On my old laptop the cursor would sometimes change to this size at random due to crappy gfx drivers. I hated it so much. If these tutorials weren't so damn good, I'd never be able to watch an hour of this :D
This is my first time seeing one of your videos and aside from the outstanding tutorial with tons of great info, I've got to say that your voice is amazing! It's so calm and soothing, it's really relaxing. I could probably listen to one of your videos to fall asleep and absorb some blender knowledge while I'm at it! I also wanted to say that you're able to explain things in a way that's fairly easy to understand, even for somebody who's very new to this sort of thing. You're a great teacher. Amazing video! Thanks so much.
It would be helpful if you explained the grand idea behind what you are doing before you implement them, it's very hard to keep up with the "why" of it all.
you just know its a good blender tutorial when the presenter starts speaking in tounges half way through, I thought i was good at shader nodes but this shit is on another level.
I have a custom stylized glass shader I made a while back, with fully changeable settings. It's even on my gumroad... Guess I should go optimize it for blender 4.0
As always, a wonderful video. Very useful information, a lot learnings and perfectly explained. Also, it is me, or your voice is very relaxing and calm. Can not wait for the next!
This was really great and i hope more simulation nodes tutorial will come, but i would appreciate a little of explanation about more specific nodes, like the sample index... i saw other tutorials of yours and my critique is the same. btw thank you for this amazing vids
When I am about quitting Blender, something awesome like this happens. It is nearly impossible to find such a high level content in any other software-based community. Thanks a lot for sharing.
I first noticed this kind of effect many years ago in Team Fortress 2, where I think this Irish guy had this bottle he was fighting with. I remember being very intrigued at the time!
Yo thank you! If you want to get your liquid more like the thumbnail then you can use a refraction node taking that red colour we made into the mix. That'll let you bend things behind. You can't do 2 refraction with Eevee though so keep the glass bottle how I did it already.
A really great tutorial on simulation nodes and shader nodes and a good use case. Would you ever consider complementing these videos with written content? To help with following the procedure and thinking in a logical manner.
That's a great suggestion but it is super time consuming. If I could load the transcripts onto something like chatgpt and have it produce most of it and then I can just add the extra polish and pertinent information then that sounds more doable. I'll have a look into that
@@Erindale Thanks. I know sometimes even with the most diligent labelling/framing etc, I can look back at even my own more modest node trees and my eyes glaze over 😅
I know it is not your thing, but I would absolutely buy a class that you did on programming in Unreal Engine blueprints and shaders. The stuff I am finding is so basic and even juvenile...
My brain always hurts after watching one of your tutorials, but in a good way. Crazy idea: maybe we can put the material part into the geo nodes and instead of switching shades setting the density of a volume (not sure if that or converting it to a mesh kills the performance)
Help help!!! Is there a way in Blender geometry nodes to find the matrix for going from a coordinate system into another? I know the maths and I can write the node myself BUT I think it must exists somewhere. Right? Right?
Yeah for sure you can just convert the vectors from Cartesian into whichever space you want. If you know the maths you should just be able to build it with math nodes on a position / separate xyz setup
@@Erindale What I do is get a point find the normal and the tangent plane. Then find the points projected from an ellipse drawn on the tangent plane onto the model and move the points from the model along their normal with a soucoupoid (whatever that is in English) equation. Gives me a nice blister with smooth transition. In order to do that I must express points coordinates into the original point system of coordinates (normal + tangent plane). I was kind of hoping some Blender maths guys would have given us a node to do that. I mean we do this all the time, don't we?
The tutorial is amazing! And helped me a lot to understand how about shadings work. I followed every step to the end and managed to simulate the fake liquid. However, there's a small problem: When I make 2 or 3 fast movements with the object and then stop, the top of my liquid doesn't go back to its original form. It keeps its wave form. In fact, some times it goes back to the original form, but most of the time it doesn't. I already tweaked the flow and delay attributes but it didn't solve the problem. Do you have any tips in how can I solve this problem?
This method is life-saver in comparison to classic liquid simulations One favour though; could You post final screenshot of whole node and material? something went wrong with my recreation and flow takes microsecond, no matter what value I put into factor
Hi! I was curious, I made a bottle without the geometry nodes and added thickness my self. Do I need to duplicate a new mesh based on the form of the inside of the bottle to create the liquid? or start over and follow the tutorial?
Hm I think you should just be able to asssign the liquid material to the inner faces and the glass to the outer. If you added the thickness with a solidify modifier then you can use the material offset option on the modifier to make it use the second material slot
Hello Erin.. It was a great video as always. I have just a small question. We used a mix vector node to create dampening effect for our location change. Using a low factor we can set the speed of dampening. That is cool but the dampening is linear. Is there a way to manually set the dampening curve?
The easiest thing with this setup would be to take the output from the other mix through a map range into the factor of that vector mix. That'll let you adjust the dumping per the speed
The end file opens fine in 4.X so I don’t believe so. Maybe check the end file linked in the description and see if you have something that’s not the same
This Normal trick only can work with non photorealistic render? I ask cuz I think this can be a good way to make slicer material without using booleans.
good afternoon, thank you for this excellent tutorial. grateful for your time. and share knowledge. I would like to ask a question if you can help me please. How could I put a floating object in the middle of the liquid?
