At 4:00 the attribute statistic nodes should be set to Face for the data domain, instead of Point! Otherwise, you won't get an equal distribution of points.
For those who find this great tutorial when some nodes have changed. Replace the "Transfer Attribute" node with "Sample Index" + "Index" nodes. Set them with Vector and Point. For inputs: join Position with Value, join Index with Index. For output: join Value with Vector (Math-Substract node)
Your understanding of geometry nodes is very impressive. I appreciate how thoroughly you explain why and how you're doing everything you do. Thank you!
Wow, you're amazing in Math... I wish I was listening in school now... this is pretty amazing, thanks a lot. wouldn't be able to do this even if I copy it ! :D
Well you are pretty much a blender virtuoso, amazing tutorial. Also good that you show us how to make the parameters available on higher levels in both directions.
wow can i ask where to start learning each node as well as you do. you break it down so well most vids cant explain why things are working, you pretty much explain every node as you ad it including the math behind it.lolol great vid. literally felt like i was in a class.
You said you were going to make two more videos, lighting along a path, and lighting along one object... I was wondering if the lightning along one object was coming soon... 🤔 Thanks!!!
Question for the forking. Wouldn't it be better if the forks would also hit the target object? So basically couldn't you use the spawn points on one object and on the other method again to have points along the initial arc and on the cylinder. Which is essentiallsy just copying the whole thing and set the arcs as emmiter? Might have to control that the points spawned on the arcs only appear at the end half of the arcs but that would create forks coming from the arcs that would also hit the target geometry.
which version are you using I tried on the 3.1 alpha and Beta still and set the attribute statistic and the object info, and the scale is set to the objects. Still get and uneven number of points. I followed everything you did twice and still does not work.
Thanks for this tutorial! this is awesome - at the beginning you mention doing a tutorial for lightning travelling along a surface but i cant seem to find it - Could you send a link to it?
Im pretty sure ive followed the tutorial perfectly so far but ive run into a problem that the lightning doesnt stick to the cylinder on both sides like shown in 22:52 What am i missing?
i know 3.1 is coming out with a release version soon but i was wondering, what problems/missing features are there with 3.0 and how could one work around them?
Hi it's very useful. but I have one issue. After selecting the next node group, if go to edit, I can't see what I worked on before. also unseleted the cube object countinuosly.
the one thing about geonodes is that its updating the values always on each frame , so animation is a bit "wild". normally those plasma arcs ( lighting) would be there a bit longer and bend and twist for a second or 2 before vanishing. .. when you animate the objects everything goes buckwild and recalculates on each frame .. for example lianas between 2 floating rocks , one floating away youd expect the stuff to bend but stay in place , but with geonodes theres no animation possible , it would just create a new set of lianas on every frame the rock is animated , just like the lightings do here maybe im missing something but im not a geo node master like you , maybe you have an idea how to keep some of the plasma arcs and make them animate ??
So. i am going through it now, i have identical setup and nodes,. the even points group is not actually set to actually distribute evenly you can observe it in your own video at 7:36...where one point was counted twice,
@@MaxEdge420 I have the same issue, setting the attribute statistic to face didn't help, different numbers of points get calculated and I have no idea why the density calculation works
At 4:00 the attribute statistic nodes should be set to Face for the data domain, instead of Point! Otherwise, you won't get an equal distribution of points.
Super .. Thanks. Is there any way of using the Hit Position to make sure the Forks terminates on the Target Mesh Surface.
One of the attribute statistics needs to be on point(cylinder) and the other (cube) on face for the points to be even..but why the difference?
Pretty much no matter what I do I cannot get a consistent number of points. I am using Blender 3.3.1.
For those who find this great tutorial when some nodes have changed.
Replace the "Transfer Attribute" node with "Sample Index" + "Index" nodes. Set them with Vector and Point. For inputs: join Position with Value, join Index with Index. For output: join Value with Vector (Math-Substract node)
thank you
Your understanding of geometry nodes is very impressive. I appreciate how thoroughly you explain why and how you're doing everything you do. Thank you!
This is insane how good content this is, so many useful tricks in one place!
oh how I love these.
I like your funny words, magic man!
Next Level .. Thanks .. Im gonna need to watch this a couple of times.
