Dude this is so cool. You are opening my mind to a whole new world of Motion graphics. I primarily use DaVinci Resolve for my personal and professional video editing / motion graphics needs. But your channel has some really awesome ideas and looks. Thanks!
Today I went back to one of your other recent videos where you used the Remesh modifier to create a metaball-like effect and combined that with this node to come up with some pretty cool stuff! 😁
If you're introducing a new node... might want to say *what* that node is first... I was like "WTF, all those nodes are really old"... 😅 I'm writing a translation addon that would create node groups in Unreal's Geometry scripting. This would allow players real time access to inputs of any of Blender's geometry nodes. You could put stuff like this in video games, and let the players have fun with it. Like making their own house like the cube with a hollowed out sphere.
@@TheDucky3D Ya, been working on it about 10 hours a day for nearly 2 months. Not bad, considering I can't really code... and had to have ChatGPT to get over *many* hurdles...(Related to syntax, and commands specific to Unreal)
Great video, if i can offer a suggestion? After watching tons of these tutorials but tons of people there is one thing i never see that would be SO helpful. If you could put a screenshot of the the Nodes from input to output that would be amazing!! (Either in the video or a seperate high res link)
Great tutorial, can you share how you set the material for the version in the thumbnail? It looks like the color changes based on the size of the point
What I am having trouble understanding is this: How does the wave texture and color ramp phase know to scale the shapes from the inside to out or outside to in? like, what is stopping it from phasing sideways or diagonal? Is there a way to control the phase shape? Phasing into or out of the shape of something else would be neat.
Hello im having an issue, i have a curve for wich i want to set a rectangular mesh, now when i set that mesh to volume and distribute those points it won't work? How can i solve this problem?
nobody knows. bcos you only use when you need it. and need it you allready know what its do. this is it "blueprint" drag this box here and.. just need know what its doing and need know whats all doing lol to know what can use to make what need make or make what can make. its rat wheel. you not know if you not need to know
Mograph in Cinema 4D does exactly the same, and even better and faster than working with those idiotic nodes in Blender. In addition, there are more fields that add features. So Blender is very weak in this regard and it is still very far from Cinema 4D in these capabilities, not to mention Houdini.
The best thing I have ever heard a creator say "...... it was to hard & I gave up before I started.... " It really makes me feel better knowing that even the best of creators can sometimes be as confused as the rest of us. Cheers Nate. 🦘🐨👍🏼
Yesss. super useful. You can use this to create arrays very easily without having to mess around with the initial geo, just drag faces around to extend the bounds and tweak the grid for spacing. Thank you!
Wow, amazing. The only downside I experience with things like this is having so many ideas flood my mind so rapidly that I have a hard time focusing on any particular one of them, and a creativity block forms that takes me time to get around. Still, very excited about this new trick! Thanks!
It's not so much that it's complicated. It's a type of cognitive bias called "the curse of knowledge" where the person who understands a topic can't bridge the gap between their understanding and that of someone less familiar with the topic. It's a blind spot where they assume the person has the same background knowledge.
question.... once I get this geo nodes setup done, how can I turn the dots or points rather into an actual mesh for texturing in the shader editor? I was able to use set material node in geo nodes but I don't see how to do more than just that. I want to be able to overlay two materials and such. I tried make instances real but it didn't work like I thought. I just want the globby ico sphere cube to be translated into a mesh that looks like my result. One cool thing about this geo nodes idea is that it has very few polygons. I made a cube of spheres and shift D that a bunch to create a sci fi tower and it was like only 800 faces or something. With that I could have 100 towers in a scene. But I don't understand how to add texture/color to them as I would normally. thx!
We can't believe it, every time we need to do something in our movie, we go to your channel and find the solution! Thank you very much for everything you share! We are very grateful!
Wow, this could be used for a really good Janemba teleporting effect. I'm not too familar with geometry nodes, but you can make the cubes dissipate, right?
If you're up for an "Entagma challenge" you could give "New In Houdini 19.5 Pt.1/Pt.2" a try. How tangent singularities was dealt with using blur attribute (now possible in GN?) just blew my socks off back then. Don't know if it is even possible, and if any other approaches would be needed to pass "other types of tangents" (?) to the shader, but... If you need to pass in a model for data manipulation, something resembling a Y tee would be a good start. The point is to have branches and make anisotropic shading (Cycles only) look good and natural, focusing especially at the 2 singularities and tangent flow. It's just about one of the most mind bending things I've ever seen.
I recently followed an Entagma video for a cool geometry nodes effect, but they were using blender 2.8 and I was in 3.6 so the geometry nodes were really different in the older version! I did manage to translate everything he did into the newer version and it was an incredible effect.
How did you make the material in the thumbnail? I cant quite figure out how to make the material change color. I noticed the cubes go from red to yellow based on the point scale but... still scratching my head
Thank you so much! I really didn't know about that grid mode of vol distribuiton, neither of the spherical mode in wave texture. 😄 It's really fun, i played with it today. Just uploaded 2 shorts. If you let me, i'll mention your channel in descriptions.
dude, i just found this myself while i was working on interesting ways to put a ton on trees on some landscapes. its a game changer, im gonna try and involve liquid sim with this; That being said i added a wave and baked that to a song
Again, my boy did it again! Another straight to point tutorial that helps an artist even after years of blender, it's so cool to live in a community where you learn from each other, it's just amazing! Thank you, Ducky!
Great tutorial, I'm having issues with using a Mesh Boolean in conjunction with the Distribute Points in Volume node. As the volume animate/moves along the surface of the boolean object it changes the location of the points. I need them to stay the same during the animation. Hope that makes sense. Can you help? Should I use a different method to boolean mesh?