How to Make Ocean Waves in Geometrynodes! If you want to see more Blender related stuff: Current projects of mine: / bbbn192 Downloadable projects of mine: gumroad.com/bbbn19 #blender #geometrynodes
The shading for the wave in the thumbnail is the "metal_shiny' matcap (in the workbench render engine) tinted blue. I found it post recording and found it works quite well. (The 'toon' matcap also looks cool)
Your explanation is pretty straightforward. I'm new to nodes and your video helped me better understand wide range of things that can be achieved using them. Thank you
for those wondering about coloring the waves without rendering, add a mix rgb node between map range and material output, set the color to a dark-ish blue, and set the factor to 0.275
Wow..i was searching the sample texture node in 3.0 ans...it disappeared ! And then I saw your video and...the evidence of using texture to displace became so simple now. Great job. 👍good continuation.
Well done, just like in the cartoon - the car hit the boy and stopped in the most interesting place. and now sit and guess through which bundle to combine the noise and wave height to a heap.)))
Excellent ! you make such an impressive work !!! now, animating the blend file from gumroad i get a flickering exposition in the render. Is there a way to avoid it?
What would it take to create a breaking wave that a surfer would ride? The wave would peel off a point thus creating a barrel where the lip of the wave throughs out.
An amazing tutorial, but it looks like this is for the super experienced users, very fast and many things are not explained. There is something missing when at the end the texture and shadows were added, where does the Map Range connect? Thank you.
hi i am totally zero level beginner some of those items that you connect them together with wires... i cannot find them. Should i exclusively download those features?
Hi. I am doing this now. You would follow the steps in the video first. Then, create a separate object, say a sphere. Add the subsurf mod (use less than 7 for sphere, it already has geometry). With that sphere, you can go into sculpt mode and use the Snake Hook sculpting brush to mold the sphere into the shape that you actually want (Maybe a tongue like shape for a single wave). Then, go back to your modifier stack >> add "Geometry Nodes" under the subsurf, from the drop down menu. In that modifier, select the geometry node wave pattern you just created from it's drop-down menu, and Voila! It applies beautifully. Correction: it's better to use a plane, instead of a ball. Make sure the plan has enough faces. Just use the sculpt tool, to pull a tongue like shape up out of the plane
I don't have an exact answer but I would start by playing with the outputs from the Separate XYZ nodes so that the wave is applied in a different direction. And explore from there. Sorry I can't say more rn!
Using only #frames will make the waves move very fast... so dividing it with any number helps to slow it down... In the tutorial, the FPS is set to 24. So frame/48 gives a value of 0.5 per second. Instead of using any random number, dividing it based on the fps of the file gives a precise and predictable value for every second of the animation. To understand this better, you can create a sphere and enter #frame in X location value. Then divide it by 24 and 48 (assuming your fps is 24), and you'll see how it works.
I am having lots of trouble. I can't find the set position node in the geometry node editor. Anybody know why? It would be really really helpful to figure this out
When I downloaded it, not being a Blender expert, just a beginner, it looks great. But there's an weird image behind it? All a bit confusing. What I'd like is a file I can just edit quickly into a tsunami.
The sine and the cosine seem to work in a different way if you set the Blender units (to centimeters) to match the Unreal Engine units. Can you recreate all these steps in Unreal Engine 4 and see why it's not working ? For the "Separate XYZ" you can use "Component Mask" or "Split Components". The sine, cosine, multiply and add should be the same. For the "Combine XYZ" you can use "Make Float3" or "Append". To get the position you can use either the "VertexNormalWS" or "Absolute World Position". Thanks. See what you get or why is not working.