A helpful bit of advice you might need, when I hooked up my Collection Info to the Geometry Proximity the whole mesh went white, the good news is it's easy to fix with a 'Realize Instances' node. Just thought that might help some people.
5:40 Yeah it's the top one because in 3.4 (I think), they removed the mix RGB so now it is the Mix node which include most all type of mix. And it's showing in your quick favorite because while you cannot select the old one anymore, it is still there for compatibility reason (To not break literally every material because of that)
Yeah I've since figured that out, the new ones cool cause more features but I do wish it defaulted to color settings so it wasn't extra clicks every time I want to use it.
@@benjaminweimer6327 Same here. Color settings are more used so it would be better. Also, another way to get the old mix node is to use the mix shortcut of node wrangler. This still do the old mix node.
The whole video is great but that array trick solved a problem I had a year ago.. IT'S SO OBVIOUS WHY DIDN'T I THI.... Great way of showing how to get proximity between objects to affect shaders, cheers
Thanks a lot Benjamin ! It looks as if even i will be ready to follow you. Well explained by you. I learned so much. Thank you ! Greetings from germany
To add to this: I usually personally aim for voice to be between -12 dB and -6 dB. It works great for talking content. RU-vid normalizes the audio anyways if it's loud enough.
4:07 I had one heck of a time trying to make the VALUE node to work in Blender 3.6.2 I deleted the node and inserted a new one, I had the timeline set to frame 1, etc... I did this several times. It almost seemed like the #frame just wasn't responding at all. Then for some reason it started to work. Crazy!
I love how literally everyone started using geometry nodes for motion design, forgetting that a lot of it can be done without them. I also love the quality of excuses my brain makes for not learning geometry nodes.😅
yeah but using only modifiers you don't get the data flow and it's hard to transfer attributes. Obvi you can use wave sims to do the same thing... but you wouldn't really have access to the data. It's lower level creating.... which can be more work but gives you more power. Houdini FX has something to say about that concept for sure...
I should say... you might be able to do something very similar with the dynamic paint set to waves... but once again if you use this method and kept tweaking after some time building it you could eventually be more powerful. or it would be cool if you could get dynamic data in geo nodes. Which you actually can... anyway procedurals is def. the hardcore method for creating effects.... idk. When people talk about proceduralism i don't know if they really understand the power it has. It's control from bottom up
Great tutorial! Thanks a bunch for putting this together 🙏 I got everything right except the water ripples weren't as circular around the edges, but very pleased.
You could try building a point cloud in geo nodes, then the putting rain drops (spheres would work) on the points plug that into the (realize instances before the geo proximity node, and move that down through your water plane, you will need a fairly dense water plane.
I based it on some of the math from prismatitadev's distance field tutorials for unreal, (it's where I got gradient + time into a texture) but the rest is just figured out.
I would use Geo nodes into another color attribute for encoding the "time" instead of a value node with a driver. Drivers are a bit less reliable moving from file to file, especially in materials which don't have library overrides yet.
That's an interesting idea, another option is use keyframes with linear extrapolate but your probably right, what you said would probably be pretty reliable for switching projects.
@@benjaminweimer6327 and you could even extend the idea to include more settings (like wave size or frequency) in the Geo Nodes, just to make it easier to adjust!
Looks great! How do you increase the size though? I have a massive boat in the ocean and its making these tiny ripples. I want the actual scale to be much bigger EDIT: Ah I just scaled the plane up and it made the ripples bigger. Seems to have worked fine
You would have to rebuild the functionality in unity using unities systems. But the overall technique and math should be the same in other programs. The biggest thing is that you will have to do the mesh proximity in a different way, I have seen it done though so I know it's possible.
Thx for the amazing tutorial, I just don't know how you make the ripples glow when your plane is transparent. Could you explain how you made the ripples glow? ^^
Sure, so you plug your ripple mask (what would be plugged into the mix RGB to define the colors) into the emission strength on the principled bsdf, then you change the emission color right above that to whatever color you want it to glow. If you want it brighter add a math node set to multiply right before the emission strength input and crank up the amount. Let me know if you're confused about anything
Hey Benjamin this is some cool tutorials everything works thankyou so much for this Tho I wanted to know if you know a way to make the ripple stay and fades away when an object is moved? Thanks a bunch 👌
Thanks, I'm not sure how to get that effect specifically, I'm sure you could do it with simulation nodes but I haven't touched them at all. You can also get something kinda like that using dynamic paint for the gradient but it's great, and a gigantic pain to get working. One way I'm sure you could do it with geo nodes is make you cider geo duplicate constantly and have those duplicates shrink over time but not move, so when you move your main mesh away it will leave a trail of shrinking meshes, then make those meshes invisible, it might give the general look your going for. I'm not sure if that would work or not but it seems doable.
