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Calculus of Variations (in Blender) // Optimization Simulations 

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27 июн 2024

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Комментарии : 56   
@andrewphoto4750
@andrewphoto4750 2 дня назад
Bro a shapeshifter every time he post
@gnome3d750
@gnome3d750 2 дня назад
😂
@omidpakbin
@omidpakbin День назад
I don't think I will ever going to use this technique, but I still sat through the whole thing, because this is one of my top favorite channels. Dude wastes no time. So on point. Love it.
@shadamethyst1258
@shadamethyst1258 День назад
It's a technique used in other areas of computer science, and there are many variations to try to find better extremas
@sasodoma
@sasodoma 2 дня назад
One thing to note about this iterative optimization is that it doesn't necessarily find the most optimal result, just the one that is better than all of the nearby ones. So for example with the two mountains, you would probably never get the line to cross a mountain and find the best path around, because when it tries to go over a mountain, the middle is still comparatively better.
@OGPatriot03
@OGPatriot03 2 дня назад
That just depends on your math, for example you could multiply any z axis distance by some arbitrary value to weight inclines more heavily. If the noise distortion is sufficient then one of the random paths would probably eventually skirt around to either side and that would become the new shortest path.
@globglob3d
@globglob3d 2 дня назад
​@@OGPatriot03 but if the noise is too strong and big you'll get poor accuracy toward the end. Ideally the noise scaling and strength should decrease overtime in order to get good exploration at the start and small distortion in the end.
@user-sl6gn1ss8p
@user-sl6gn1ss8p 2 дня назад
one approach to help with that which wouldn't be too hard to fit into this would be to always accept changes which reduce the length, but also possibly accept changes which increase it, but with a chance which goes down the larger the increase, instead of simply adding more noise. This means the path still strongly favors becoming shorter, but still retains some chance to wander about. You could also keep track of what the shortest path found was, besides the current path.
@namor_votilav
@namor_votilav День назад
Exactly, why not just blur position while «pinning» endpoints with spline parameter?
@user-sl6gn1ss8p
@user-sl6gn1ss8p День назад
@@namor_votilav that won't work for most metrics, will it? Like, if you're using euclidian, which is the usual, it should work, but for anything else I think it would fail
@Casey-nz7xl
@Casey-nz7xl 2 дня назад
Just in case you are not aware, you can uncheck "Normalize" on the "Noise Texture" to change the range from (0, 1) -> (-1, 1) which would have the same effect as the "Subtract" vector node. (But with a factor of 2)🙂
@gwentarinokripperinolkjdsf683
@gwentarinokripperinolkjdsf683 22 часа назад
thanks for saving me using map range everywhere
@13thxenos
@13thxenos День назад
Damn this is amazing. I had a flashback to my machine learning class where we optimize a function. This could be an amazing learning aid, if a teacher can actually use blender as well as you. And you can actually use better optimizing functions instead of random. Though even in this simple form I had a hard time following.
@juliusfucik4011
@juliusfucik4011 2 дня назад
Definately going to use this. This has so many uses in modeling and visualization. 👍
@Ali-s-s-s
@Ali-s-s-s День назад
I don't know what this channel is about anymore man but I'm always watching nonetheless, this is magnificent.
@MysteryPancake
@MysteryPancake День назад
can't wait for episode 2 neural network in blender
@uriinbar6046
@uriinbar6046 День назад
to invert the endpoint selection, i think using a boolean 'not' node is simpler and more elegant than subtracting from 1
@harryblends
@harryblends День назад
"It's always the useless things that end up being the most useful" - my mum
@fredrik3685
@fredrik3685 18 часов назад
In order to reach optimal target faster you can add "temperature" to the simulation. At start the added noise can be high but as the simulation continues it can cool down i.e. the added noise can become smaller and smaller.
@hakankosebas2085
@hakankosebas2085 11 часов назад
Could you tell in detail how would implementation be exactly?
@skop6321
@skop6321 День назад
man explained calc of var in like a minute and my physics professor never could get anyone in class to understand lol This is very cool, I've always liked calc of var. it creates some very cool shapes
@jonathan6296
@jonathan6296 2 дня назад
I feel like an idiot watching this.
@drokolesko12
@drokolesko12 День назад
But in every task you somehow find a smart solution!
@gower1973
@gower1973 2 дня назад
That last example reminds me of that thing you can do on graph paper, where you draw a line from x1 to y10, then x2 to y9 and so on and it ends up tracing out a curve.
@user-sl6gn1ss8p
@user-sl6gn1ss8p 2 дня назад
what do you mean by x1, y10, etc?
