Redjam9
Redjam9
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Blender Tutorial: Duplicate Elements Node for Mograph
In this tutorial I show how to use some new features of Blender 3.2 such as the duplicate elements node and named attributes. Named attributes are used here to pipe color attributes into a shader.
#blender #mograph #geometrynodes
Переглядів: 2 782

Відео

Blender Tutorial: Procedural Cobblestones using Geometry Nodes
Переглядів 22 тис.2 роки тому
PLEASE NOTE that the merge by distance node changed since this video was made. Most the tutorial will work , but needs a few extra nodes. Look at the community section of my channel for some node graph fixes! In this tutorial I show how to create a cobblestone effect using geonodes and how to get per stone coloring with a shader. Blender 3.1 was used to make this tutorial. #blender #mograph #ge...
Blender Tutorial: Creating Procedural Tentacles using Geometry Nodes
Переглядів 5 тис.2 роки тому
In this tutorial, I show how to make a wriggling tentacle effect using instanced splines and placing spheres onto the end points. Created using Blender 3.1 #blender #mograph #geometrynodes
Blender Tutorial: Curves from Texture Animation using Geometry Nodes
Переглядів 4,5 тис.2 роки тому
In this video I show how to create curves from a procedural texture, and then use a shader to animate a trail effect along it. This technique does require a fairly high res mesh to derive the curves from, so if you are using another mesh you may have to subdivide it several times. This was created using Blender 3.1. #blender #geometrynodes #mograph
Blender Tutorial: Seamless Animation Loops With Geometry Nodes
Переглядів 9 тис.2 роки тому
PLEASE NOTE that the merge by distance node changed since this video was made. Most the tutorial will work , but needs a few extra nodes. Look at the community section of my channel for some node graph fixes! This only relates to the merge by distance node. In this Blender 3.2 tutorial I show how to create an offset style animation that seamlessly loops a series of extrudes. This same style of ...
Blender 3.0 Easy Mograph: Glowing Swarm
Переглядів 7 тис.2 роки тому
In this tutorial, I create an abstract swarming animation using geometry nodes and a basic shader. Project files for lesson are downloadable for patrons www.patreon.com/redjam9 Music created by me. #blender3d #geometrynodes #mograph
Blender 3.0 Geometry Nodes Mograph Tutorial: Looping Rings
Переглядів 3 тис.2 роки тому
In this tutorial I recreate an older tutorial that was originally made for the old 2.93 geonodes system. This is now remade with the current 3.0 fields system. Project files for lesson are downloadable for patrons www.patreon.com/redjam9 #blender3d #geometrynode #mograph
Blender 3.0 Geometry Nodes Mograph Tutorial: Rising Bulbs
Переглядів 4,5 тис.2 роки тому
This is my first Blender 3.0 fields tutorial on UA-cam, where I show how to make this abstract mograph looping animation. Project files for lesson and intro downloadable for patrons www.patreon.com/redjam9 Apologies for the choppy audio, as it was recorded during a storm, even though I did have rtx noise reduction audio on. Note to self...don't do this again :) Music by me. #blender3d #geometry...
4 New Demos for Blender 2.93 Geometry Nodes
Переглядів 2,9 тис.3 роки тому
These demos have been remade for Blender 3.0 and can be downloaded from www.blender.org/download/demo-files/ or from www.patreon.com/posts/blender-2-93-for-59265187 music by me. Mp3 Download link drive.google.com/file/d/1F8JaWxKJ0hKU8EMFJpTX66K6ODKIHg6i/view?usp=sharing #b3d #geometrynodes #mograph
Blender 3.0 Geometry Nodes Tutorial: Curve Nodes Electricity
Переглядів 3,9 тис.3 роки тому
This tutorial covers a way to create electric arcing curves using the new curve nodes in Blender 3.0 alpha. Project file is available to patrons at www.patreon.com/redjam9 This tutorial requires the latest Blender 3.0 alpha that can be downloaded from the buildbot at blender.org #blender #geometrynodes #mograph

КОМЕНТАРІ

  • @Madarauchiha-jn3cb
    @Madarauchiha-jn3cb 5 місяців тому

    Porque Ami no me funciona Los vértices no se unen aleatoriamente Merge by Distance No lo hace aleatorio Lo hace ordenado No genera piedras Genera cubos 😢😢😢😢😢😢

  • @TheAptimn
    @TheAptimn 5 місяців тому

    this doesnt work with Blender 4.0 though. not sure what needs to be changes in the process

  • @ThaiPham-ep2ov
    @ThaiPham-ep2ov 7 місяців тому

    Hi, If i has object, i need to doing ?

