- 28
- 142 156
Ryo Mizuta Graphics
United Kingdom
Приєднався 31 бер 2022
A bunch of introductory tutorials and walkthroughs for making 3D scientific illustrations using Blender.
Procedural magnetic domain walls in Blender
A quick tutorial for creating a customisable model of Bloch domain walls using geometry nodes in Blender.
My socials:
Website: ryomizuta.com/
Twitter: Ryo_M_Graphics
Instagram: ryomizuta_graphics
Music:
Spin (Coma-Media)
My socials:
Website: ryomizuta.com/
Twitter: Ryo_M_Graphics
Instagram: ryomizuta_graphics
Music:
Spin (Coma-Media)
Переглядів: 1 669
Відео
Cover art breakdowns - Episode 2 - Ella Maru Studio
Переглядів 1,1 тис.8 місяців тому
In this episode, we'll discuss a recent cover illustration from Ella Maru Studios, featured on the front of Nature Catalysis vol 6 no.4. I'll show how something similar can be recreated in Blender in order to discuss/demonstrate some of the 3D artistic points behind the illustration. Timestamps: 00:00 Introduction 01:02 Illustration overview 03:43 Making the catalyst particle 07:16 Adding gas b...
Photonic integrated circuit animations in Blender
Переглядів 5 тис.8 місяців тому
A quick tutorial for creating waveguides for photonic circuits using geometry nodes in Blender, as well as how to animate light pulses. My socials: Website: ryomizuta.com/ Twitter: Ryo_M_Graphics Instagram: ryomizuta_graphics Music: Liderc - For Her Chill
Cover art breakdowns - Episode 1
Переглядів 2 тис.8 місяців тому
This is the first of a series of videos in which I'll be discussing all things related to creating 3D scientific journal cover illustrations. With these videos, I'll be dissecting some of my own cover illustrations and how I went about making them in Blender, as well as highlighting and breaking down artwork from other scientific illustrators. Timestamps: 00:08 Intro to the series 00:47 Episode...
Nanofiber yarn structures in Blender
Переглядів 2,2 тис.9 місяців тому
This video will go over how to use curves in Geometry Nodes to illustrate various yarn structures in Blender. Timestamps: 00:22 Basic close-packed yarn 02:40 Randomly-packed yarn 03:55 Adding procedural twisting 05:45 Hierarchical structures My socials: Website: ryomizuta.com/ Twitter: Ryo_M_Graphics Instagram: ryomizuta_graphics Music: Abstract Fashion Pop - QubeSounds
How to Animate Nanopore Sequencing
Переглядів 2,1 тис.9 місяців тому
In this video, we'll go over how to set up everything you need to create a nanopore sequencing animation in Blender. *Sorry for the weird audio situation* Timestamps: 00:00 Intro to animation 01:27 Lipid membrane 04:00 Creating the nanopore protein 06:50 Creating the helicase protein 08:20 Setting up DNA 09:05 Setting up unwinding DNA effect 11:37 Animating DNA motion 13:37 Location specific DN...
Nanopore sequencing animation
Переглядів 1,5 тис.9 місяців тому
*This is NOT a tutorial!* A short test animation of nanopore sequencing, made using Blender and the Molecular Nodes add-on by Brady Johnson. Hope you enjoy :) Molecular Nodes: bradyajohnston.github.io/MolecularNodes/ Brady's Channel: www.youtube.com/@UCt3o5sYl7y1uwBrWfy-0qVg My socials: Website: ryomizuta.com/ Twitter: Ryo_M_Graphics Instagram: ryomizuta_graphics Music...
Make ANYTHING porous in Blender
Переглядів 7 тис.9 місяців тому
This is an updated tutorial on how to turn any mesh into a porous structure in Blender using geometry nodes. It builds on my first tutorial about using the Volume Cube node to make porous setups so I recommend checking that out first before trying this one. Basic porous material tutorial: ua-cam.com/video/A3ebrDtkLGY/v-deo.html My socials: Website: ryomizuta.com/ Twitter: Ryo_M_Grap...
3D Printing Animation in Blender
Переглядів 2,3 тис.10 місяців тому
A quick tutorial on how to create simple 3D printing animations using geometry nodes in Blender. My socials: Website: ryomizuta.com/ Twitter: Ryo_M_Graphics Instagram: ryomizuta_graphics Music: Starjam - Ethereal Vistas
Skin anatomy illustrations in Blender
Переглядів 2,9 тис.10 місяців тому
This is a walkthrough on how to get started using free model of human skin to create cross-sectional anatomy illustrations. The model is made using a geometry node modifier to procedurally create cross-sectional illustrations of human skin. Controls are available to add different layers, control their surface structures, as well as distribute hair, sweat glands and fat cells Asset download (Gum...