@rubenoconnor198
@rubenoconnor198 День назад
@@user-sl6gn1ss8p As in draw a line between the points 1,0 to 0,10 then again between 2,0 and 0,9 and again from 3,0 to 0,8 etc.. If you then imagined drawing an infinite amount of these lines (in this case the step =1) but if we used a step that was infinitely small we would get a smooth curve. And also im pretty sure the name of this curve will be a quadratic Bézier curve since what you are doing is essentially evaluating nested lerp functions. It is pretty much a geometric interpretation of De Casteljau's algorithm on paper - very cool imo and hope this helps :)
@user-sl6gn1ss8p
@user-sl6gn1ss8p День назад
@@rubenoconnor198 I think I'm misundertanding something, the way I got it this would make a curve mirrored in the y axis. Which is still kinda cool tho
@Jebarrda00
@Jebarrda00 26 минут назад
ok this is cool. lots of cool stuff. iterative optimization is very cool and swaggy
@_spartan11796
@_spartan11796 2 дня назад
Great stuff as always!
@steamer2k319
@steamer2k319 5 часов назад
Pro-tip: decrease the scale of the exploratory offset you use in each iteration. Extreme pro-tip: try to identify linear or convex aspects of the particular problem and then exploit that. In the case of the bubbles, try to minimize tension. Instead of moving each vertex in a random direction, weight each vertice's movement towards neighbors which are near longer-than-average edges.
@edwardedward6130
@edwardedward6130 День назад
This is great! You're the best! Thanks!
@PnkBabyZebra
@PnkBabyZebra День назад
when you stroll by and theres a hyperbolic paraboloid in the thumbnail
@rafliadharivaldy883
@rafliadharivaldy883 21 час назад
bro just like a mad scientist
@grantmcgregor1571
@grantmcgregor1571 2 дня назад
I really apricated this, I tried doing lattices in blender and was stuck with geometry nodes without using Booleans. This helped.
@gwentarinokripperinolkjdsf683
@gwentarinokripperinolkjdsf683 22 часа назад
This is useful, but you can get similar results by applying a smoothing operation instead of random noise, then you don't even need to test that the surface area is going down. much less general though i suppose
@panz1skate
@panz1skate 2 часа назад
Great tutorial, as always! It seems that the algorithm converges to the local optimum and not to the global optimum. on a flat surface they're the same, but we cannot be sure for other geometry.
@StarkRaveness
@StarkRaveness 2 дня назад
nice work
@drokolesko12
@drokolesko12 День назад
My personal genius
@user-tr4oz9cj6p
@user-tr4oz9cj6p День назад
Nice way to teach Lagrangian mechanics. Can you please do hemeltonian mechanics. Not for me for science.
@potaatobaked7013
@potaatobaked7013 2 дня назад
yo calculus!
@maxungar516
@maxungar516 День назад
just watched physics for the birds / the double bubble theorem. you may be interested in ideating on that general topic
@deedyago
@deedyago 2 дня назад
When does this channel shift to a math one?👀
@PCgmesforever
@PCgmesforever День назад
Question. 3:27 is there a benefit of subtracting the end point Boolean from one opposed to using "not" node ?
@DesignTWO
@DesignTWO День назад
boomer here. Love your videos, but I have to listen to them at half speed cause I'm old af.
@mod3528
@mod3528 2 дня назад
Why just do not use Blur Attribute node instead...\
@sikliztailbunch
@sikliztailbunch День назад
Maxon! Take notes. Why is Blender better in so many features. I just figured you cannot measure surface area in C4D. Lame! Thanks for this great video!
@dwellersart7538
@dwellersart7538 2 дня назад
🙌
@echauz1
@echauz1 День назад
Very nice, but there's no calculus of variations here; that was non-guided random search
@skop6321
@skop6321 День назад
math is math it is calc of var at its core sure, its basically a minimization function but it gives results consistent with calc of var
@hakankosebas2085
@hakankosebas2085 11 часов назад
Yeah thought same thing, do you know any better algorithm to that else? Any tutorial source?
@fals_volks3127
@fals_volks3127 День назад
Oww just 10mnt Vid 🤔
@hakankosebas2085
@hakankosebas2085 11 часов назад
Sorry to be greedy but it doesn't make a smooth perfect surface, needs too many iteration, is there a better algorithm?
@steamer2k319
@steamer2k319 5 часов назад
Yes. Convex optimization + gradient descent.
@lennon163
@lennon163 Час назад
AI will replace us? :(
@Odelia-f2l
@Odelia-f2l 2 дня назад
Cette conversation rappelle l’importance de la curiosité et de l’apprentissage tout au long de la vie. C'est un voyage qui vaut la peine d'être entrepris.💋
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