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Приєднався 25 вер 2023
Just some blender/3D stuff
Make Disney Style Environments in Blender!
Trying to create an environment from the lion king as a learning experience in Blender :) Hope you enjoy!
Переглядів: 71
Відео
HYPER procedural Grass Scatter using new nodes- Blender 4.3
Переглядів 47114 годин тому
Using the new features in blender 4.3 to make some super random customisable grass. Take this setup to go and make infinite variations of all kinds of assets to scatter!
New FOR EACH in Blender 4.3 Explanied
Переглядів 967День тому
Taking a look at the "For Each Element" loop in blender 4.3 and showing some examples of stuff you can make with it!
Magical Effects in Blender
Переглядів 1,1 тис.14 днів тому
Going over my process for making abstract magic effects using simulation nodes in blender! Thanks for watching :)
Procedural Golf Ball - Blender
Переглядів 14321 день тому
Using geometry nodes to make a simple procuderual golf ball in blender :)
Snowfall in Blender 4.2 using Simulation Nodes
Переглядів 44621 день тому
Using simulation nodes to create some realistic snowfall :) enjoy!
Photoreal SNOW close up in Blender
Переглядів 285Місяць тому
This is a method I developed in blender for making snow thats capable of being viewed extremely close up and displaying high levels of detail. Its quite interesting and I learned alot about both snow and render settings making this, so im sure you'll learn something :)
Create Cinematic Environment/Renders in Blender - Overview
Переглядів 787Місяць тому
Taking you step by step through my process on how I make cinematic environments/renders in 3D. I hope you learn something and leave a comment if you have any questions :)
New features coming to Blender 4.3
Переглядів 22 тис.Місяць тому
Full feature list here: developer.blender.org/docs/release_notes/4.3/ This is taking a look at the alpha build of 4.3 and some of the major features coming to it!
Intro to Procedural Textures in Blender 4.2
Переглядів 7552 місяці тому
Making some sand in Blender 4.2 procedurally and explaining everything from scratch!
Procedural Clouds - Blender 4.2
Переглядів 1,7 тис.3 місяці тому
Using geometry nodes to make a procedural cloud generation modifier for blender 4.2 and up.
Grease Pencil 3.0 is a BIG deal
Переглядів 8 тис.3 місяці тому
Taking a look in blender 4.3 at the upcoming grease pencil features and their impact on workflows.
Reflections in EEVEE Next using Light Probes
Переглядів 7 тис.4 місяці тому
Looking at how to use reflections in EEVEE next in blender 4.2 using raytracing and light probes.
Bubbles are EASY in blender 4.2
Переглядів 5 тис.4 місяці тому
looking at making a quick bubble scene in blender 4.2 using the new shader attribute and some geo nodes ofc ;)
Fairy Lights - Blender 4.2
Переглядів 1,5 тис.4 місяці тому
Using the new realise instances node in blender 4.2 to make some christmas lights even tho its summer
Simulation Nodes Particle Trails - Blender 4.0
Переглядів 1 тис.4 місяці тому
Simulation Nodes Particle Trails - Blender 4.0
Give Images w/ Alpha Thickness - Blender 4.0
Переглядів 4364 місяці тому
Give Images w/ Alpha Thickness - Blender 4.0
Beginner Tutorial - Low poly deer - Blender
Переглядів 8445 місяців тому
Beginner Tutorial - Low poly deer - Blender
Low Poly Animal Creation - Blender
Переглядів 2,6 тис.6 місяців тому
Low Poly Animal Creation - Blender
Remove Scattering Intersections - Blender Geo Nodes
Переглядів 6397 місяців тому
Remove Scattering Intersections - Blender Geo Nodes
Tennis Ball in Field - Full process Blender
Переглядів 9667 місяців тому
Tennis Ball in Field - Full process Blender
Particle flow on Curve - Geo Nodes Blender
Переглядів 1,7 тис.7 місяців тому
Particle flow on Curve - Geo Nodes Blender
Intro to Simulation Nodes - Simple Explosion
Переглядів 1897 місяців тому
Intro to Simulation Nodes - Simple Explosion
Camera Culling using Active Camera Node - Blender 4.1 Geo Nodes
Переглядів 4,8 тис.7 місяців тому
Camera Culling using Active Camera Node - Blender 4.1 Geo Nodes
Fully Procedural Lego - Blender Geo Nodes
Переглядів 1557 місяців тому
Fully Procedural Lego - Blender Geo Nodes
Geometry Nodes Based Styled Hair - Blender
Переглядів 1847 місяців тому
Geometry Nodes Based Styled Hair - Blender
amazing!