Microfluidic droplet generation (Animation) in Blender
Переглядів 1,7 тис.11 місяців тому
This video will show you can use metaballs in geometry nodes to create a simple animation of droplets forming in a microfluidic setup. My socials: Website: ryomizuta.com/ Twitter: Ryo_M_Graphics Instagram: ryomizuta_graphics Music: Penguinmusic - Modern Chillout (Future Calm)
Multiphase Nanoparticles in Blender
Переглядів 1,4 тис.11 місяців тому
This video will show how to create nanoparticle with phase/atomic composition control using geometry nodes. Gumroad (Nanoparticle asset): ryomizutagraphics.gumroad.com/l/Nanoparticle_V1 Tutorial on how to use the basic features of the Nanoparticle asset: ua-cam.com/video/mwsAxK_pcEc/v-deo.html My socials: Website: ryomizuta.com/ Twitter: Ryo_M_Graphics Instagram: ryomi...
Procedural hydrogels in Blender
Переглядів 4,4 тис.Рік тому
This is a quick tutorial on how to create a customisable hydrogel illustration using geometry nodes. NOTE: we will only consider simplified models of hydrogels; we won't look at showing any rigorous internal structure of the polymer chains and how they are cross-linked. Make sure you have Blender 4.0 or higher: www.blender.org/download/ My socials: Website: ryomizuta.com/ Twitter: R...
2023 - Recap reel
Переглядів 2,3 тис.Рік тому
Some highlights from 2023 :) My socials: Website: ryomizuta.com/ Twitter: Ryo_M_Graphics Instagram: ryomizuta_graphics Music: The podcast intro (Music_unlimited)
Realistic Gaussian beams in Blender - Part 1 (Creating the shader)
Переглядів 4,6 тис.Рік тому
Realistic Gaussian beams in Blender - Part 1 (Creating the shader)
Realistic Gaussian beams in Blender - Part 2 (Asset overview)
Переглядів 2,7 тис.Рік тому
This video is part 2 of this two-part tutorial set on creating realistic Gaussian beam illustrations in Blender. I'll walk you through on how to get started using the procedural Gaussian beam shader, which you can download from my Gumroad for free. If you want to know more on how this shader was created, check out part 1! Part 1 (Creating the shader): ua-cam.com/video/JVWi-ji-C1Q/v-deo.html Ass...
Starting Sciart EP3 - Photothermal/Photodynamic Therapy
Переглядів 1,2 тис.Рік тому
Starting Sciart EP3 - Photothermal/Photodynamic Therapy
Starting Sciart EP2 - Lithium Ion Battery Electrodes
Переглядів 2,9 тис.Рік тому
Starting Sciart EP2 - Lithium Ion Battery Electrodes
Atomic defect illustrations in 2D materials with Blender
Переглядів 3,6 тис.Рік тому
Atomic defect illustrations in 2D materials with Blender
Porous material structures in Blender
Переглядів 26 тис.Рік тому
Porous material structures in Blender
Tubular structures and procedural cutaways in Blender
Переглядів 4,4 тис.Рік тому
Tubular structures and procedural cutaways in Blender
Device Schematics - from AutoCAD to Blender
Переглядів 2,2 тис.Рік тому
Device Schematics - from AutoCAD to Blender
Plasmonic hotspots with nanoparticle-on-mirror in Blender
Переглядів 1,9 тис.Рік тому
Plasmonic hotspots with nanoparticle-on-mirror in Blender
gem
thank you!
Thank you. Just some side notes on what I found when following this, the Noise Texture nodes and the Geometry Proximity node already operate on the Position domain by default without adding a Position node, but it maybe helps with readability to add one. Also the Compare Node has a dot product vector comparison mode
I did not realise your point about the Compare Node's feature - neat! Thanks for letting me know
Hey, if I wanna make an adaptation for this conventional 3D printing setup, into a melt-electrowritting setup which uses voltage to get the jet thinner has it descends how would you do it? Moreover, how would you also do a Taylor Cone of a electrospinning setup? Any thoughts?
If you need to manipulate the morphology of the extrude, eg to make it transition to something thinner, best bet is to use a set curve radius node after converting the mesh that defines the print path into a curve. Use the spline paramter node and plug into the set curve radius to define a different extrude diameter at different points along its length. For finer control, drop in a float curve node between the set curve radius and spline parameter node and play with its profile. For the Taylor Cone, would depend on how accurate you need this to be and whether it needs animating.
This looks good, but it would be improved and more realistic if the emission strength were proportional to the intensity. The beam waist should look really much more intense than it currently is- as the beam waist almost disappears, and in real laser beams, the beam waist is the most intense part of the laser beam.
