For the people who will get lost at the Transfer Attribute part, in Blender 3.4, this has been change to Sample Index to which you have to plug an additional Index node.
I discovered this when the face area node was introduced in the alpha builds, but never did anything beyond creating a geonodes tool for it. My generalized method was just duplicating the mesh I wanted the tension map on so it could work for any mesh, but I like the optimizations you have made and will definitely be fixing up my personal tree. Very nice tutorial.
Honestly, you are one of the greatest. Fell in love with this channel because of how you breakdown complex Hollywood type effects into simple processes.
Thanks so much for finally doing a tutorial about Chris Jones saying this is much as you could throw up about this because this is seriously the future hes made the best ones ever ....I promise I'll stay subscribed forever and sing your praises to everyone I meet
Hi! Great tutorial! Thank you so much! I have learnt much more than just making the wrinkles! One think I decided to change though, because I felt it would be too difficult to apply these nodes to other models. And I also wanted more outside control over the wrinkles. My solution: Connect the Face Area to map range directly (9:54), and take "From max" value to the Group input (through a multiplier by 0.0003). This input would control the spread of the wrinkles. The result of the map range goes to the ColorRamp, separate RGB and Area output. Additionally, I control the size of the wrinkles and the noise scale. Works very well and can be adjusted for any liking.
hey I'm trying to do it your way but running into few issues. Would love if you could explain this further, especially how to apply this to any object with a mesh! Tia!
Super cool! Have you already tried this to simulate wrinkles on elbows and knees, with muscle bulges? That should be a possible solution for that ongoing issue.
I noticed the whole video you're doing it on the cylinder and stuff... Can you make one specifically designed to show us how to make faces like that guy that made that human add-on for blender? 😎'I would seriously be like 🤠'yayyyyyyy
@@RomboutVersluijs 😎'you mean wrinkle maps right? I looked at human generators node groups and he seem to have some specialized wrinkle nodes haven't bought it yet but I'm going to...
😎'so badass man...you figured this one out and you're teaching it to us thank you ...his characters that he makes are the guideline I was measuring all mine to o
Because all this video is a continuous improvisation of the author. And Chris Jones uses displacement maps and drivers and the grid is much easier and can be animated without the death of the computer)
Looks like the Transfer Attribute node was replaced with the Capture Attribute node instead which is similar but without the index input, and it's just black. After going to the subtract color step, it still has color before it's moved Edit: I just had to go to Group > BaseState and connect the Area output
Having waded through this to the end, thank you for posting! But it does kind of confirm my view that visual programming like this is not a good paradigm once one wants to do anything complicated and is actually less ergonomic than an API, and I say this having written a node-based application myself. You always ends up almost having to fool the nodes to do what you want them to do, as with the stage where we're duplicating the object to use as a base state, which is pretty much kludge territory.
@@BadNormals It's really a pity there's no simple way to get a base state from the mesh; Blender knows what it is internally, but it's not exposed apparently?
Id love if u also shared a blend file for these tuts. As not everyone dosnt have the time or wants to set these up themselves, but rather use the tool. id even pay you
How do I apply this for the character's face I understand the science behind it and how to create the nodes but how do I use that to improve my character's face with wrinkles ... Can you start off with an already made character and make a tutorial on that
Can anyone help me 🙏I'm a rookie and have been following along well up until 8:40 idk how he added the thing, please could someone explain in simple terms
I figured out what I was doing wrong, but there are some innerworkings that your Patron tutorial helped me see as an issue that I had to work out. You were mostly right. It DOES work and it can be used as a mask. It also DOES work for any mesh. It isn't exactly the same system, however the changes are worth looking into your Patron to see them.
Wow really awesome..bizarre how easy you talk about all of this. Wonder how this will work on a real mesh. I mean you add so many ch mesh data. Didn't he do it with maps?
