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Redjam9
Приєднався 18 гру 2020
Motion graphics design explorations by James Redmond.
I am a freelance motion graphics designer and indie game developer.
For freelance work or any other inquiries, I can be contacted via email.
I am a freelance motion graphics designer and indie game developer.
For freelance work or any other inquiries, I can be contacted via email.
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
#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
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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
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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
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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
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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
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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
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 😢😢😢😢😢😢
this doesnt work with Blender 4.0 though. not sure what needs to be changes in the process
Hi, If i has object, i need to doing ?
Great work and great explanation!
This doesnt work, not with the newest version anyway.
How do i make the rings rotate on the XYZ axies?
Never mind i found out hehe
Just came across your channel. Great tutorials thank you so much for putting in the work. I happen to be geometry node challenged.😅🙏🏼
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.
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.
Excellent tutorial. I’ve just subscribed to your channel. Hope you plan to make new tutorials in 2024.
Thank you very much!! Very helpful
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?
ithank u for every thing you share with us thank u so mush u r the best
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?
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?
@@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
@@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.
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.
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.
@@redjam9 Thanks a lot for your reply. That makes total sense.
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.
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.
the "Merge by Distance" node changed in some update and is now producing a different results :/ it doesn't create a random pattern anymore
Did you solve this? I need a more randomized pattern :C
@@_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
@@cookiemonster_xx thaaaaanks! Gonna give it a try!
@@_ZEIT_ i got excellent results following the first half of this tutorial ua-cam.com/video/a6oMMzRBIfo/v-deo.html
@@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.
thats soo good man, thanks u
Any idea how make the top rotate with the end point?
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.
Thank you!
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).
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 ?
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.
very good explanations 👌
thanks for sharing it really helps with learning.
The way you explain things and the pace is perfect. Can’t wait to follow along in Blender 👍
cheers! Keep in mind that a lot has changed in geonodes since I made this video, but it should still work.
Thanks! Great pacing and suddenly geonodes seem chill and friendly rather than the daunting, panic-laden sorcery seen in other tutorials. Nice one!
thanks, I appreciate your feedback! Good to hear that you found it helpful :)
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
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.
THX!
Very useful, thanks
the attribute randomiser node is missing from my version of blender what the hell do I do
You turned Suzanne into Ben Grimm. It's Blenderin' time!
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
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.
super cool!
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
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..
@@redjam9 I will give it a try thx for pointing me in the right direction :)
Super!
Thanks, but i wouder why we subtract the vector to return to orgin spacificly withvalue off 0.5 ?
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
@@redjam9 thank you
Beautiful work you are doing! Thanks alot for showing your workflow.
thanks :)
Does this still work for 3.4? I heard they changed a lot in GeoNodes.
should be fine. Some of the node names may have changed though...
@@redjam9 Thank you for getting back to me!
the layout is different in 3.4 search for what he's using instead.
Great tutorial! Super helpful, I'm new to Geometry Nodes
cheers!
BENEFIT
wtf ! amazing !
Hey James! Could you please make tutorial with Blender 3.5 Simulation nodes?
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
me sirvio !
Thanks James, beautiful as always :)
how did you know (min 5.36) that admitted values between 0.3 and 0.8? (anyway thanks for the great tutorial)
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...
Nice tut, thanks for sharing. Just one thing, maybe it is just me, but this background noise turning on/off is very uncomfortable.
thanks. Yeah I have lots of issues with noise, and what you are hearing is the noise cancellation cutting in and out....