This actually gives me direction on something that has been giving me a hard time ...doing the charge transport layers of my materials. Thank you so much. Question i do have though, how can one show a charge flow in such a set up (charge flow through the contact, it doesn't have to be animated)? I was thinking of using the bezier curve.
Depends on how you want to depict the charges. If it were me and I only needed to add a few charges, I’d just add a few spheres, give them an emission shader and position them manually where I want. If i had more than a handful I wanted to add (eg I wanted to make a train of electrons, and I wanted to freely control their path) - yes, Bezier curve + geometry nodes -> resample curve to control number of points -> instance on points with emissive spheres as instance objects, and edit shape of the Bezier to conform their path to what you want
@@ryomizutagraphics I think I will try both and see how it works out...for my case i would like to show how extracted charge from a semi-conductor can move from the core material to the contacts
i think i just found my new favorite creator to watch/listen to, especially regarding learning this stuff. finally. thank you.
Love it!!
Hey, How would one modify your FCC nanoparticle generator to make a 3 phase random particle? I've been trying make a 3 phase material, but I cannot figure out how the geometry attribute works. I am new to Blender. Any help is great, Thankyou.
Check out my multiphase NP tutorial :) all explained there
you are super amazing. please make more and more videos. can i get the basic file of this project?
great explanation..! love your videos. can you please make video for metal batteries as well.
how can we make it circular ?
Amazing work! thanks so much!! May I use it in my publication? or could you kindly confirm what specific steps I need to take to properly use your work in the publication?😊😄
Of course :) no specific steps needed, but would be great if you wouldn't mind attributing the assets in the acknowledgement section of your paper? Something along the lines of "we acknowledge Ryo Mizuta Graphics for the 3D elements used in the creation of Fig. XXX"
@@ryomizutagraphics Sure, thank you! Keep going!! Looking forward to more optical components!
@@ryomizutagraphics I also want to ask two small questions haha, How can I add a 45-degree reflective surface to the prism to make it more like a beam splitter? and how to add a clear aperture to the back of the objective lens? thanks!!
If I understand correctly you created an emissive volume where each xyz point in the volume emits light according to the Gaussian laser formula, right? However, is it possible you think, to somehow create an actual light source that behaves as a Gaussian laser beam? One that could cast light onto objects, just as regular light sources? Be it via nodes, be it via Python scripting? I'm looking for this for quite some time now.
If I understand correctly you created an emissive volume where each xyz point in the volume emits light according to the Gaussian laser formula, right? However, is it possible you think, to somehow create an actual light source that behaves as a Gaussian laser beam? One that could cast light onto objects, just as regular light sources? Be it via nodes, be it via Python scripting? I'm looking for this for quite some time now.
Yes, it is theoretically possible - I guess if you wanted to build something from scratch, you are looking to make a new light source (that isn't one of the default 4 of Sun, area, point, cone) that is Gaussian source(?) Alternatively, and perhaps a simpler route - you may want to look into the LuxCore render engine which allows for much finer control over how light is handled. I'm not an expert so there might not be a Gaussian source option, but still worth checking out.
It was very helpful but there is one which I am facing during blender is the colour of the waveguide and the signal moving to it.
excellent!
Thank you for your valuable contents in this Chanell
You are a king, your country thanks you
Oh my gosh. You're brilliant. Incredible work dude.
Can you do the same in solidworks ?
hey i can't put materials on this. can u help me ?
You need to use the Set Material node and explicitly call a material via geometry nodes
What node is in compare is it math?
Thank you!
please explain how to change the colour of the material after making it porous
Very nice video, thank you for taking the time to make it! I have one suggestion for this and maybe future projects where you have complex node geometry setups. Could you provide the whole setup at the end of the video as a snap shot with high quality, so we can easily compare? I spent several hours investigating because I missed the connection from Geometry Proximity and thought you took the Distance instead of twice the Position for the Subtract and Sample Nearest vector calculations. It was just glanced over quiet fast and in the video the "noodle" connections are not super clear. Thanks and keep up the nice tutorials sir!
Its a good point - thanks for the suggestion!
Hey , I am not able to see sphere in render view. What could be reason
@@bsbrar7936 you’re in Eevee, and using Points. Switch to Cycles to render points, or swap the Points for actual spheres to work in eevee
Great tutorial! Learnt a lot for my paper illustration!
thank you so much
Thank you very much for the pack and the tutorial! Is there any chance you might add beams with varying diameter (i.e. divergent) in the future? Or are there any pointers as how I could craft these myself?