@@benjaminweimer6327 hey benji thank you for the respond these are good ideas hmm I guess I'll have to find a work around for now then again thanks you so much and keep up the good upload my man 🙏
So it works fine for me in viewport (textured mode) and EEVEE render, but in Cycles render the plane just changes to a solid color. And I tried downloading your Gumroad file but it didn't give me a zip to download after "purchasing". Using version 3.1.0. The "color attribute" node is a merged "attribute" node, with a "color" socket, but that worked the same way as in your vid.
This is really awesome, thanks! Is there a way to limit the ripples strictly to where the intersection of objects occur? For example I've noticed that if you have a second plane and place it just a smidge above or below the ripple plane, the ripple will interact with the nearby plane, even though they don't intersect, if that makes sense. It's as if the the proximity is searching a little bit into the z axis above and below to find objects to ripple around.
The easiest way is to remove it from the collection. I'm not sure if there's a way to make the geometry proximity not check the z axis. You could probably check what's above and below a certain threshold and remove it from the selection.
Hi there! this tutorial is amazing thank you so much! i guess i only have a problem where my collection info node keeps being in instance instead of geometry and i don't know if it's affecting the results ? i cant seem to change it
You should be able to stick a realize instances node after your collection node which will turn the objects in the collection from instances to real geometry.
6:05 There is something wrong with how you used the noise. It offsets the center of the ripples (bottom right is ok, top left is different). Not sure how to improve (multiply instead of mix ?). Besides of that, great tutorial !
Is that when you plug the attribute node directly into output color in the shader? Make sure the attribute names match including caps, and play around with the values on the map range.
trying this in 3.5 blender and its just a fully coloured plane, (subdivided, applied, everything has been followed, set to relative) the "color" input just changes the color from black to white
hello im following your tutorial. Great video btw. There is a issue when I trying to view in render cycle mode, the ripple wont effect the surrounding object, unlike material preview and eevee render
It works in cycles in the project file. Are you using transparency at all? If yes try just adding a math node set to multiply right before the transparency mask is used and crank it up. It might just be an issue with values mapping slightly differently between the renderers and it just needs to be a bit higher.
When I do tutorials, I practice with a script (well, more like detailed bullet points) until I can do it all in one go, then I record it all in one go... then I do a new voiceover based on the original audio in the final edit. Is it overkill? Yes. Does it produce good results? Also yes. Btw the tutorials are not on my personal channel. 😏
Benjamin, good video. In as friendly as way as I can say, your audio needs work. Your voice is fine and clear, but the audio level overall is too low, and the thunderous keyboard and mouse sounds like your mic sits on a desk next to your keyboard and mouse. Try a mic boom, headset, or other isolation, and a cardoid (noise cancelling) mic to keep the keyboard from distracting. For a new viewer, sometimes the keyboard "booms" make your words hard to figure out. As for your examples, please try to explain "why" you are doing things. You have some of that, but a short description of each goal before each step would help a lot. You do this a few times, but usually, the purpose of what you are doing is left to the end of the process, and blitzed through so fast, it is hard to figure out: He was trying to do "X here. You're doing fine. Make corrections and your channel will grow.
Hey awesome tutorial! I want to implement it in my environment but I'm not sure how I can change the size (or rather the radius) of the ripples. Currently they spread over the whole plane, can I add a Node somewhere to have control over the size? (changing the "To Min" doesn't work). Thanks!
Make sure you have scale applied on both your plane and objects effecting the plane. Also make sure your plane have enough geometry. Make to max is also set to 0.ley me know if you check these and still have the issue.
@@benjaminweimer6327 Sorry for the late reply! Do you mean applying scale with Strg+A? That helped with the size of the ripples, but they still go too far into the water. (From object to object I mean) Adding more subdivisions doesn't change anything and To Max is already set to 0.0
@@keyeyey Hmmmm. if nothing else you should be able to select everything with ctrl + a, then scale it all up then apply scale, and then just repeat playing around with the overall scale till you are happy with the size.
@@benjaminweimer6327 Okay I think I figured out the problem. The shader works but because I'm trying to make a RIVER that flows though a sculpted landscape Blender doesn't understand that the part inside the landscape also should have ripples. Even if I delete the faces under the water with the Boolean modifier (applied) and even separate the Islands it doesn't work. I'm not sure if this is fixable but thanks for the help! :D
hellos! was just wondering what would you use/how would you render this? im not sure if i missed anything, but when i looked at it in the fully rendered view in eevee and cycles, the whole plane was just too blaringly bright. (i was only attempting the water ripples effect, not the cool ripples at the end.) i hope you could help me out here! thank you! (ps. overall, nice tutorial btw :D appreciate the video)
The only thing I can think of that would make it too bright is if you have the emission turned up too high. Check the emission strength in the material and make sure it's not too high if you have a node driving the emission strength add a math node right before the emission strength and set it to multiply with a number that's less then 1. If it's not an invasive material make sure you don't have any lights in the scene that are too bright. If none of these fix it lemme know.