  • @pierredenis2559
    @pierredenis2559 7 місяців тому

    Great work and great explanation!

  • @VEHICROS
    @VEHICROS 7 місяців тому

    This doesnt work, not with the newest version anyway.

  • @Collector72769
    @Collector72769 7 місяців тому

    How do i make the rings rotate on the XYZ axies?

  • @frankwas586
    @frankwas586 8 місяців тому

    Just came across your channel. Great tutorials thank you so much for putting in the work. I happen to be geometry node challenged.😅🙏🏼

  • @zr0gravity
    @zr0gravity 8 місяців тому

    Not sure if this is a Blender 4 change to Merge by Distance or a randomization setting I don't have set, but I'm not able to reproduce the randomization of the triangles shown at 2:02. It all comes out as uniform triangles or squares. It works in Blender 3.3 LTS.

    • @redjam9
      @redjam9 8 місяців тому

      Hi, yes I also noticed this recently. I have added some new node graph images to the community section of my channel with an explanation.

  • @rogergaborski
    @rogergaborski 9 місяців тому

    Excellent tutorial. I’ve just subscribed to your channel. Hope you plan to make new tutorials in 2024.

  • @ankudinov_art
    @ankudinov_art 11 місяців тому

    Thank you very much!! Very helpful

  • @onionjedi
    @onionjedi 11 місяців тому

    Hey! Is it possible to apply this to a different mesh so it can follow it shape? For instance, I have a curved plane, if I apply it will it follow its shape?

  • @mahmoudtaher9884
    @mahmoudtaher9884 Рік тому

    ithank u for every thing you share with us thank u so mush u r the best

  • @SrdjanPavlovic11080
    @SrdjanPavlovic11080 Рік тому

    Excellent tutorials - thank you very much for them. I have one question, would appreciate little help. Is it possible with current geometry nodes to create setup that would make slightly different mesh visually when we copy (shift + D) original mesh? For instance, we create brick, or wooden plank, and want to copy slightly different copy. I managed to achieve difference with Set Position + noise, like in your example, but I don't know what Node I can use for every other copy to have slightly unique shape. Maybe you can help?

    • @redjam9
      @redjam9 Рік тому

      Thanks, glad you like the tutes! Are you trying to get many variations within the one geonodes graph, or do you have several independent objects using the same network that need variations?

    • @SrdjanPavlovic11080
      @SrdjanPavlovic11080 Рік тому

      @@redjam9 second, I would like to model one wooden plank, put GN in it, and then after duplicating that mesh to get slightly different variations. Ive managed to make something semi acceptable with Self Object, and Obj info

    • @redjam9
      @redjam9 Рік тому

      @@SrdjanPavlovic11080 that is just a matter of connecting as many sockets into the main group input as you need. So for instance noise scale, position offset, displacement amount, mesh resolution etc. That way all of these show up in the modifier as sliders. Each time you duplicate the object, just tweak the sliders to get a different result. All the "plank" objects will use the same geonodes network, but the end result is different since the inputs are different. You are essentially creating your own custom modifier that can be reused.

  • @domichat1993
    @domichat1993 Рік тому

    Hey James, is there a way to have the emission set depending on a certain distance from the origin of the geonodes? I am asking because object info node takes the world origin. Many thanks.

    • @redjam9
      @redjam9 Рік тому

      The Vector(0, 0, 0) in the distance node in the shader node can be changed or animated, but this is still in world space. SInce this is an old tute, we didn't have instance coloring back then. To get more control, you would be better off creating a custom color attribute in the geonodes itself and use the distance calculation using the self object node position to each instance. This custom attribute can then be referenced in the material. This way the distance will be in local space.

    • @domichat1993
      @domichat1993 Рік тому

      @@redjam9 Thanks a lot for your reply. That makes total sense.

  • @valleyfx
    @valleyfx Рік тому

    So clean and to the point. After Scale Elements, the distances between the stones are not equal. Can we make them equal despite the size of the stones? I need random rectangular stones and the gap between should be equal everywhere. Thanks.