Wow, you're amazing in Math... I wish I was listening in school now... this is pretty amazing, thanks a lot. wouldn't be able to do this even if I copy it ! :D
Well you are pretty much a blender virtuoso, amazing tutorial. Also good that you show us how to make the parameters available on higher levels in both directions.
this is crazy.. lol im sort of tuned out already.. Will have to watch a few times
Your videos are seriously inspiring man, keep up the amazing work
lol that intro "unlimited power!" - yes please!
I knew this was gunna be a good channel to follow
Amazing math and tutorial! Thanks for sharing your knowledge!
excellent teacher, respect!
Thanku for existing 🥰🥰
wow can i ask where to start learning each node as well as you do. you break it down so well most vids cant explain why things are working, you pretty much explain every node as you ad it including the math behind it.lolol great vid. literally felt like i was in a class.
Wow dude great work!
One day,, I hope to actually understand what i'm doing following your tutorials😅 great stuff though!
You said you were going to make two more videos, lighting along a path, and lighting along one object... I was wondering if the lightning along one object was coming soon... 🤔 Thanks!!!
amazing thanks bro!
Amazing work! like it
very helpful
12:45 was my favorite
Question for the forking. Wouldn't it be better if the forks would also hit the target object? So basically couldn't you use the spawn points on one object and on the other method again to have points along the initial arc and on the cylinder. Which is essentiallsy just copying the whole thing and set the arcs as emmiter? Might have to control that the points spawned on the arcs only appear at the end half of the arcs but that would create forks coming from the arcs that would also hit the target geometry.
which version are you using I tried on the 3.1 alpha and Beta still and set the attribute statistic and the object info, and the scale is set to the objects. Still get and uneven number of points. I followed everything you did twice and still does not work.
Thanks for this tutorial! this is awesome - at the beginning you mention doing a tutorial for lightning travelling along a surface but i cant seem to find it - Could you send a link to it?
Does anyone have a work around for the missing Face Area node? I am in 3.0 and I don't want to update things just yet.
Im pretty sure ive followed the tutorial perfectly so far but ive run into a problem that the lightning doesnt stick to the cylinder on both sides like shown in 22:52 What am i missing?
can you make an updated version for 3.6 please?
i know 3.1 is coming out with a release version soon but i was wondering, what problems/missing features are there with 3.0 and how could one work around them?
also wouldn't the face area be different for the cube and cylinder and if so maybe thats why the points don't match.
how would you apply the lightning to react to a different object say a floor or a character?
Hi it's very useful. but I have one issue. After selecting the next node group, if go to edit, I can't see what I worked on before. also unseleted the cube object countinuosly.
What will we lack if we use blender 3.0?
Some Nodes are different for eg. Spline Parameter
the one thing about geonodes is that its updating the values always on each frame , so animation is a bit "wild". normally those plasma arcs ( lighting) would be there a bit longer and bend and twist for a second or 2 before vanishing. .. when you animate the objects everything goes buckwild and recalculates on each frame ..
for example lianas between 2 floating rocks , one floating away youd expect the stuff to bend but stay in place , but with geonodes theres no animation possible , it would just create a new set of lianas on every frame the rock is animated , just like the lightings do here
maybe im missing something but im not a geo node master like you , maybe you have an idea how to keep some of the plasma arcs and make them animate ??
👍🏻
I cant seem to find the Face Area node and I am in Blender 3.0.
it was added in 3.1
@@smlgd Something to look forwards too then, I will put this in my watch later.
This just popped into my recommended
With a little bit better microphone you will probably make it far as a blender guy
👏💪👍
So. i am going through it now, i have identical setup and nodes,.
the even points group is not actually set to actually distribute evenly
you can observe it in your own video at 7:36...where one point was counted twice,
Change the data domain from point to face in the attribute statistic node.
@@MaxEdge420 I have the same issue, setting the attribute statistic to face didn't help, different numbers of points get calculated and I have no idea why
the density calculation works
@@akoras3222 It works for me. Please make sure your objects have theirs scale applied and the object info node set to relative everywhere.
@@MaxEdge420 Scale - 1.0, obj info - relative, attribute statistic - face...even points is set to 2, cylinder has 3 points, cube has 2 points
@@MaxEdge420 yup, checked everything, it just really does not give the same numer of points - or even the correct number for one of the things
Let me bumb up their count ever so slightly.. 89 to 781
Just a timestamp for me 14:22
At long last I found you
sunglasses
you need to provide the project files!
great tutorial but ow my ears
Amazing! Thanks!!!!