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Redjam9
Redjam9
Redjam9
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Motion graphics design explorations by James Redmond.

I am a freelance motion graphics designer and indie game developer.

For freelance work or any other inquiries, I can be contacted via email.

Комментарии
@Madarauchiha-jn3cb
@Madarauchiha-jn3cb 5 месяцев назад
Porque Ami no me funciona Los vértices no se unen aleatoriamente Merge by Distance No lo hace aleatorio Lo hace ordenado No genera piedras Genera cubos 😢😢😢😢😢😢
@TheAptimn
@TheAptimn 5 месяцев назад
this doesnt work with Blender 4.0 though. not sure what needs to be changes in the process
@ThaiPham-ep2ov
@ThaiPham-ep2ov 7 месяцев назад
Hi, If i has object, i need to doing ?
@pierredenis2559
@pierredenis2559 7 месяцев назад
Great work and great explanation!
@VEHICROS
@VEHICROS 7 месяцев назад
This doesnt work, not with the newest version anyway.
@Collector72769
@Collector72769 7 месяцев назад
How do i make the rings rotate on the XYZ axies?
@Collector72769
@Collector72769 7 месяцев назад
Never mind i found out hehe
@frankwas586
@frankwas586 8 месяцев назад
Just came across your channel. Great tutorials thank you so much for putting in the work. I happen to be geometry node challenged.😅🙏🏼
@zr0gravity
@zr0gravity 8 месяцев назад
Not sure if this is a Blender 4 change to Merge by Distance or a randomization setting I don't have set, but I'm not able to reproduce the randomization of the triangles shown at 2:02. It all comes out as uniform triangles or squares. It works in Blender 3.3 LTS.
@redjam9
@redjam9 8 месяцев назад
Hi, yes I also noticed this recently. I have added some new node graph images to the community section of my channel with an explanation.
@rogergaborski
@rogergaborski 9 месяцев назад
Excellent tutorial. I’ve just subscribed to your channel. Hope you plan to make new tutorials in 2024.
@ankudinov_art
@ankudinov_art 11 месяцев назад
Thank you very much!! Very helpful
@onionjedi
@onionjedi 11 месяцев назад
Hey! Is it possible to apply this to a different mesh so it can follow it shape? For instance, I have a curved plane, if I apply it will it follow its shape?
@mahmoudtaher9884
@mahmoudtaher9884 Год назад
ithank u for every thing you share with us thank u so mush u r the best
@SrdjanPavlovic11080
@SrdjanPavlovic11080 Год назад
Excellent tutorials - thank you very much for them. I have one question, would appreciate little help. Is it possible with current geometry nodes to create setup that would make slightly different mesh visually when we copy (shift + D) original mesh? For instance, we create brick, or wooden plank, and want to copy slightly different copy. I managed to achieve difference with Set Position + noise, like in your example, but I don't know what Node I can use for every other copy to have slightly unique shape. Maybe you can help?
@redjam9
@redjam9 Год назад
Thanks, glad you like the tutes! Are you trying to get many variations within the one geonodes graph, or do you have several independent objects using the same network that need variations?
@SrdjanPavlovic11080
@SrdjanPavlovic11080 Год назад
@@redjam9 second, I would like to model one wooden plank, put GN in it, and then after duplicating that mesh to get slightly different variations. Ive managed to make something semi acceptable with Self Object, and Obj info
@redjam9
@redjam9 Год назад
@@SrdjanPavlovic11080 that is just a matter of connecting as many sockets into the main group input as you need. So for instance noise scale, position offset, displacement amount, mesh resolution etc. That way all of these show up in the modifier as sliders. Each time you duplicate the object, just tweak the sliders to get a different result. All the "plank" objects will use the same geonodes network, but the end result is different since the inputs are different. You are essentially creating your own custom modifier that can be reused.
@domichat1993
@domichat1993 Год назад
Hey James, is there a way to have the emission set depending on a certain distance from the origin of the geonodes? I am asking because object info node takes the world origin. Many thanks.
@redjam9
@redjam9 Год назад
The Vector(0, 0, 0) in the distance node in the shader node can be changed or animated, but this is still in world space. SInce this is an old tute, we didn't have instance coloring back then. To get more control, you would be better off creating a custom color attribute in the geonodes itself and use the distance calculation using the self object node position to each instance. This custom attribute can then be referenced in the material. This way the distance will be in local space.