    • @redjam9
      @redjam9 Рік тому

      cheers! I think the only way to get what you are after is to use circle packing which is a much more advanced technique. Have a look on blenderartists for a post by Higgsas who has a project file.

  • @cookiemonster_xx
    @cookiemonster_xx Рік тому

    the "Merge by Distance" node changed in some update and is now producing a different results :/ it doesn't create a random pattern anymore

    • @_ZEIT_
      @_ZEIT_ Рік тому

      Did you solve this? I need a more randomized pattern :C

    • @cookiemonster_xx
      @cookiemonster_xx Рік тому

      @@_ZEIT_ Take the Random Value Node (change it to Boolean and play a bit with the Probabilit value) and put it into Selection in the Merge by Distance Node. Hope this helps

    • @_ZEIT_
      @_ZEIT_ Рік тому

      @@cookiemonster_xx thaaaaanks! Gonna give it a try!

    • @setik1337
      @setik1337 Рік тому

      ​@@_ZEIT_ i got excellent results following the first half of this tutorial ua-cam.com/video/a6oMMzRBIfo/v-deo.html

    • @daggergblue
      @daggergblue 4 місяці тому

      @@cookiemonster_xx Thank you, I knew something must have changed the behavior. I did as you suggested, and it was better. I went a little further, followed the dual mesh with a triangulate, followed by yet another dual mesh. This produced a result much closer to how it looks in the video.

  • @guidoparacolli4112
    @guidoparacolli4112 Рік тому

    thats soo good man, thanks u

  • @aaronspesard9572
    @aaronspesard9572 Рік тому

    Any idea how make the top rotate with the end point?

    • @redjam9
      @redjam9 Рік тому

      Get a vector by subtracting the position of the last point to the second last point. Normalize this vector and feed this into the align rotation to vector node.

  • @golemtabak1183
    @golemtabak1183 Рік тому

    Thank you!

  • @takeshikosugi4150
    @takeshikosugi4150 Рік тому

    Thank you for inspiration! For everyone who watches this I suggest a tiny improvement: If you place {Resample Curve} node between {Mesh to Curve} and {Curve to Mesh} you will get smoother lines without jaggedness and excess points (so your computer will count geometry faster).

  • @ohmfriestv1975
    @ohmfriestv1975 Рік тому

    you know your way around nodes well . its a daunting world , any suggestions of a path I could follow to be more comfortable with them ?

    • @redjam9
      @redjam9 Рік тому

      It really depends on if you have either a coding or math background. Geonodes really are just a visual way of programming, so needs to be approached from that viewpoint. It is generally a lot of vector maths, so understanding that is vital. I would actually recommend learning 2d vector math before 3d. You could try the Daniel Shiffman videos on youtube or his free "Nature of Code" book on his website.

  • @kahverengi
    @kahverengi Рік тому

    very good explanations 👌

  • @VisualBeatLab
    @VisualBeatLab Рік тому

    thanks for sharing it really helps with learning.

  • @yahyabaskale8948
    @yahyabaskale8948 Рік тому

  • @ottobyte
    @ottobyte Рік тому

    The way you explain things and the pace is perfect. Can’t wait to follow along in Blender 👍

    • @redjam9
      @redjam9 Рік тому

      cheers! Keep in mind that a lot has changed in geonodes since I made this video, but it should still work.

  • @ebenbarnard781
    @ebenbarnard781 Рік тому

    Thanks! Great pacing and suddenly geonodes seem chill and friendly rather than the daunting, panic-laden sorcery seen in other tutorials. Nice one!

    • @redjam9
      @redjam9 Рік тому

      thanks, I appreciate your feedback! Good to hear that you found it helpful :)

  • @palpytine
    @palpytine Рік тому

    Your pebbles have flat bottoms! When you extrude like this, you then need to join & merge by distance the extruded geometry with the faces you originally extruded (after flipping their normals) before adding the subdiv

    • @redjam9
      @redjam9 Рік тому

      I have already discussed this in the comments and posted a graph to do this in the community section. It depends on your needs, since in a gamedev situation you want as little geo as possible and won't see the back faces.

  • @MR-br2uv
    @MR-br2uv Рік тому

    THX!