@@benjaminweimer6327 hey there, tried it both things out! but it turns out i had an extra light in the scene, and it had reverted to a ridiculous number (1000+W oof) without my knowledge, must have fumbled with it along the way on accident haha. thanks again for the tips :D
Does this still work? I've followed this to a T restarting multiple times and cannot get the geometry to affect the shading, the only difference I've found is my collection reference outputs a instance instead of geometry, any help would be greatly appreciated!
When I open the file in 3.6.4 it still works, although blender might be doing behind the scenes stuff to keep it compatible. I have the project file available if you want it, but as for your issue I cant think of anything specific that would cause it. make sure your collection info node is set to relative, make sure you have a realize instances node after it. Make sure the name in output attributes is exactly the same as the name in the color attribute node (including caps). Also check if scale is applied and play with the values in the map range to make sure that the gradients aren't too small to see.
I may have missed it somewhere but is there a way to use it with alpha transparency? What I mean is that in the intro part you showed it was possible to get the ripple effect but with transparency instead of the water colour.
I believe I explained it towards the end of the video, but if not. You just take the ripple mask that would go into the mix rgb where you set the colors and instead plug it into the alpha slot in the principled bsdf. You may also have to set the blending mode to either alpha clip (recommended) or alpha blend. I then also set the emission color to purple and turned up the emission strength to make it glow. Let me know if you have any other questions.
I've been trying to figure this out as well. I'm not sure which node to mess with or add to get an endless loop. I tried setting the Noise Texture node to 4D and keyframing the W field, but that did not work.
You basically need to add a Crossfade between to textures. You can try looking up looping noise textures in blender on RU-vid. But no I don't really know a particularly clean solution.
I activated the nodes, created the plane and the sphere, made the geometry nodes and shader, but can't see anything happening. I don't know where it went wrong
If you preview just the color attribute on the plane do you get the gradients? This will determine whether or not the geo nodes and colors attributes are set up properly. If you do see the gradients then the problem is somewhere in you shader. Lemme know what you find.
@@benjaminweimer6327 with just color attribute nothing happens either. I don't see the gradients. The problem is from the start nothing happens. I set the parameters like yours, and also the nodes, but it doesn't apply to the sphere, nor the plane. I'm stuck at the subdivide section, and from there, nothing. :/
Ok a few things to check is the geo nodes system on the plane, is the sphere in the edges collection, is the edges collection set to relative, is your attribute named the same (including caps) in all 3 places, (geo nodes object data properties and in your shader)
Weird have you tried just starting a new blend file, sometimes an obscure might get hit that changes things unexpectedly, I would first try just copying everything into a new file and if it still doesn't work I would try starting over. I'm sorry I don't have anything more specific cause I don't really know what's wrong.
Have you tried using an emission shader? You could also try plugging your mix rgb with the colors into the emission slot on the principled shader and playing around with the strength.
You should be able to add the water plane to the asset library. I believe it will also bring dependencies so it might bring your collider collection as well but I'm not sure.
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Everything works and the tutorial is reall good, but I can't seem to find the reason why after adding the principaled bsdf node it just won't glow, I have blender 3.6 if that changes anything for the situation.
If your in Eevee make sure that bloom is turned on in render settings. If your using cycles you will have to add the bloom in compositing with a glare node set to fog glow.
I'm not sure exactly what you mean, but you can theoretically add the ripples to any mesh, you might even be able to plug the ripple mask into displacement and get the mesh to have ripple deformations which could be what you're thinking for a slime character.
@@benjaminweimer6327 First thank you very much for the quick response. Second, the context on type of slimes, like what are found in say dragon quest for an example. Imagine someone poking one questioningly/inquisitively. I am curious if it was possible to utilizing the above info for making ripples in on non flat surfaces. Since you demonstrated on a flat plane I was unsure this technique would work on a non flat kind of shaped surface. (since some past tutorials I have followed rarely show on a non flat surfaces.)
Sure, just flip the sign in the divide node so if it's a positive number make it negative and If it's negative make it positive, that should work lemme know if it doesn't.
Hello there Benjamin, I have some question. I found this example on twitter that show a ripple sim with geo node. Any chance you might be able to share some tips?