry on my channel. However, cylinders do seem to have issues with that technique. Try modifying this setup as follows. Add a position node, connect a separate xyz. Connect out only x,y components to combine xyz to make an xy only vector. Add vector math (length) to it, then compare node set to less than. Add a math node set to multiply before the map range node, and multiply the output from the colour ramp with the compare node from above. Toggle the "less than" threshold value in the compare node to get thinner/fatter cylinders
I’m mot sure books are necessarily the best resource for this kind learning, 1) because there aren’t many around for scientific illustration in Blender, and 2) Blender itself updates so frequently (3 version updates per year). So any print material quickly goes out of date; this is especially true for geometry nodes content
yo, thats cool, i knew everything untill u came along with atributes and spline parameters, thats above my current lvl :/ do u have a few videos in mind that taught u this?
Glad I showed something new! There was no specific tutorial per se. Since Attributes are quite fundamental geometry nodes, I just played around and picked up workflows along the way. Of course, tutorials by Erindale and Cartesian Caramel (esp their livestreams where they experiment stuff) are great geometry node fundamentals as well as seeing different possible workflows with geonodes.