i spent all day trying to figure out how to make various colors follow animated text. After many youtube searches I found this video which was just what I needed. Thank you so much!
FINALLY a way to have particle age info in evee for blender 3.6 ! that was a HUGE downside of evee to create any interesting particle system. thanks for the very clear tutorial !
at 5:55 we are back to the camera for 10 seconds because bro had to explain terminal velocity with hand gestures: as an Italian I approve 100% All jokes aside, another amazing tutorial, thanks!
This is an excellent tutorial video. I learned a lot. Chris P., you are a good teacher. I have learned about Animation Nodes from you and I have made a skeleton play a piano from recorded MIDI notes. There are many things about Blender's geometry Nodes that I do not understand. For example, I watched this video because I want to animate a card dealer. I have used particles systems but this technique can be used for cards emitted from the hand. However, I can't figure out how to make it emit five or more particles or object cards and have them stop when they hit the card table. Applying Chris P's technique, the particles (or object cards) should stop at a certain z value but not be deleted. 🐦
Great as usual. No problem on that one. Suggestion: the particles are falling inside a very regular shape (an elongated cube). I will try to have them spread a bit in the x and y direction. (I suppose It is just a matter of offsetting them on the x and y axis as well like you did with gravity on the z axis.
Now I have done it. I would like to have the particles fade away slowly instead of disappearing when they get at a specified age. I know I can do this through the alpha channel in the shading editor but I would like to do it from inside geometry nodes. Is this possible?
Do you know how long they're keeping the older particle system around for? I've been using Blender for over 15 years now and have fallen in love with the old Particle System way of doing things. I hope they keep it a bit longer just until we catch up with the Simulation Nodes way of doing things.
great tutorial :) would be helpful to show the keys pressed in the video as BlenderGuru does. currently iam looking for how to switch the principled BSDF shader into an emission shader
I know but important note here: I often make tutorials using the latest Blender version out there and the addons for showing keyboard/mouse actions are not compatible. But when they are I always have them on.
I know it's early ...but I can't help but think that Houdini is quaking a bit in it's boots. Like Maya, C4D and Zbrush all wrote off Blender as a toy...but they were all eventually blindsided by how well Blender matured in their respective areas.
Big studios will never use Blender over Maya and Houdini because they can't provide tech support. I've heard Autodesk will literally send somebody to help if needed.
I'm pretty certain I did something wrong here, because the particles will not die. I created the attribute, followed your settings exactly, yet they keep going and going. What's going on?
Hmm it is really very simple in theory: Delete the selection of points that have an age greater than 75... Must be a tiny little mistake in your GN tree.
@@chrisprenn Oh, my God, you are going to kill me! Haha! Turns out I messed up the secondary Age Attribute input. I plugged it into the Math node with the Exists factor. The setup is working smoothly now. Sorry for the inconvenience, and thank you for the tutorial. I'll be on the lookout for errors like this in the future.
there are no default attributes to use - only the things we add to the particles. In this example I added the "age" named attribute and added 1 on each frame to create a usefull age attribute
Now I have done it. I would like to have the particles fade away slowly instead of disappearing when they get at a specified age. I know I can do this through the alpha channel in the shading editor but I would like to do it from inside geometry nodes. Is this possible?
is there a way to make this render in eevee?, i've watch the entire video just to realized at 13:58 that you can't render it in eevee, is there a way to render it in eevee?
Eevee doesn't render points but you can always instance a sphere onto each point (as shown in several other tutorials on the channel). Then you have real mesh that renders in Eevee
@@chrisprenn can you tell me which video exactly? i tried Object info -> instance on point -> Distribute points on Face but still it didn't show up, i think i might need your video pls tell me which one
I do enjoy your videos but I am unsure of the reasoning on making tutorials on a Alpha Version. Things are in Alpha and have a high chance of changing and making the video irrelevant and outdated. I do like how excited you seem to get with these new features though and you seem to have a deep understanding of it all.
Early exposure to experimental features allows our subconscious time to process a wide range of creative paths so we hit the ground running when that feature turns up in a Stable version of .... What software is this again? Blender of course I went blank there for a second. Don't allow your conscious mind to dictate the pace of innovation, otherwise we would be still living in caves.