Thanks!!
This was a good tutorial, my only critique is that when you were making the light you were moving WAY to fast for someone who is trying to follow along and trying to learn all this. Please go a bit slower I beg you!
Thanks for the feedback! its hard to get a balance of explaining everything and not making a 1hour tutorial haha
非常好的教程!
Incredible work. This gives such a realistic result. Thank you!
Thanks alot!
Hello.i dont know you name x is what?
Hi! the attribute i called x is just a stored index value per mesh island, so each seperate string of edges gets its own value, which i used as the group id on the fill curve node
Why does Fill Curve make everything go one dimentsional? A Line running across the X axis?
Fill curve only works in one plane, youll have to rotate your object and apply rotation until you find that plane :)
@@Polycount-tw4ix It doesn't just flatten the curve, it's actually one dimensional, as in, one line along x axis and all y and z values are 0.
@@Polycount-tw4ix I got it, I need to find the right angle to draw from BEFORE drawing the GP stroke. Seems like a bug.
for anyone else running into this in the future; rotate the gp object 90 degrees on the x axis and things will function
How would you go about lowering the amount of spheres that are emitted? My problem is that the scene is completely full of bubbles now. Great tutorial btw!
Thanks! Just turn down the density on the distribute points node :)
Just wanted to add and I had learned this from Ducky3D that after extruding and then joining the geometry, use the "realize instances" node to have a better fill when using Mesh to Volume.
Ah nice! Ill have to try it, i didnt think it would make a difference here as there arent any instances
@ yeah! I was replicating your tree and at one point remembered his video. Very odd.
amazing, please do more
wow it's fantastik, beautifull, thank you. please do more, kiss from Italy.
Thanks so much!
you are amazing
For each loop and grease pencil geonodes are just amazing. So much new possibilities. Btw. you're a really good tutor. Don't stop :) One thing I don't really grasp yet is the new hash value node. Could you elaborate on that?
Thanks alot! And all hash value does is take an input value, and convert it to some random integer output, like white noise but for more than colors :)
The only thing better than procedural is hyper procedural. I've always said that.
True
@@Polycount-tw4ix Very cool example of how to use the For Each loop. I'm beginning to see the practical benfits and it does seem pretty performant. Thank you! One tiny, unrelated tip for quicker node searching - you don't have to type out the node name in the order of letters, e.g. 'ctm' will get you curve to mesh, 'cli' or 'cul' will get you curve line, etc.
Thats pretty usefull! Thanks
Awesome method! Thanks for sharing!
Thanks for watching!
how did you fuse the duplicated nodes together? I've been trying to do it but it wont work
Hm, do you mean joining two sections/nodes together? I use a shortcut, but you can just manually add a join geometry nodes and plug in both inputs :)
I've just tried both sphere and plane probes but when use the sphere i get some artifacts with raytracing. So i change to Light Probe in the settings but then the reflection on the mirror disappears. Any solutions?
Geonodes are definitely for the lateral minded.
Applying the Node Group to my other scatter objects did initially not work (all objects were gone). Solution: Changed "Active Camera"s "Object Info" from "Original" to "Relative". Now it worked.
i recreate the node at the end, and seems doesnt connect, i cant draw any shape in draw mode
nvm my bad, its working but just try figure out how to make it not in 1 axis drawing dependent
@@vinderesual I'm having this issue as well. I recreated the node set-up exactly as it is in the video but the fill curve node is flattening the mesh to the xy axis regardless of the orientation of the curves. Did you find a fix for this?
@@markkiernan9314 for orient is only dependent on 1 axis, still cant figure it out, i just rotate my axis to get it same as the video, but the first method is cool and less heavy load for the machine
Hey :) the fill curve node only works when the input curves are flat and oriented in a particular direction, so try rotsting your grease pencil by 90 degrees and applying rotation
@@Polycount-tw4ix okay anyway its grease pencil not an VR voxel modeling, so it work like a drawing plane, well can we ask more :)
Great solution, thank you. I couldn't follow the development stages, because the switching to the various development views by Shortcuts went too fast for me. But copying the finished setup worked ;-)
Amazing Video, Can you Share this Geometry Node for Us
Thanks! Sadly...I deleted the file, but you should just be able to copy the nodes and have it work :)
@@Polycount-tw4ix Thank you So much for replying :)
thanks
Hi, there is another feature!! if you select a node for each in the number panel in the properties tab there is an Inspection index there you can choose which geometry element to work with at the moment directly
Thanks for this. I'm slowly beginning to see the possibilities of this workflow but I'd really love to see some more examples. Looking forward to your next tutorials!