Hmm a bit tricky but I would try to maybe make a selection of geometry around the liquid level that you can use to average their positions which will give you a point in the middle of the apparent water surface. You can then instance on it. It’s a bit tricky because there’s no actual water surface, so you’re just having to guess
Okay, I understand, I thought that, I'll explain what I'm trying to do, I have a sphere, that sphere is full, imagine something like I have a sphere, but the sphere is not completely full of liquid with nodes, it's just missing a little bit and in the medium, I want it to have a letter floating with a light, and that light also gives the light effect outwards. Thank you for responding and for your time.@@Erindale
Hello, I don't speak English so I speak through the translator, sorry for the bad spelling. I have a question, I downloaded the tutorial file from alix from patreon and I see the animation and everything is perfect, but I don't know how to delete the animation so I can move the object at ease, how can I move the object and make the liquid move like in the tutorial? thank you for your time
I'm not quite sure what the question is here, sorry. As long as you're playing the animation while you move around the objects, you'll have liquid effect. If it's already cached some and you want to remove the cache then you can turn off caching on the physics properties tab or just move the object and go back to the start frame and it should start recaching when you play again
Very helpful tutorial, but I'm stuck on something. The liquid disappeared at some point during the tutorial, I think around when the glass shader was being created. I should also mention that the glass shader has blocky edges and does not look the same as it does in the tutorial. I continued on as I assumed that the liquid would reappear later on, but it never did. Simply moving forward a few frames in the timeline or playing the animation did not do anything, and I don't know what the issue is. Is there something I missed in the tutorial? Edit: I've checked the project file and that is working fine, so I must have made a mistake on my end. Any idea what that could be?
i tried downloading the simulation of patreon after the setup didnt work for me but the models just apear with the glass shader without the liquid inside,could anyone else figure this out?
What is the difference between using a seperate xyz and colourramp (set to constant gradient) instead of the dot product and less than (when you're only working in the xyz directions)
Compute speed. Also it's just a better habit to build as you'll use it in all situations rather than having a special workflow you just use in some cases
@@Erindale I replace the tranparent bsdf with my liquid shader, put off attribute[ colour] , also skip the attribute[colour] in gometry nodes. It can simulate but the liquidfied area just went white shader.
It seems that if I pull of the mix node (around video 12:00 )and replace with my liquid shader, it won't show as white soild anymore.🍾But now I don't have the beautiful surface of my liquid.
This is super cool! I wonder, is it possible to call global transforms in Geonodes like you did in the shader editor with the rotation_euler attribute? I tried using a Named Attribute node but it doesn't work and I cannot specify which domain to get the attribute from.
This is very cool, but can it do splashes? I was thinking if you did something similar to the shape shifting geometry nodes tutorial it could be possible to cause objects that fall in the water to generate splashes
A bit hard to do because there's no water. The surface has no three dimensionality as your actually just rendering the back faces of the mesh with an up normal. Perhaps you could use a raycast to check the mesh what the mask is and when it goes to 1 you could instance a splash object
For some reason my liquid disappears at Frame 1 and suddenly reappears on subsequent frames, and also takes an inordinate amount of time to settle. What nodes would I need to adjust to fix that?
On frame 1 it probably has trouble because we're finding the difference between current and previous frame. You could just use a switch node on your flow vector and switch to (0,0,1) for frame 1. For the time to settle, that'll be the mix factor / subtraction amount you're using that drops your multiplier on the sine wave towards 0 - that delay attribute. Check you hit zero in the shader as well as you're needing to stop rotating the surface normal
This just looks like liquid but its not a fluid simulation. You'd need to properly simulate fluid for things like volume preservation, splashing, pouring etc
@@Erindale got it. I was 90% sure that it's only a visibility of the liquid but I wanted to be sure. :-) And another question, will object made with this method easily transfered to Unreal? Or it won't work there properly?
You'll be able to rebuild the logic inside unreal shaders and you'll be able to get it much better looking as well. You'll be able to totally control the normals there whereas Blender limits you
@@Erindale sooo, If my final goal to use this physics inside Unreal I should start in Unreal from the start? :-) I also wonder, what are the benefits of Blender from the Unreal? I mean what is better to do in Blender before taking it to Unreal? The only real thing that comes to mind is making a 3d model, I see that many people make em in blender and then export to Unreal. Is it so? And if there is a difference if I want, for example, make a cartoon with characters with realistic physics and I want to make just an animation for the game with characters with realistic physics, is it also better to be make in blender or in unreal?
i watched for 5min and i gotta say, this video is not a tutorial. if your are a beginner like me who just decided to start learning Geometry node, this's not the video for you I really did learn nothing, i don't know what is Group input, idk what is set position is, and it's took me 5 minutes just to find (4:00)scale node, cause i though shift + A and search(scale) will find it, little to know it's shift + A -> search -> type " vector math "(you will see "add" as a default, change it to "scale" then connect it with normal node). yeah........... it's not for beginner unfortunately. grate video by the way
Yeah my channel is generally for more advanced procedural stuff. I do have some basic videos though that might be more useful to you to get started with 👍
Effecting the geometry is always going to be slow compared to shaders. It is an option but this shader method is more accurate to what the artists for HL Alyx used
Thank you so much for the tutorial. I have one question, which may be user error: during the course of setting up the simulation, my liquid stopped being visible. I thought I'd done something wrong, made a new file, followed along again-- same thing. I downloaded your alyx tutorial file from patreon (thank you for posting that for even non-patrons! really appreciated!) and there are no liquids visible in that either, without me messing around in the node setup at all. You said early in the video that simulation could break material assignments-- is that what's happening, or is this just a case of "pay closer attention"? A screenshot of the alyx_liquid_lesson.blend not showing any liquids in rendered view: imgur.com/VQIOuVc.png
Ah yeah play the timeline or at least move forward a few frames and it should load in. Make sure you're loading from frame 1 to force it to recache. You're using 3.6 as well? Material assignments made before the simulation zone will break afaik but not if it's assigned after as we do in this set up
Should work from 1 and beyond. You'll likely also need to have moved from one frame to the next as the effect is reading the difference between current and previous frame so the values might be unexpected when no previous frame