You'd need to tinker with the geometry nodes setup, but what you want is to use the Spline Parameter node, feeding in the Factor output into the radius input for the Curve Circle that is used to solidify the root curve object for the beam into a solid cylinder.
if you only knew how much you helped me with this file!!!! Thank you very much, kind man!
how can you get 110 facet on the fcc nanoparticle? it seems like only 2 facets can be seen in your example. Thank you!
adamsın kanka
Dear Ryo, thanks a lot for this video! It helps a lot to visualize hydrogels. Everything worked like a charmed =) One extra question: I've been trying also to add pores there to show the effect of porosity on hydrogels. For that, I have used the node tree you introduced in your video about porous materials (this also works btw without having a hydrogel structure, just a cheese-like cube =)). I am struggling with the enlargement of this cheese cube without the enlargement of the polymer chains inside it. When I tried to use some extra nodes e.g. "transform geometry", Blender builds yet another layer of a hydrogel (of a bigger size I wanted) on top of what I had (with pores). What do I do wrong? Thanks a lot in advance for your piece of advice!
I'm not quite sure whats happening with your Transform Geometry situation, but if you're using the volume cube node to create the cheese-like structure, you could just set larger min/max values of the cube there. That should just extend the bounds of your system without scaling any polymer chains you disperse inside
@@ryomizutagraphics Thanks a lot! It worked out as you said! Taking my hat off to you =)
Hi Ryo, I have a cube design, but after adding the floored modulo and value and play the animation all four sides start moving. I just want it to ‘build’ up from the bottom to the top just like a construction 3D printer works. What can I do?
Hmm, very hard to diagnose the issue without knowing more about how you're creating the cube design. Is it a mesh cube? Or some kind of design you've imported? The reason the printing effect works in the tutorial is because the print track is one continuous curve. This allows it to unambiguously assign spline parameters of 0 at one end, and 1 at the other; toggling between these two values uniquely maps a position along the curve. If your design is discontinuous, or has been created in a way such that points are not connected in a smooth continuous way (i.e. two points along your path with spline parameters "n" and "n+1" are actually right next to each other), you will get weird effects.
@@ryomizutagraphics it’s actually a cube, but I figured something out. I will convert it to a curve and then in edit mode delete all the other parts until I have one single part left and then duplicate it until it forms a cube. Let me check how that turns out. I’m also not using a nozzle, just the movement of the 3D printing. The only thing I need to do in order for my technique to work is to use keyframes for each part.
Can do this in Autodesk inventor
I'm sure you could recreate something with boolean operations? But nothing procedural like geometry nodes allows
A Fantastic tutorial! Thank you very much for putting the work into this video and sharing your knowledge.
Exactly what I was looking for. I subscribed. Keep making magic Ryo🔥
Brilliant tutorial. As a beginner, I am confused by one thing regarding section 1: I try to insert a secondary spherical active material into the voids created by the main active material. You showed how to create conductive carbon partilces particles sitting ON the surface of the main active material. But how do I modify the nodes so the secondary acive material fill the VOIDs, as in section two? Alternatively, how do I assign costum particle shapes in the cross-section model of section 2? Thank you very much - apologies for this basic question!
For section 2 - you can change the particles that fill the voids from simple spheres to custom shapes by simply changing the Instance Object that gets plugged into the Instance on Points node. I use a Points node by default but just change that to what you want - either another primitive, which there is a geometry node for, or an object you've created elsewhere using an Object node
Hey there, I’m getting on great - created waveguide geometry fine but strangely I can’t add a material to the curve created waveguide. I can add materials to any other objects but not the curve. Has anyone else experienced this ?
In the last video you not say everything
Perfect
Come on man slow it a bit your videos are unique but if you are gonna go fast people are gonna waste more time spending pausing and revisiting the part so slow it a bit and where to even scale it to a whole sphere you have to explain every thing a bit slow and understandable not all people are fast as you so great work just do these feedbacks and good to go.
Thanks for the feedback 😊
Very impressive, I plan to design a Photonics IC and am very keen to use the techniques you demonstrate to construct a simulation illustration ( I will make sure to reference you if I do !)
Would love to see what you come up with :)
wonderful! May I use your components to create illustrations for my paper?
Of course! 😊That’s what the pack is for
Thanks!
Please explain how did you created this input convertion :) I created a group inside the material but I couldn't add this dividers by axes :/
I'm not sure I fully understand your question, but you can see how the input conversion node group (included in the asset) works by just pressing tab to see what is inside
excellent explanation!! Thanks!
is it possible to reduce the amount of binders !? i reacreated it for something else and I want to reduce the binder amount. could you please let me know if that's possible !?
Your scene does not even have any light but looks bright but when I don't use any light it completely looks black. could you help me which settings I have to modify please !?
I do have lighting by way of an HDRI, plugged into the world lighting settings. You can’t see this though as I’ve set the Background to Transparent so the HDRI doesn’t render in my final image. There are plenty of tutorials on how to set up an HDRI. I’ve also explained it in passing in a number of other videos. Try watching my nanoparticle video for eg.