im sure u know this by now, but i wane mention it anyways cause it hurts watching: u can put nodes in a frame by selecting them and than pressing ctrl and J, i only can imagine how many times u wasted 2-3 seconds by putting them in a frame manually ;)
14:48, instead of using normal selection, just use index selection. and add math-compare node between selection and index socket, set compare value to 2. The reason is that: each cube has 6 faces, Python assigned six numbers(0-5) to each and every face. and if you change the compare value from 0 to 5, you will know which number represent which face. and you will know number 2 represents the upside face of the cube.
of course, selecting by normal-z-direction and using greater than 0 math also do the trick, as you are asking for a (z-direction)vector which has a positive value.
LOL if only I had read the comments! For some reason I couldn't make it work like Ram did, and I embarked in a long web search, landing on the index method after a while. I figured it out "by myself" in the end, and I couldn't be prouder, as a nerd who's been into blender for exactly 6 days, and I figured out some other ways to scale the little columns and the bubbles following different laws, but it was quite a fight anyway LOL
OMG I'm learning so much and so fast with this series, I might comment on almost every video of this but the enthusiasm is too much. This is so instructional it's crazy, and I am so confident experimenting with all the inputs and outputs of the nodes to understand what everything does in particular, because you explain so much of the knowledge base necessary to use the various nodes. Thanks AGAIN
5:28 In the previous chapter of this playlist, Noise texture was used, not Musgrave. Musgrave texture is missing from Blender 4.1 onwards, but the same effect can be achieved with Noise Texture. This is in case anyone becomes confused like me.
@@lowEndAppsAndGames Yeah, but I had fun brainstorming them and figuring out the node trees myself. Then it hit me. What Blender is trying to do is make the user intuitively understand the working of the computer graphics logic in depth, instead of being plug and play, to grant more flexibility. Where one effect would be achieved with just one node, now has to be broken down into 3 or 4 nodes. So, Musgrave node effect can be achieved, but you have to figure out the node tree and derive it from the Noise Generator yourself: basically as if you were supposed to breakdown the Musgrave node itself.
I just started doing your blender series, Its brilliant and im having a fun time learning, I just checked out this video that is almost 2 years newer, First thing i noticed was you really changed the accent, The old was cool but now you sound very clear, almost like it was your first languange. Good job on the channel. 👌
Glad to hear that. I used to be very nervous when recording back then, now i have learnt to prepare a few things. Glad you enjoying the tutorials.. do share once its done @instacrossmind :)
Dude you are a genius.... 30 mins of the most usefull wisdom of this program than i have ever seen... and I am watching blender tutorials everyday, just incredible, do you have premium courses in any platform??? i really want to be your student
"Really simple stuff" *_*Proceeds to show a mind-crushing, intellect-destroying Glass BSDF shader I couldn't construct if my life depended on it*_* Thanks, amazing tutorial!!
Great work as always man! At 13:20, instead of using the normal and separate xyz nodes, you can simply use the combine xyz node as a vector input to specify the target vector, which in this case would be 0,0,1. Hope that helps ^^
This did not work for me, however this did: Normal input -> Separate XYZ -> Multiply Z value by -1. Somehow the normal comes out negative (Therefore the instanece point on the bottom face) so i have to mutliply by that -1 to get the top face
same as k rey, i'm not exactly sure how to get this to work, even though the idea makes sense. just plugging in a combine xyz with 0,0,1 leaves all points selected. clarification or other ideas would be great, if you or anyone else has some. pretty unfortunate selection is currently so opaque, hopefully it'll get better. or at least hopefully the documentation will. EDIT: reading more comments, looks like i need to read up more on what the new fields paradigm actually is. removing the combine xyz node leaves you with only the top selected, though.
I just used the combine XYZ in the Position of the Mesh to Points and that works for me and the good part about that is that you dont have the Spheres on the bottom
I have to make my compliments to you because even with simple setups and things you say you don't know your renders always look fantastic! (And your music selection is on point) About the selection socket that is a boolean value, what is zero or negative is taken as false and what is positive as true; it's a field so it's evaluated for every point in the geometry socket. I've followed quite some nodevember streams and people use all kind of masks: some vector math on the normals is a favourite but also textures or even ID math. Your method was fine but you didn't even need the combine XYZ at the end. About the instancing on the instance I'm confused since it's working for me right now; however you may want to realize the instances anyway or you'll get your small droplets scattered in the same way on all the the spheres. Thanks for all the knowledge you share, you helped me a lot with your Mantaflow series.
Instances on instances worked for me too but when i was recording this it didnt, but yes i was going to use realize anyway so that solved it. I have mentioned that in vid m. About selection yes i did remove combine xyz in video. It was discovery during the video. I left a little note there. Just getting used to geo nodes there is so much to lean. And fun part is i get to learn while teaching. I will keep this in mind for future chapters. Thanks for compliment :)
@@CrossMindStudio 😀 Awesome beginner video. I like your pace and the way you explain things... About those sockets, here is a quick round up: diamond shape: accepts fields ( it can address every point in the geometry) diamond shape with dot inside: accepts fields but also single values. If after connection it still looks like a diamond with a dot, that means the input is a single value round shape: accepts a single value, except for the green colored one of course (that is for geometry) Green socket: geometry socket Blue socket: vector socket (or a combination of 3 floats) Yellow socket: color socket (R,G,B,A) Grey socket: float value Dark green socket: integer Pink socket: boolean (0,1 or False, True) Cyan socket: accepts strings Orange: object socket Purple: image socket White: Collection socket Light purple: texture socket Dark orange: material Solid noodle: carries a single value (except for the green one, coming from the geometry socket) Doted line noodle: carries fields values Hope that speeds up your research a bit.
this was awaesome man, I started on this video without watching your others and it was easy to follow so thanks! How long does this take to render on your machine, and what specs do you have? I'll being watching the rest in the series!