12:52 In blender 3.5, there is NO "transfer attribute" freak sake =( And it does not work with Sample Index instead. My mind is blowing, why they made it so complicated: I need to get sample index from old mesh, then I have to connect sample index to get index from Object info, then I have to connect geometry from old mesh and index from Sample index, and then I have to connect Value from Group Input... who the hell invent this way...
I tried this approach again, but only to take the masking from the Area. In the 3dview it shows, but as i hit render, the Area mask doesnt work. You have any idea what could cause this?
nevermind i found the cause. The GN was added after a subsurf and this had viewport render 1 and render 2, but than those fine tuned number in the Range dont work properly. Im new to GN, now nothing about it
SUper One.. BUT.??? why do i need to put Vector math Note (Substract).5.5.5 before Set position Offset and you Not..?? Why you cylinder stay on center and my not .:D do i haw mist something..?
Cool stuff bro! u have to have 200+ IQ to discover that XD.... I have a suggestion: the forehead for example will commonly contract in the vertical direction, but if the same forehead mesh gets contracted in the horizontal? That's where the 'get lenght' kicks in.. if possible, implement a sort of a 'find contraction direction' utility in the node-tree. And furthermore: there are some stuff the have a pretty peculiar folds structure, that, I imagine could be solved with flow maps, but that's an advanced topic.
does this work with existing character models with textures and rigging? and if so, is there a way to weight paint areas that you want to apply this to for either a whole body with bending areas weights or separate weights for multiple weight groups? somehow I get the feeling this wont work on an existing 3d model. i'd love to be wrong but I really do not have the patience to watch this video seeing that it's geometry nodes and I have used them only twice, and for a reason, they are such a nightmare to work with, especially when with every update, the developers change the UI, names of the nodes, or something just never make sense unless you already know them (only for the next update changing them again), it also doesn't help having a severe adhd so I want the info now and not after watching multiple videos (blender guru's donut tutorial is a brilliant example of what I mean, great for people that are not super stupid like me, and hey, I might be harsh on myself but if I wasn't so stupid as I claim to be, I would not have so much issues with learning as I do) I am sorry for getting into that rant, I have used blender for almost 4 years now, a lot of time but there is still so much for me to learn before I get the level of understanding with the node maps as professional color mixers and geometry world creators have. some people call me pro but in my eyes, a pro knows how to solve or approach problems, I just copy tutorials instead and remake models like 10 times over time I use blender out of my own interest and not out of a school assignment or anything, also my work is on the non family friendly stuff, but at least I can utilize the skill for the family friendly stuff if need be, at least it's much more acceptable than being unemployed as long as I have been while only gaming, or doing literally nothing... let's just say it's an outlet to direct my adhd energy into. it has actually made my life much more livable, as much as I hate/love blender. so many possibilities but so unbearable learning curve
Awesome Tutorial! For those of you using Blender 4.0 like I am, do not check the "individual" box on the "Extrude Mesh" to get the result in the video; otherwise you will have a hair particle effect that looks like repeating columns sticking out. Also use the "Capture Attribute" in place of the "Transfer Attribute," since this is the closest replacement in Blender 4.0.
You should be able to save a bunch of math by skipping the multiply by 200 and remap nodes and just dividing the NewArea by the BaseArea and subtracting 0.5 to get the correct range for the color ramp. If NewArea = BaseArea: NewArea/BaseArea = 1. Minus 0.5 = 0.5. If New Area > BaseArea: NewArea/BaseArea = More than 1. Minus 0.5 makes it between 0.5 and 1 (We'll ignore that there's a possibility for NewArea/BaseArea to be greater than 1.5 because the color ramp clamps everything to a 0-1 range) If NewArea < BaseArea: NewArea/BaseArea = Between 0 and 1. Minus 0.5 makes it less than 0.5
I'm sorry if it's a dumb question, but how do you do that? Do you get the NewArea with a NamedAttribute node? And the same for the BaseArea? And then use a Divide node and a Substract node? I tried that and didn't get the same result.