Yes! Add an Instance on Points node after the Simulation Output and use an Ico Sphere or any other mesh primitive as the Instance. You can then use a Radius node for the scale in the Instance on Points node
@@symb0l1c Nothing would make me happier, but unfortunately I work for scientists and attorneys who need the animation yesterday, so sometimes I need to render as fast as possible.
Great tutorial, making a music visualiser, with baked F curves to the vector scale for the noise and the scale of the mesh object. It just the stored named attribute I find confusing. So with that node we are storing a value for the simulation which value is give by the the value itself plus an offset give by that "0.1" in the math node, am I right in thinking this way? Thank you for making this, It's a cool efx and work wonders with music.
Very good thank you so much. Your tutorials are very clear and by explaining what you are going to do before you do it makes it so much easier to follow.
great tutorial, couple of questions, i tried using instance to points, but scale has no effect, and is it possible to randomize lifetime of individual particles?
weirdly with my density of point in volume set to 100, the deleting the invisible points has me at around 190k points, I'm using a rigged character from mixamo so a slightly bigger volume to fill but I can't imagine 160k at 0.4 less point density volume difference which is weird. Anyway because of that I stuck the node group on a rotating cube, set the points to 500 and was getting around 60 fps playback so between the scene time and noise texture I added a math node set to multiply at .005 to get the same sort of noise effect seen in this video where the scene's playing back at around 17 fps. Just in case I'm not the only idiot that runs into this issue
The second set position node looks like it moves the particles on the Y axis in the video, I know the vector math is required to fix.. the.. math problem that I'm too dumb to understand, so when I tried the same thing the points obviously went off in a (not random) random direction. I tried running a separate XYZ node through a vector math node set to 0.5, to the second set position node but the points are still going off at a slight angle. Is there a formula I should spend an hour failing to understand before giving up trying to recreate it in geo nodes? Or is this just a bug with the blender geo nodes?
How can I randomize values of each particle? For example, lifetime. I tried using an index with a random value but that didn't work when I tried connecting that to the Compare node.
Both has it's own strenghts and weaknesses Main thing about doing simulations with geonodes is how fast you can change and iterate on things. You can expose any parameters you want from the node setup and reuse the whole setup any number of times with different values or objects or whatever else you want to swap out. You also have things like geometry proximity and all the other cool features available in geonodes that you can use along with the simulation too to further modify the behaviour of the simulation. In the end it's about what you need at the moment or what you feel more comfortable with using, and since this channel is focused on geometry nodes this is the approach I chose Cheers
You probably need to bake the simulation cache and include it when you upload to SheepIt. To bake in a specific folder you can specify that in the geometry nodes modifier, there is a section called "Internal Dependencies" at the bottom where you can select a bake folder. And also make sure you render with Cycles
hi, is there a way to make it compatible with eevee?
Yes! Add an Instance on Points node after the Simulation Output and use an Ico Sphere or any other mesh primitive as the Instance. You can then use a Radius node for the scale in the Instance on Points node
@@Khamurai its works! thank you so much
@@symb0l1c Nothing would make me happier, but unfortunately I work for scientists and attorneys who need the animation yesterday, so sometimes I need to render as fast as possible.
@@symb0l1c thats not true. you will be impressed when yoou see what people can make in the eevee next renderer (4.1 alpha)
i was on cycles i still had to do that @@Khamurai why is that so , or i couldnt see it in shading tab
Excellent tutorial. Thank you for how you pace your video and not rushing through the settings.
Thanks a lot. So clear ! Yes, of course, I "learned something new" !
Recced from Curtis Holt's vid recommendation! A very wonderful tutorial, thank you!
Thank you so much...this is the first simulation node tutorial I was actually able to follow the whole way through, such a cool effect!!! ✨💖👏
Very cool. This was easy to understand and I think really gave a good starting point to appreciate sim nodes.
Glad it was helpful!
Great tutorial, making a music visualiser, with baked F curves to the vector scale for the noise and the scale of the mesh object. It just the stored named attribute I find confusing. So with that node we are storing a value for the simulation which value is give by the the value itself plus an offset give by that "0.1" in the math node, am I right in thinking this way? Thank you for making this, It's a cool efx and work wonders with music.
