I love these Geonode tutorials! I just finished your awesome RiverGen series. After knowing almost nothing about geonodes and then following along with your vids I was able to make my own setup for tree foliage, grass that follows curves, and moss that grows on vertex colors. I understand these are pretty simple things, but like a week ago it was all magic to me that I didn't understand and i think it's starting to all make sense.
There's a lot of stretching on the Z axis at the end of the flag, I mitigated this a little by multiplying the X by 0.5 between the Vector Scale and Vector Length nodes with separate xyz, multiply by .5, into a combine XYZ node
The funny thing is, this kind of fake-it-until-it-looks-right approach is how CG *used* to work. Because of the trend towards physical simulation as a catch-all solution, I've seen more than a few, shall we say, suboptimal solutions to problems even in the professional world. Stuff where it would have been much, much easier to fake it but the team ground out some massive, inefficient physical sim instead.
I’m honestly so grateful I found your channel, helped me out to a level you won’t understand all the other channels don’t explain it like you do, loved the patrion message too and will be joining when I get paid!♥️
i always wanted to use simulations but my laptop isn't capable of running smoothly and thats good to know there is still a way to do that without simulation
if you want you can use a curve that is level with the x axis and add a curve profile to it that is aligned on the z axis and if you squares not rectangles not resampling just use the length and give them the same value.
I hv been following your tutorials closely. This is really cool because with cloth simulation one is limited with a number of key frames. But with this, you can decide how long the animation can last. Thanks for this Bro 😍
It would be cool to add a limit range, somehow, to restrict how much a vert can deviate in X from it's original position. This would reduce stretching when cranking up values.
You could've stored grid uvmap output instead of trying to do math from grid dimensions. Correct vector math would be to divide X & Y vectors by X & Y dimensions and adding 0.5 to bot of them.
Great tutorial! I'm thinking it might be super useful for capes for superhero shots too with a lot less sim hassles/demands. Thanks. Btw, I got your book pdf, but how do I get a lovely printed copy like you show!
one of the best tutorials alltime, sir ! priciate that you showed your skillz. i would love to know how to make this follow a curve so its like waving, or someone waving it. thanks sir ciao
Hey Sir, can you help me quick on this. If i want the bend this flag to a curve ? how do i connect this quick ? where the curve should must be ? would be epic sir. i try this simulation on a character who has the flag in his hand. thank you
i don't have the options you do. my grid node doesn't have the uv map node on it and when you do the gradient test at 2:11 my rectangle is still solid white.
Hello blender genius, always grateful for brilliant and amazing tutorials Btw could you create this ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-jlKNOirh66E.html hatching method in blender as well? Tysm have a wonderful day😉