This is exactly what I needed to learn! Thank you for going through this step by step so directly. It makes it so much easier to follow and understand!
You can do the old fashioned game engine trick of duplicating the plane in edit mode and z rotating the duplicate several times to make it look realistic from multiple angles.
This is a really clever solution, but what you've actually accomplished here is to convince me I need to use geometry nodes to make a wacky waving inflatable arm-flailing tube man.
You're an absolute hero for all the amazing tutorials you've posted, your channel is a gold mine of information on how to do great things with Blender. Definitely using this in the future, I much prefer procedural generation to something like downloading textures off the internet.
thats actually a really nice way of doing that. and you could bake out the frames and the vertex offsets as animations for export. i do want to point out a few things that have other ways to do them which beginners should bbe aware of if you are intending to apply the transforms on a symetrical mesh (or one whth the origin at the median point), do that in edit mode. the blender prinitaves have UVs predone so unwrapping is redundant. scale and multiply are the same thing and the fewer and less computationally demanding nodes you can use the better, though since you shifted the location i cant remember if it does that opperation before or after the scale which would mess it up. 50/50 on that. its also faster (computationally) to do the vector offset in the UV map by moving the whole UV layout. although messier i THINK using fewer texture coordinate nodes is better. in eevee its better to use alpha hashed for transparency if you have more than one layer as alpha blend is prone to artefacts where as hashed is just noisy (which can actually look better after denoising in cases like this) should be able to use a subract node isntead of an add node in the displacement. removes the need for the *-1. not sure if its faster but its less nodes which is generally a good thing. just that the order of the pins becomes relevant with subtract
im trying to do his setup and it worked somewhat in the beginning but the animation breaks after the z position displacement. Does this still work in 3.3.3? EDIT: Forgot to apply the scale, typical blender issue
Following along in v. 3.4.0 and rendering with Cycles; does anyone else still see the black part of the shaded mesh in the viewport or render window? I've checked my settings, and I don't appear to be missing anything per the video.
Hello, you have to change to eevee, in the setting appear the blend mode , change it to "alpha blend" , then change to cycles and done, it's happend whit a lot of setings, you have to change it from eevee and return to cycles
Truly an ingenious way to achieve this effect without the hassle of dealing with a smoke simulation! Great tip and many thanks!
killer problem solver for those parts that need a little bit but not enough to deal with a full smoke simulation haha thanks for this!
The geo nodes setup in this is so much better than my cloth, pin and wind setup that I'm use to using. A million times more optimized too. Thank you!
You're a great teacher. thank you
Top notch
This is exactly what I needed to learn! Thank you for going through this step by step so directly. It makes it so much easier to follow and understand!
You can do the old fashioned game engine trick of duplicating the plane in edit mode and z rotating the duplicate several times to make it look realistic from multiple angles.
coming from the blender discord, great tutorial!
"Fine, I'll do it myself!" :)
This is a really clever solution, but what you've actually accomplished here is to convince me I need to use geometry nodes to make a wacky waving inflatable arm-flailing tube man.
Lol what a great idea, I might make a tutorial on how to create wacky waving inflatable arm-flailing tube men
@@Khamurai Please do!
Wow this was exactly what I needed! Thank you making this tutorial.
so cool node
this is so so so good!!!
This is super awesome way to add depth to the scene background
You're an absolute hero for all the amazing tutorials you've posted, your channel is a gold mine of information on how to do great things with Blender. Definitely using this in the future, I much prefer procedural generation to something like downloading textures off the internet.
Wonderful video. Solid job. I had the same problem you did, but you figured it out. Props to you, bro
That "fine, I'll do it myself" sounded more like "fuck it, I'll do it myself" lol
You are not wrong lol
This is actually dope!
Oh shiiii waddup! Here come dat boi Khamurai with the vapor. I likee!
super awsome. ver well explained. keep doin'it
Absolutely fantastic!
Many thanks!
Pretty creative solution - thanx 4sharing! :)
best youtube content as always
Thank you.
excellence! thanks for sharing
Astonishing! :) Thanks.
genio0o0o0o0o0o0o0o
Спасибо за идею, очень классно получилось!
👌👌👌
not quite sure why but for me as soon as I add bounding box doesnt really give me and outputs and nothing happens once I connect the scalevalues...
Excellent video!
thats actually a really nice way of doing that. and you could bake out the frames and the vertex offsets as animations for export.
i do want to point out a few things that have other ways to do them which beginners should bbe aware of
if you are intending to apply the transforms on a symetrical mesh (or one whth the origin at the median point), do that in edit mode.
the blender prinitaves have UVs predone so unwrapping is redundant.
scale and multiply are the same thing and the fewer and less computationally demanding nodes you can use the better, though since you shifted the location i cant remember if it does that opperation before or after the scale which would mess it up. 50/50 on that.
its also faster (computationally) to do the vector offset in the UV map by moving the whole UV layout.
although messier i THINK using fewer texture coordinate nodes is better.
in eevee its better to use alpha hashed for transparency if you have more than one layer as alpha blend is prone to artefacts where as hashed is just noisy (which can actually look better after denoising in cases like this)
should be able to use a subract node isntead of an add node in the displacement. removes the need for the *-1. not sure if its faster but its less nodes which is generally a good thing. just that the order of the pins becomes relevant with subtract
Thanks. Also now can make an animated flag flapping in the wind.:)
Wow! Thank you!
Very clever!
Thanks for the video👍🏻.
- nicely done!! :^о
Yeah this is a good way to do it, but it is only good for side view perspective.
im trying to do his setup and it worked somewhat in the beginning but the animation breaks after the z position displacement. Does this still work in 3.3.3? EDIT: Forgot to apply the scale, typical blender issue
When in doubt; apply scale, rotation and location :D
Following along in v. 3.4.0 and rendering with Cycles; does anyone else still see the black part of the shaded mesh in the viewport or render window? I've checked my settings, and I don't appear to be missing anything per the video.
Hello, you have to change to eevee, in the setting appear the blend mode , change it to "alpha blend" , then change to cycles and done, it's happend whit a lot of setings, you have to change it from eevee and return to cycles