A tutorial on how to quickly set up different porous materials in Blender using the Volume Cube node in geometry nodes. My socials: Website: ryomizuta.com/ Twitter: / ryo_m_graphics Instagram: / ryomizuta_graphics
To answer the 2 most common questions I keep getting: 1) How do I change the colour? Add a Set Material node at the end of the node tree, create a new material and select that. *Just creating a new material in the materials tab will not apply it. You need to explicitly call it with a node. 2) I have my own geometry/model. How do I make it porous? Check out my other tutorial - how to turn anything porous: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-fn8tcUt6uxo.html
@@IslamKhalil-cg3du The colour ramp in geometry nodes is not responsible for changing the colour - it is being used to define the output values from the Voronoi textures. To assign a colour, you need to have a Set Material node, create a new material and select it inside the material selection option in the Set Material node.
Amazing! I could not click on this video fast enough. So clean and clear explanation...specially liked the live playing around to get different results! Playing around with voronoi texture for scientific illustrations is a new facet altogether... Once again, Thanks for this video.🎉
In the tutorial I believe the set material node was setup not connected - so ideally you would just have to make a new material seperately and in the node titled "set material" - you can chose this new material(colour) you created. I hope this helps. @@IslamKhalil-cg3du
Superb video , I tried and got it !🔥🔥 How can i apply this algorithm to not just cubes or basic shapes but to shapes like car wheel rims, bumpers, dashboard etc.??? It will be great if you can make a video on modifying this algorithm to any modelled shapes, thanks!
Great video! ✅🎉. @ryomizutagraphics Just to add to this above comment, In continuation, Can we apply this algorithm to any 3D data such as car bumper or interior panels which is imported into blender!? File format can be .stl or .obj or .fbx . My final output requirement is applying these porous algorithm to the 3d data, get good porous patterns in good quality suitable for 3D printing ! Sorry for this lengthy comment!
I have a separate tutorial for porous geometries with any geometry on my channel. However, cylinders do seem to have issues with that technique. Try modifying this setup as follows. Add a position node, connect a separate xyz. Connect out only x,y components to combine xyz to make an xy only vector. Add vector math (length) to it, then compare node set to less than. Add a math node set to multiply before the map range node, and multiply the output from the colour ramp with the compare node from above. Toggle the "less than" threshold value in the compare node to get thinner/fatter cylinders
No problem! Add a Set Material node just before the group output, create a new material in the material properties, then select that material in the Set Material node in geometry nodes
Bro, i try to achive cake texture, you know the nice white looking cake base. i tried voronoi texture + displacement modifier, its kinda look like 90% real cake, but your methid now is this making 100% ! thanks sir
Hello sir... I created this porous cube and And I also created the stack structure of Perovskite...How can I use this porous cube as material in perovskite to indicate grain boundaries... please help
Thank you so much. I followed your steps and made the porous material. However, Do you know how to change the color of the material? I tried many ways but it did not work.
Rather than using "S" shortkey to scale the geometry, use the Min and Max limits on the volume cube node. Eg if you want to stretch in the X direction, decrease the min X and increase the X max.
Thank you soo much for this video. Exactly what I have been looking for! One question though: how do I change the color of this porous material? I am new to blender I still can't figure it out.
1) Click the porous material, and open the material properties tab. 2) Click “New” to make a new material, rename it to what you want (eg “porous material”). 3) Next to the base colour option, use the colour wheel to select the colour you want. 4) Come back to the geometry nodes setup for the porous material. Click on the input option for the Set Material node and select the porous material you’ve just created.
Depends on what your geometry is! If it is something simple, eg a cylinder, sphere, cuboid, your best bet would be to apply some further limits on the density using the position node. I show an example of how to do this for a sphere in my lithium ion battery video. If it is something more complex, you’ll want to bring in your geometry as well as the primitive volume cube. Then, create a Boolean conditional which =1 for positions in the volume cube that lie inside your geometry, and =0 for positions outside. And multiply that conditional together with the porous texture.
amazing. just explain me how much geometry does this cube have ? is it a single surface from all sides ? or you have to subdivide to make this effect ?
If your question is "is this computationally heavy?", the answer is "yes". Some details: With my geometry nodes setup, the computation to produce the porosity is performed using volumes (i.e. not geometry). The idea is induce spatial inhomogeneity using the volume's inherent "density" attribute. Therefore, you initially deal with voxel resolution of a volume cube rather than amount of geometry eg for a mesh cube. So no subdividing needed; instead, a reasonable voxel resolution is needed to resolve the pores. Of course, there is a volume to mesh conversion after creating the porosity - after this, there is indeed real geometry, but the subdivision level here is determined by the vol to mesh settings.
@@ryomizutagraphics ok,thanks .appreciate it. i've just downloaded 4.0 ,and i'm trying to make sense of geometry nodes. in next few days ill try to experiment a bit wth them and i think that your video will be very helpfull...since it is short but it goes straight to the point. tanks again
Thank you for posting this video, this is what I've been looking for! But there is no "Volume Cube" menu can be found in Geometry Node Editor, what should I do?
Great video, it worked for me! 💯🔥 Just one clarification tho' , can we manipulate the cube to some shape and follow the same process to get the porous? Or in other words if I model something using a cube , fix that design and then if I were to add the porous, how much the algorithm would be changed ?
Amazing video! I have a question though. How do you make other shapes than cubes with this? I find that if you try to rescale the volume cube into something else the porosity streches in one direction and i can t get it back to normal...
Good question! If you simply want a cuboid/stretched cube, play with the individual x,y,z components of either the Min or Max inputs on the Volume Cube node. E.g. if Min = (-2,-1,-1) and Max = (2,1,1), you'll get a cuboid with the long edge along the x-axis without the porosity stretching in that direction. If you want more complex shapes (cylinders, spheres), I'm going to make another video on that soon
Since the density input to a volume node is basically an SDF, you can take the maximum(densityfield1, densityfield2) = intersection of the two fields. So you can have another shape inside the cube with density set to 1 everywhere inside and 0 outside and take max value with the noise field and this mask field to clip the porous material to an arbitrary shape.
Any chance you could explain this more? I am trying to get a model to be completely porous like the cube, but not sure what to do since the mesh-to-volume doesn't have a min or max, or resolution.@@amoose136
Can you please explain how you achieved the animation of particles coming in? I am new ot blender and any sort of direction for this will be much appreciated. By the way, great job!!
What I did was very crude, and there are many other ways to do it better. I think all I did was create a volume cube in geonodes, made it quite long in the z axis, distributed points in volume, then instanced on points a bunch of spheres. Then using a transform geometry node, I controlled the z position of this block of atoms. Keyframe the z value of the Translation input and you’re good to go
Sorry for the late reply. I explain this at the end of my video about making Li-ion battery structures. For a sphere, you need to compute the distance of each point in the volume (use Vector Math Length with Position field as input), and pass it through a compare node set to Less than or equal to. The threshold value will dictate which points in volume = 0 and 1. Feed these into the density input for the Volume Cube
@@ryomizutagraphics can you please explain the procedure. i am facing difficulties to make it sphere. i have added all the node as explained, but i did not get the result. can you help me out with the values which is mentioned here, i am not getting that
please, let me know how to colour the materials? I am trying with all methids that I know, and it does not work, I coloured it before starting the geometry node, and then when I starting the geometry the colour disappeared