  • @xtratub
    @xtratub Рік тому

    Very useful, thanks

  • @zak9364
    @zak9364 Рік тому

    the attribute randomiser node is missing from my version of blender what the hell do I do

  • @Bernandez4139
    @Bernandez4139 Рік тому

    You turned Suzanne into Ben Grimm. It's Blenderin' time!

  • @emmanm5633
    @emmanm5633 Рік тому

    this is what I am looking for but there something a little I want to achieve for my project pls could you do something like this but a cell skin structure I mean each object has sphere inside in it ? pls for my project

    • @redjam9
      @redjam9 Рік тому

      If you use a mesh to points node in face mode after the dual mesh you will get a point in the middle of each face that can be instanced onto. You can also use a capture attribute to get the face area to then scale up each instance to the size of each face.

  • @todesdigga3891
    @todesdigga3891 Рік тому

    super cool!

  • @evrardpatrick14
    @evrardpatrick14 Рік тому

    great tutorial. How would you go about it to bake the different colors into the geometry as vertex colors? To export to unreal or zbrush? thx

    • @redjam9
      @redjam9 Рік тому

      thanks! Yes you can get get the island colors into the vertex colors, but the workflow is a bit clunky. You need to store the named attribute of the color to an attribute called "Color". You won't see it in the viewport though until you apply the geonodes modifier. You can use a material with the color attribute to preview the result as I did in this tute..

    • @evrardpatrick14
      @evrardpatrick14 Рік тому

      @@redjam9 I will give it a try thx for pointing me in the right direction :)

  • @MalinaXOT
    @MalinaXOT Рік тому

    Super!

  • @graphic-nations
    @graphic-nations Рік тому

    Thanks, but i wouder why we subtract the vector to return to orgin spacificly withvalue off 0.5 ?

    • @redjam9
      @redjam9 Рік тому

      the noise is originally in a 0 - 1 range, so by subtracting 0.5, it puts it into a -0.5 to 0.5 range

    • @Coinstarcg
      @Coinstarcg Рік тому

      @@redjam9 thank you

  • @violentpixelation5486
    @violentpixelation5486 Рік тому

    Beautiful work you are doing! Thanks alot for showing your workflow.

  • @reallyarobot
    @reallyarobot Рік тому

    Does this still work for 3.4? I heard they changed a lot in GeoNodes.

    • @redjam9
      @redjam9 Рік тому

      should be fine. Some of the node names may have changed though...

    • @reallyarobot
      @reallyarobot Рік тому

      @@redjam9 Thank you for getting back to me!

    • @gorkskoal9315
      @gorkskoal9315 Рік тому

      the layout is different in 3.4 search for what he's using instead.

  • @aMySour
    @aMySour Рік тому

    Great tutorial! Super helpful, I'm new to Geometry Nodes

  • @MarcinHRN
    @MarcinHRN Рік тому

    BENEFIT

  • @BlaBla-sf8pj
    @BlaBla-sf8pj Рік тому

    wtf ! amazing !

  • @_blender_man_
    @_blender_man_ Рік тому

    Hey James! Could you please make tutorial with Blender 3.5 Simulation nodes?

  • @torus1183
    @torus1183 Рік тому

    thank you. A difference way to make a random cobblestone texture is using "Random per island" in "Geometry" node (a node named "Geometry") for the Fac of ColorRamp. Note that "Random per island" is only available in cycle render

  • @ginescap
    @ginescap Рік тому

    Thanks James, beautiful as always :)

  • @cloudsitra2232
    @cloudsitra2232 Рік тому

    how did you know (min 5.36) that admitted values ​​between 0.3 and 0.8? (anyway thanks for the great tutorial)

    • @redjam9
      @redjam9 Рік тому

      cheers! If you look in the spreadsheet you can see that most (all?) noises are in the 0.3-0.8 range or thereabouts. I usually remap them to the 0-1 range as you then get a more even spread of values...

  • @pamparam4637
    @pamparam4637 Рік тому

    Nice tut, thanks for sharing. Just one thing, maybe it is just me, but this background noise turning on/off is very uncomfortable.

    • @redjam9
      @redjam9 Рік тому

      thanks. Yeah I have lots of issues with noise, and what you are hearing is the noise cancellation cutting in and out....