This is a genuinely incredible tutorial. You explain everything so thoroughly and clearly, without leaving anything to question. I've been searching for hours for help with a very beginner issue, and this video has been a huge help solving that problem, but it's also just incredibly informative for what you're showcasing. You clearly have a good understanding of blender and the math and science that goes into it. Thank you!
This tutorial was amazing! I just wanted to know how to move different scaled points along a curve with geonodes and now i have something a thousand times better and really inspiring, thank you
Since I made this video, I came up with a much better solution to this, available on my gumroad maxedge.gumroad.com/l/objectflow It's basically the technique I used in this video - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE--mAmjkauErU.html , so I don't believe a remake is needed.
Not sure what went wrong, but the ID will not really move the instance, but rather set the value on the next one. So it shouldn’t work with motion blur. At least I got a clear stepping in the forward motion. I did that in another geonode with the curve sample factor, and that did work smooth.
Great tutorial! However, it would be awesome if you could put a final node view up at the end. I have a mistake somewhere and can't seem to find it. Or, even make it available for download. Keep them coming!
Hi please you could you help understand the relationship between curve resample and time in seconds. No matter what I do the animation always looks "staggered" and "choppy" I cannot get the particles to flow smoothly without being extremely fast. Even with the curve resolution set to a really high number.
First off, this looks amazing! Is there any way to sort of "build up" flow along the curve? I tried "build" modifier which at viewport seems to do what I am trying to do with the curve but that does not seem to cooperate/update with geometry nodes and "progress" in this geometry node setup always leave some unwanted straggler particles at the end or at the beginning of the curve
(Blender 3.0.2) First, thank you for this tutorial, was last piece at a scene where I am working now. I am having problems with the Capture Attribute part for the radius, I am using the radius at the transform tab. Seems that the Capture Attribute at the Radius or the use of the radius on the transform tab with the Capture attribute is corrupting the file. For who have problems with this, just stop before Capture Attribute part.
Everything was working until the capture attribute was added. The radius has no response and made it thin. I am using 3.0 and the capture node looks a little different.
It is indeed not present in 3.0. You can recreate it by placing a value node and typing #frame on it. After that, with a little math you can transform frames in seconds if you need to.
@@MrTomyCJ do you know if you can call fps in the same way #fps or something? Would be nice to be able to port the node setup from scene to scene without worrying about adjusting.
If you animate the original models, I think the instances will also move. I don't know how you could offset the animations tho (so that they don't all flap their wings at the same time)... maybe by instancing a bunch of birds with different animations.
I believe the index is just to select which element of the collection you want, many instances will use the same index; the I'd is different for *every* instance and is used to get random values for them all
"I followed this tutorial to create an awesome project, but since the vertex count can change, I can't export it even as an MDD. Is there a way to bring it into Unreal Engine?"