Hey hi Sorry for the translation I use Google translate a It’s not easier to just directly divide the Age value in geonodes in order to obtain a directly normalized attribute (from 0 to 1) at the output of materials
Node systems is why both LightWave and SoftImage died - great if you have a degree in mathematics. I used to program and wht you're doing makes sense but I have to go to UA-cam and watch tutorials to get anything done now which really adds to work time. Can Blender get presets for this stuff?
If you're going to do a "loop" simulation node, why does it have to be linked to the animation?!?! Just add a socket value for number of iterations and loop it that many times. It would be immensly useful. Instead the animation loop is kinda useless for static things like procedural hard surface models. I dont get it... It seems to me like they did huge work for only 5% of benefit
i spent all day trying to figure out how to make various colors follow animated text. After many youtube searches I found this video which was just what I needed. Thank you so much!
Keine Video funktioniert richtig 😢
This series is really awesome!
Other tutorials fail to demonstrate these basics as simple and clear as you do..
Looking forward for more videos..
FINALLY a way to have particle age info in evee for blender 3.6 !
that was a HUGE downside of evee to create any interesting particle system.
thanks for the very clear tutorial !
I learned so many things in this. Not least that you can render points in cycles.
Finally! I've been wanting to replicate trapcode particular (AE) in blender since 2015!
I love your tutorials. Professional, stylish and so super useful! Thank you so much for creating such wonderful content!
😊
You know that it's a hot stuff when Chris jumps into it!
😁
Keep it coming Chris. This is an exciting step forward for all of us
Fantastic tutorial-you've certainly earned my subscription! Keep up the great content! 😁
thank you!
Love these Simulation tutorials. Great work!
Thank you!
Enjoying these. Challenging myself to try to do the next part before the tutorial.
Awesome!
Great as usual. Keep them coming please :) Simulation nodes are so cool but I still get lost in confusion a lot.
at 5:55 we are back to the camera for 10 seconds because bro had to explain terminal velocity with hand gestures: as an Italian I approve 100%
All jokes aside, another amazing tutorial, thanks!
😂
let it snow, let it snow, let it snow
I came for geonode particle age. became a sub. thanks Chris
Welcome! 🤩
This is an excellent tutorial video. I learned a lot. Chris P., you are a good teacher. I have learned about Animation Nodes from you and I have made a skeleton play a piano from recorded MIDI notes. There are many things about Blender's geometry Nodes that I do not understand. For example, I watched this video because I want to animate a card dealer. I have used particles systems but this technique can be used for cards emitted from the hand. However, I can't figure out how to make it emit five or more particles or object cards and have them stop when they hit the card table. Applying Chris P's technique, the particles (or object cards) should stop at a certain z value but not be deleted. 🐦
thx for the follow up videos on sim nodes :) also thx for the "delete" trick, couldnt figure that out on my own :/
Great as usual. No problem on that one. Suggestion: the particles are falling inside a very regular shape (an elongated cube). I will try to have them spread a bit in the x and y direction. (I suppose It is just a matter of offsetting them on the x and y axis as well like you did with gravity on the z axis.
Now I have done it. I would like to have the particles fade away slowly instead of disappearing when they get at a specified age. I know I can do this through the alpha channel in the shading editor but I would like to do it from inside geometry nodes. Is this possible?
Thanks!
I love you!!!
🥰
First! Great video, simulation nodes with particles, what more can you ask for!
:)
Amazing 😱
Excellent tutorial Chris. How would you control the start frame of the particles?
Only run the sim if frame is greater than your desired start frame, bypass otherwise (e.g.with a switch node inside the sim zone)
@chrisprenn Many thanks, I will try that 👍
Do you know how long they're keeping the older particle system around for? I've been using Blender for over 15 years now and have fallen in love with the old Particle System way of doing things. I hope they keep it a bit longer just until we catch up with the Simulation Nodes way of doing things.
Yo should make a "everything I learned of value in 15 years of using Blenders particle system" video
hello can you make a video about how we can make a value get weaker by some time something like a lamp
Hi 👋 you can simply use keyframes or drivers for that
great tutorial :)
would be helpful to show the keys pressed in the video as BlenderGuru does.
currently iam looking for how to switch the principled BSDF shader into an emission shader
ok found it - the "switch type to" menu is a part of the "node wrangler" addon which needs to be activated first - after that - just type SHIFT + S
I know but important note here: I often make tutorials using the latest Blender version out there and the addons for showing keyboard/mouse actions are not compatible. But when they are I always have them on.
awesome! :)
great videos!