Thanks :)
Looks sick!!
awesome video, you are so good at explaining things. Thank you
Thank you!! Glad its helpfull
Nice! Would the dimple distribution be more even if you increase the mesh density of the base object and then added subdivision after the dimples?
Thanks! Hm not sure what you mean by even, but the base mesh density basically controls the amount of dimples, as each vertex becomes a dimple. Subdividing before the set position improves accuracy, doing it after may smooth it out a bit :)
@@Polycount-tw4ix Well, you mention in the video that the dimples are a bit unevenly distributed due to the subdivision adding vertices unevenly. That's why I wondered if doing the subdivision step after would solve that problem.
Oh i see! Sadly i dont think that subdividing after would solve it. My thought in the video was that the ico sphere doesnt perfectly evenly distribute its points when subdivided smooth, so the geometry proximity values were just slightly off in some places
screencast wouldve been helpful, no idea how you are doing some of the things
Thanks for the tutorial! It helped me a lot. Found out that you can get the backfacing of the grid (no need to use a cube) by plugging the camera's location in the raycast "source position" and multiplying the vector direction by -1 to invert the direction of the rays. It seams to be working even though i am still in the middle of ttrying it. Anyway thank you again!
Thanks! Yeah that method sounds cool
thank you so much. I am following the tutorial step by step and learning a lot about curves in geometry nodes. And i am enjoying every minutes of it.
Thanks! Glad i could teach you something
How i can add world tennis league text effect on it
Youll need to make a texture for that and then add it into the shader, possibly on a new uv set, i do this in my golf ball video :)
@@Polycount-tw4ix ok thank you brother i will check your golf ball video
this is so good! using this on a client project!
Thanks! Love your vids :)
Thank you
what exactly did you do at 3:39? I can't figure out what you're adjusting here
just turning down the noise effect using a vector math scale node
Had a look at the transcript to find out what you were doing....you need to do something about your sound volume.
yeah it should be louder in newer vids
i could follow you upto where you subdivided? can you explain more.
what part confuses you?
how can one set each layer to a different material?
You could conver the layers to instances using the new node, then use an index node, compare it to different integers(0,1,2 etc) and then use that on the selection on a set material or as a switch :)
thank you! o(≧∀≦)o <3
must appretiate the delivery) could listen for hours
Dammit, the minecraft community mindset has spread out to other software, run! Before it's too late, run!
Wdym
What happens with irregular shapes like a mask, or when lights are reflecting on them?
The reflections will use the closest light probe and read the closest reflection from it if its in its bounds
I would like Blender to work on pool caustics
So I was just using a reflection plane in the previous Evee and it was working great, now the reflection plane works in the viewport but not while rendering. Yes, I checked that everything is supposed to be rendered and raytracing is checked. Please send help.
Sorry, im not sure :(
this Will be my bible from here on, thanks a lot man❤
I appreciate this. Just came across it. I’m trying to learn blender right now
It looks soo good! 😮
This tutorial is so informative and relaxing at the same time. Its like watching Bob Ross paint. I learned so much from this video. Thank you so much!
wow! thanks
@@Polycount-tw4ix :D So I used this set up to animate some fishes along a curve. I was trying to get the instances to align to the curve tangent. But nothing happens when i plug that in to rotation in Instances on Points :/
So youre going to want to plug the tangent from the sample curve node into the vector input of a "align rotation to vector" node, select the correct axis (think its y but you might have to fiddle with that and the pivot) then plug the rotation into the instance on points rotation input :) this is on 4.2 now also
@@Polycount-tw4ix It worked! Thank you so much!! :D
Howzit guys, for the past couple of days this has been giving me the hardest of time... I am not sure if I am the slow one here...but is there a group or forum I can join? I would really like to pose some questions as well in order to gain more knowledge
Good video man!
Light linking in Eevee is the most anticipated feature for me. Lesgooo
helped a whole bunch!!! thanks so much. running into an issue where one face will always render on top of the other, but i may have missed something
i have arranged the links in the same order to the join geometry node as yours is, which hasn't seemed to work. one of the faces (the back one) renders on top of the other from both sides
figured it out!! in the material properties changed render method from "blended" to "dithered"
thanks for watching! happy it helped. Glad you figured it out! yeah thats an issue that only happens in eevee