Absolutely beautiful visuals. I didn't even make it to the tutorial for a while because I kept rewinding it. You have such a great eye for design. I hate to throw shade at Blender Guru, but you win my #1 Blender channel. Guru is a close second. Cheers buddy.
very nice work! I think the power of geometry nodes appears with tuts like this. Thanks for sharing! at 13:15 I think another way is to add index node, pick it to be greater than 4 which means you are only picking the sixth face and connect the output to the selection. I don't know which is easier your approach or this approach but I guess both work fine
Thanks! the index input works for me in V 3.0.0, however I had to use Less Than 1. It works perfectly to display the top face only. While playing around I found that this method requires some boolean math to get any of the other faces alone e.g. if I need the face indexed as 2, i would need a greater than 1 node, a less than 3 node, and an AND boolean node combining them and outputing to the selection. The Normal, Separate XYZ method allows for easier selection of faces.
Thank you for your great explanations of the geometry nodes. Thanx to your efforts, I start understanding the funktions of many nodes and why you want to use them. Most of the tutorials I've seen so far, they use the node but don't explain why they use those nodes. Anyway keep up the good work
Hi great tutorial - at 17.15 yre getting a further layer of points on to the "tree" - the reason is you are putting new points on a mesh 'instance' - if you put the 'point on the mesh' before it it is instanced then it will appear on all instances - just connect the ICO sphere to a mesh to points node and then "instance on points" join this with a join geometry node BEFORE you plug it into the instancer! taadaa!!
Dude! Amazing works. I'm also starting off with geometry nodes. I'm curious as to how you are doing the rotations like the intro. Is the rotation based on another object to point to? or just similar to how you are effecting the scale
6:42, i think that the Vector Math node is useless. I had connect only the Math node and its doing exactly the same thing. Tell me if i'm wrong ! Your course is absolutely amazing. I finished it last week ( all geo lessons )
I think for instancing on top faces only, you could just square the output from the separate XYZ node, at 13:54 , that should only select those normals that are facing up. I am not sure though.🤔 This could prevent confusion further down the line.
I think it will be simpler to add index node, pick it to be greater than 4 which means you are only picking the sixth face and connect the output to the selection.
As always good explanation, at 13:00 i just checked that if we don't put combine xyz that spheres appears in +ve Z only hope it might be helpful 😅 Yah frnd : you tell about it later on 14:41 😂
Try simple things. Think design in ur head first and try to sketch it out. It will take time and eventually you will learn to brainstorm ideas and techniques.
For some reason my icosphere instances don't stay as spheres but stretch along Z axis along with the bars under them. Any idea how can I lock their scale and keep them proportional?
I solved the issue normal with a Math (greater than) node with threshold at 0 after the Combine XYZ node. I'm assuming is only taking the positive values this way which can only be facing upwards.
2024- Blender 4.0 - 17:44 I used Mesh to points instead of realize instance and it is working for me. (Correct me if i am wrong i will delete the comment)
I am using the exact same shader nodes for the orbs but the when the ones connected to the volume seem to have no effect at all. While the glass one is making is reflective as it should be. I cannot see the color you have at 23:40 at all
Thanks so much for the tutorial, I am really enjoying this series and the renders you use as examples are such an eye candy that make work a way more enjoyable. I am having an issue though. Like in the tutorial I am using the Object Info node in the shader to get a different colour for each of the instances for the bars. However, it doesn't seem to work with those instances and it is giving the same colour to all of them. When I try to the shader with completely different objects with no geometry nodes the random colour works just fine but as I said not with the instances within in the object. Is there something I am missing?
I will respond here in case anyone faces the same problem. The problem was I was using the wrong geometry node to assign the material. I was using the node Material Assign ( A legacy node that doesn't work with the Object info Random attribute for instances ) instead of using the Set Material. Once I used the Set Material Geometry node to assign the material in the geometry nodes network the random Object info and the colour associated with it worked just fine :D
Hats off to your Work Bhaiya ! Where to add raycast node(like if I want to add that hip hop dancer as you made in one of your raycast node video) in this geometry nodes network?
it would be a huge help for beginners, but not just for them, if those connecting sockets would have some kind of a description when u hover over it, so that u know apx. what can u insert in it. Or a callout menu with description what can be inserted in the socket. Like the "selection" socket, i realized that is the socket i can use, but had no idea what do i have to plug in, so a menu of some sort could point out some choices from what u can choose...a hint or something.
I am really curious about the light setup on how you managed to make the ico spheres look like water droplets. Is there a screenshot or settings or the layout or something please. Thank you for the geometry series i just came here after the content creation one.
Great tutorial bro, keep it up. But could you show on elements that can be used on projects like developing a forest or objects scattered & interacting on water or humans walking on side of the road using this tutorial example. This was a great example but it is abstract & most of the projects we get are based on real world elements.
How do you select one specific object to be the only one to generate points on its faces, when you are using a collection to instance multiple objects?
hy, have you ever used RDP to get high computer specifications? like google cloud, aws, or so on? gpu prices are currently high, i think, maybe rdp can be a solution
Awesome tutorials! I want to distribute instances on a grid from a noise texture. I want procedural clusters of objects. Do you cover that? I tried using the texture on the selection inputs to no avail. Can't see where else to plugin it in.