Thank you!
awesome!
I know it's early ...but I can't help but think that Houdini is quaking a bit in it's boots. Like Maya, C4D and Zbrush all wrote off Blender as a toy...but they were all eventually blindsided by how well Blender matured in their respective areas.
Big studios will never use Blender over Maya and Houdini because they can't provide tech support. I've heard Autodesk will literally send somebody to help if needed.
cycles renders points? i am severely out of the loop then xD
PLease make cloth and dress simulation!
I'm pretty certain I did something wrong here, because the particles will not die. I created the attribute, followed your settings exactly, yet they keep going and going. What's going on?
Hmm it is really very simple in theory: Delete the selection of points that have an age greater than 75... Must be a tiny little mistake in your GN tree.
@@chrisprenn
No, I just double checked it. It's the exact same setup and the particles are simply not dying.
@@chrisprenn
Oh, my God, you are going to kill me! Haha! Turns out I messed up the secondary Age Attribute input. I plugged it into the Math node with the Exists factor.
The setup is working smoothly now. Sorry for the inconvenience, and thank you for the tutorial. I'll be on the lookout for errors like this in the future.
Great Job Chris! Is there some other Named attributes we can use ? For liquid physics for example .. like in old particles system in blender?
there are no default attributes to use - only the things we add to the particles. In this example I added the "age" named attribute and added 1 on each frame to create a usefull age attribute
@@chrisprenn I'm sure they' ll do a vibrate node. Pointless adding stimulator nodes without vibration.
Now I have done it. I would like to have the particles fade away slowly instead of disappearing when they get at a specified age. I know I can do this through the alpha channel in the shading editor but I would like to do it from inside geometry nodes. Is this possible?
im not familiar with the nodes but is there a spring or bounce effect node? thx
Next video 🤫
is there a way to make this render in eevee?, i've watch the entire video just to realized at 13:58 that you can't render it in eevee, is there a way to render it in eevee?
Eevee doesn't render points but you can always instance a sphere onto each point (as shown in several other tutorials on the channel). Then you have real mesh that renders in Eevee
@@chrisprenn can you tell me which video exactly? i tried Object info -> instance on point -> Distribute points on Face but still it didn't show up, i think i might need your video pls tell me which one
For example ua-cam.com/video/XOsXZ1qDfSk/v-deo.html
At ~10min
@@chrisprenn Thank you
No problem!
I download version 3.5 but there no any simulation nodes
Start here: ua-cam.com/video/KCQjOau6eIA/v-deo.html
I don't see simulation nodes either. I tried downloading a previous build of 3.5.0 Alpha, but still don't see it.
@@sdrawkcabdaernacuoy it's not B3.5 i.t in experimental B3.5 simulation nodes
builder.blender.org/download/experimental/archive > Blender 3.5.0 - geometry-nodes-simulation
I do enjoy your videos but I am unsure of the reasoning on making tutorials on a Alpha Version. Things are in Alpha and have a high chance of changing and making the video irrelevant and outdated. I do like how excited you seem to get with these new features though and you seem to have a deep understanding of it all.
It's even only experimental at this point 😁
Early exposure to experimental features allows our subconscious time to process a wide range of creative paths so we hit the ground running when that feature turns up in a Stable version of .... What software is this again? Blender of course I went blank there for a second. Don't allow your conscious mind to dictate the pace of innovation, otherwise we would be still living in caves.
Hey hi
Sorry for the translation
I use Google translate
a It’s not easier to just directly divide the Age value in geonodes
in order to obtain a directly normalized attribute (from 0 to 1) at the output of materials
Node systems is why both LightWave and SoftImage died - great if you have a degree in mathematics. I used to program and wht you're doing makes sense but I have to go to UA-cam and watch tutorials to get anything done now which really adds to work time. Can Blender get presets for this stuff?
If you're going to do a "loop" simulation node, why does it have to be linked to the animation?!?! Just add a socket value for number of iterations and loop it that many times. It would be immensly useful. Instead the animation loop is kinda useless for static things like procedural hard surface models. I dont get it... It seems to me like they did huge work for only 5% of benefit
It's simulation nodes (to loop the output back to the input), not just loops. Loops are planned for the future as far as I can tell.
Loop nodes are coming. Simulation nodes are just reacting to the previous frame.