@domichat1993
@domichat1993 Год назад
@@redjam9 Thanks a lot for your reply. That makes total sense.
@valleyfx
@valleyfx Год назад
So clean and to the point. After Scale Elements, the distances between the stones are not equal. Can we make them equal despite the size of the stones? I need random rectangular stones and the gap between should be equal everywhere. Thanks.
@redjam9
@redjam9 Год назад
cheers! I think the only way to get what you are after is to use circle packing which is a much more advanced technique. Have a look on blenderartists for a post by Higgsas who has a project file.
@cookiemonster_xx
@cookiemonster_xx Год назад
the "Merge by Distance" node changed in some update and is now producing a different results :/ it doesn't create a random pattern anymore
@_ZEIT_
@_ZEIT_ Год назад
Did you solve this? I need a more randomized pattern :C
@cookiemonster_xx
@cookiemonster_xx Год назад
@@_ZEIT_ Take the Random Value Node (change it to Boolean and play a bit with the Probabilit value) and put it into Selection in the Merge by Distance Node. Hope this helps
@_ZEIT_
@_ZEIT_ Год назад
@@cookiemonster_xx thaaaaanks! Gonna give it a try!
@setik1337
@setik1337 Год назад
​@@_ZEIT_ i got excellent results following the first half of this tutorial ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-a6oMMzRBIfo.html
@daggergblue
@daggergblue 3 месяца назад
@@cookiemonster_xx Thank you, I knew something must have changed the behavior. I did as you suggested, and it was better. I went a little further, followed the dual mesh with a triangulate, followed by yet another dual mesh. This produced a result much closer to how it looks in the video.
@guidoparacolli4112
@guidoparacolli4112 Год назад
thats soo good man, thanks u
@aaronspesard9572
@aaronspesard9572 Год назад
Any idea how make the top rotate with the end point?
@redjam9
@redjam9 Год назад
Get a vector by subtracting the position of the last point to the second last point. Normalize this vector and feed this into the align rotation to vector node.
@golemtabak1183
@golemtabak1183 Год назад
Thank you!
@takeshikosugi4150
@takeshikosugi4150 Год назад
Thank you for inspiration! For everyone who watches this I suggest a tiny improvement: If you place {Resample Curve} node between {Mesh to Curve} and {Curve to Mesh} you will get smoother lines without jaggedness and excess points (so your computer will count geometry faster).
@ohmfriestv1975
@ohmfriestv1975 Год назад
you know your way around nodes well . its a daunting world , any suggestions of a path I could follow to be more comfortable with them ?
@redjam9
@redjam9 Год назад
It really depends on if you have either a coding or math background. Geonodes really are just a visual way of programming, so needs to be approached from that viewpoint. It is generally a lot of vector maths, so understanding that is vital. I would actually recommend learning 2d vector math before 3d. You could try the Daniel Shiffman videos on youtube or his free "Nature of Code" book on his website.
@kahverengi
@kahverengi Год назад
very good explanations 👌
@VisualBeatLab
@VisualBeatLab Год назад
thanks for sharing it really helps with learning.
@yahyabaskale8948
@yahyabaskale8948 Год назад
@ottobyte
@ottobyte Год назад
The way you explain things and the pace is perfect. Can’t wait to follow along in Blender 👍
@redjam9
@redjam9 Год назад
cheers! Keep in mind that a lot has changed in geonodes since I made this video, but it should still work.
@ebenbarnard781
@ebenbarnard781 Год назад
Thanks! Great pacing and suddenly geonodes seem chill and friendly rather than the daunting, panic-laden sorcery seen in other tutorials. Nice one!
@redjam9
@redjam9 Год назад
thanks, I appreciate your feedback! Good to hear that you found it helpful :)
@palpytine
@palpytine Год назад
Your pebbles have flat bottoms! When you extrude like this, you then need to join & merge by distance the extruded geometry with the faces you originally extruded (after flipping their normals) before adding the subdiv
@redjam9
@redjam9 Год назад
I have already discussed this in the comments and posted a graph to do this in the community section. It depends on your needs, since in a gamedev situation you want as little geo as possible and won't see the back faces.