Yes exactly, we create it with a value of 0 and then on every frame we add 0.1 to it 🙌 I like the idea of using it with music, I need to try that
@@Khamurai thanks so much!! I'll try to show you when ready 😁
Great, complex tutorial. Thanks for sharing 🧡
Very good thank you so much. Your tutorials are very clear and by explaining what you are going to do before you do it makes it so much easier to follow.
More of this please 👌🏻
Thank you for this nice Tutorial👍
Looks really cool!
Thanks a lot. I will definitely try this one.
Done with it. It woks flawlessly.
Thanks a lot for this indepth tutorial !!!
Very nice thank you
Great Video :)
great tutorial, couple of questions, i tried using instance to points, but scale has no effect, and is it possible to randomize lifetime of individual particles?
I don't like sand. It's coarse, and rough, and irritating, and it gets everywhere.
Oh hey Anakin
Dont try it
Well, then this is where the fun beings…
Well atleast it gets you thinks rendered
And then....my head exploded! 🤣🤣🤣
Where u go khamurai? I miss ur tutorials
weirdly with my density of point in volume set to 100, the deleting the invisible points has me at around 190k points, I'm using a rigged character from mixamo so a slightly bigger volume to fill but I can't imagine 160k at 0.4 less point density volume difference which is weird.
Anyway because of that I stuck the node group on a rotating cube, set the points to 500 and was getting around 60 fps playback so between the scene time and noise texture I added a math node set to multiply at .005 to get the same sort of noise effect seen in this video where the scene's playing back at around 17 fps.
Just in case I'm not the only idiot that runs into this issue
If the character is running and then stops moving, the points will stop moving as well. How can I delete the points that have stopped moving?
Is there a way to change the particles themselves? They appear to be spheres or squares. Can I make them elongated capsules or cylinders?
Amazing tutorial is there anyway to get the particle to stop at a particular frame ... instead of playing all through
The second set position node looks like it moves the particles on the Y axis in the video, I know the vector math is required to fix.. the.. math problem that I'm too dumb to understand, so when I tried the same thing the points obviously went off in a (not random) random direction.
I tried running a separate XYZ node through a vector math node set to 0.5, to the second set position node but the points are still going off at a slight angle.
Is there a formula I should spend an hour failing to understand before giving up trying to recreate it in geo nodes? Or is this just a bug with the blender geo nodes?
@@32Bivens cheers mate, my dumb ass gets so lost looking at equations
Damn
How can I randomize values of each particle? For example, lifetime. I tried using an index with a random value but that didn't work when I tried connecting that to the Compare node.
How do I make it so the bake start with like 30k points? so it doesn't show the simulation starting.
Can’t i do the way easier with particles? What’s the benefit with sim nodes
Both has it's own strenghts and weaknesses
Main thing about doing simulations with geonodes is how fast you can change and iterate on things. You can expose any parameters you want from the node setup and reuse the whole setup any number of times with different values or objects or whatever else you want to swap out.
You also have things like geometry proximity and all the other cool features available in geonodes that you can use along with the simulation too to further modify the behaviour of the simulation.
In the end it's about what you need at the moment or what you feel more comfortable with using, and since this channel is focused on geometry nodes this is the approach I chose
Cheers
One day I will be half as smart as you 🙏
And I will make half as good looking thumbnails as you 🙏
i wish we could have a quick effect option. Just click the mesh and wallah
Good idea, might make an addon for it
@@Khamurai pls under 20 $ 😇
is there a way to get the particles to loop?
Hello, where have you gone?
I am here lurking in the shadows
@@Khamurai But are there any plans for future? Can't wait for new awesome tutorials from you.
@@Vital_Struj Yeah I have a few videos planned, just having a hard time finding time for it
Thanks for info and good luck!
I dare you to add drivers on every geonode value.
The particles aren't rending in SheepIt, how can I solve this?
You probably need to bake the simulation cache and include it when you upload to SheepIt.
To bake in a specific folder you can specify that in the geometry nodes modifier, there is a section called "Internal Dependencies" at the bottom where you can select a bake folder.
And also make sure you render with Cycles
@@Khamurai Thanks! Hope that will help!
Let me know if it works!
@@KhamuraiIt worked! Thanks you a lot!
so materials on this CANNOT be rednered with eevee?
Check the pinned comment
💔 Promo*SM
What happened to you 🥹🥹🥹🥹
How long does it take to render 1 minute of this
Hi pro please how make animation microsoft offis by blnder🥲 please show my comment