@MR-br2uv
@MR-br2uv Год назад
THX!
@xtratub
@xtratub Год назад
Very useful, thanks
@zak9364
@zak9364 Год назад
the attribute randomiser node is missing from my version of blender what the hell do I do
@Bernandez4139
@Bernandez4139 Год назад
You turned Suzanne into Ben Grimm. It's Blenderin' time!
@emmanm5633
@emmanm5633 Год назад
this is what I am looking for but there something a little I want to achieve for my project pls could you do something like this but a cell skin structure I mean each object has sphere inside in it ? pls for my project
@redjam9
@redjam9 Год назад
If you use a mesh to points node in face mode after the dual mesh you will get a point in the middle of each face that can be instanced onto. You can also use a capture attribute to get the face area to then scale up each instance to the size of each face.
@todesdigga3891
@todesdigga3891 Год назад
super cool!
@evrardpatrick14
@evrardpatrick14 Год назад
great tutorial. How would you go about it to bake the different colors into the geometry as vertex colors? To export to unreal or zbrush? thx
@redjam9
@redjam9 Год назад
thanks! Yes you can get get the island colors into the vertex colors, but the workflow is a bit clunky. You need to store the named attribute of the color to an attribute called "Color". You won't see it in the viewport though until you apply the geonodes modifier. You can use a material with the color attribute to preview the result as I did in this tute..
@evrardpatrick14
@evrardpatrick14 Год назад
@@redjam9 I will give it a try thx for pointing me in the right direction :)
@MalinaXOT
@MalinaXOT Год назад
Super!
@graphic-nations
@graphic-nations Год назад
Thanks, but i wouder why we subtract the vector to return to orgin spacificly withvalue off 0.5 ?
@redjam9
@redjam9 Год назад
the noise is originally in a 0 - 1 range, so by subtracting 0.5, it puts it into a -0.5 to 0.5 range
@Coinstarcg
@Coinstarcg Год назад
@@redjam9 thank you
@violentpixelation5486
@violentpixelation5486 Год назад
Beautiful work you are doing! Thanks alot for showing your workflow.
@redjam9
@redjam9 Год назад
thanks :)
@reallyarobot
@reallyarobot Год назад
Does this still work for 3.4? I heard they changed a lot in GeoNodes.
@redjam9
@redjam9 Год назад
should be fine. Some of the node names may have changed though...
@reallyarobot
@reallyarobot Год назад
@@redjam9 Thank you for getting back to me!
@gorkskoal9315
@gorkskoal9315 Год назад
the layout is different in 3.4 search for what he's using instead.
@aMySour
@aMySour Год назад
Great tutorial! Super helpful, I'm new to Geometry Nodes
@redjam9
@redjam9 Год назад
cheers!
@MarcinHRN
@MarcinHRN Год назад
BENEFIT
@BlaBla-sf8pj
@BlaBla-sf8pj Год назад
wtf ! amazing !
@_blender_man_
@_blender_man_ Год назад
Hey James! Could you please make tutorial with Blender 3.5 Simulation nodes?
@torus1183
@torus1183 Год назад
thank you. A difference way to make a random cobblestone texture is using "Random per island" in "Geometry" node (a node named "Geometry") for the Fac of ColorRamp. Note that "Random per island" is only available in cycle render
@joshuagaramendi9597
@joshuagaramendi9597 Год назад
me sirvio !
@ginescap
@ginescap Год назад
Thanks James, beautiful as always :)
@cloudsitra2232
@cloudsitra2232 Год назад
how did you know (min 5.36) that admitted values ​​between 0.3 and 0.8? (anyway thanks for the great tutorial)
@redjam9
@redjam9 Год назад
cheers! If you look in the spreadsheet you can see that most (all?) noises are in the 0.3-0.8 range or thereabouts. I usually remap them to the 0-1 range as you then get a more even spread of values...
@pamparam4637
@pamparam4637 Год назад
Nice tut, thanks for sharing. Just one thing, maybe it is just me, but this background noise turning on/off is very uncomfortable.
@redjam9
@redjam9 Год назад
thanks. Yeah I have lots of issues with noise, and what you are hearing is the noise cancellation cutting in and out....