Saw this tutorial now, on 3.6.1 it is still working - I just had to tweak map range "to max" part to -20 around. I love the way you explain and tell what you think with all solutions and trials. Great job man, thanks a lot!
I used a color ramp to make the particles shrink and that worked beautifully. it also gets rid of the having to have a portion of it off screen. Thanks for the great video!
I was only half way in and this is the best explanation of GN fields so far. The in depth of explanation of what each node does is great please keep these tutorials coming.
Compared to many folks watching this I'm a baby-mesher. But you are explaining this with so much detail and easy concepts and so much passion, it's just a joy to watch. Even if I have to watch it a few times to understand fully it's not boring. I can't wait to play around with this some more! Thank you for the great tutorials! Hope we'll get to see a lot more :)
I am a long time fan of your channel and watched most if not all of your Animation Nodes tutorials...some of them multiple times. I have learned so much from you. Glad to see you doing Geometry Nodes tutorials now!
Great tutorial, thank you. You actually created the first proper linear falloff setup I've seen for geometry nodes. Maybe one remark: I guess it's better to use the first remap to simply invert the proximity effect so only map 1-0 (or set the desired falloff width value here, like 5 in your case) to 0-1. This way you have the standard falloff value at this point which can be remapped more flexible down the line to other properties and doing the desired math there instead. (eg use it directly for scaling things up from 0 to 1 or multiplying the value with a target position value etc.) this way you can also have this single falloff and individually remap the easings with curves and gradients for the desired interpolation easings on the various properties.
New to geometry node here and I am finally start to understand GN. By following the tutorial I now have a question, how can I do for the bubbles to disappear when they reach the top instead of moving back to the mesh position when reach the top.
Great tutorial. I created my own UV sphere as the main object and it had no pre-named vertex groups, nor could I get it to work by creating and correctly naming a new vertex group, so I had to leave out the solidify modifier part. Other than that, everything worked. Thanks for more great teaching!
Hi. Random thought. Adding a Delete Geometry node with Selection set to "Instance Scale less than 0" might help with the bubbles getting bigger again. I don't know how to do it myself, but it seems like something that can be done.
this is a great tutorial. i'm finally starting to understand these geometry nodes a little better. i was wondering if there was also a way to also apply a different material in between the mesh and the bubbles. something like an emission material with a smooth gradient to make the transition smoother. i would really appreciate any guidance on how to accomplish that. previously it could be done with color ramps but it doesn't seems like that is working in geometry nodes any more.
We absolutely can manipulate polygons just not official way. Edge Split->Attribute Capture (position vector face), plug position and and use mix node and set position, it's time consuming to tweak but it works you can use vector rotate or set position to normal direction, after that you can scale it with another mix node (mixing between captured face position and position node or position you manipulated earlier).
Hi, I have tried that before but could only move all faces uniformly, not individual faces according to proximity to controller object. When I tried that I always ended up just moving vertices stretching the faces (cuz SetPosition works on verts) instead of moving all vertices of a face together. What am I missing here?
@@chrisprenn Because random node is index related, when you don't use random, you can still make quite cool things with position based nodes. If you have some discord/mail I could show you a working tree(YT comments don't pass most links anymore), lot's off people posted also similar concepts on Twitter with nodes trees in comments.
@@genesis2303 just played with it again for a few minutes now i do have a working node tree moving faces when leaving out the random. It didnt even cross my mind that the random is the problem LOL
@@chrisprenn Actualy correction with the latest alpha randomize also works, you just need to capture face index and plug it to randomize. So the only thing we can't really do for now is rotation of individual faces.
thank you for a great tutorial, just found you channel, what a relieve. Just getting started with geo nodes field. Do you perhaps know a way to get the same function as ' sample texture' you have in the old system? My intentions is to use multiple texture, and combine R G B for xyz displacement. Thank you! Gr from holland
Saw this tutorial now, on 3.6.1 it is still working - I just had to tweak map range "to max" part to -20 around. I love the way you explain and tell what you think with all solutions and trials. Great job man, thanks a lot!
I used a color ramp to make the particles shrink and that worked beautifully. it also gets rid of the having to have a portion of it off screen. Thanks for the great video!
I wish I'd seen this comment before I started my render last night lol
I was only half way in and this is the best explanation of GN fields so far. The in depth of explanation of what each node does is great please keep these tutorials coming.
Was about to write the same, this is an excellent overview - one of the best and most coherent I've come across.
Very nice delivery. Helped me learn a lot more about Geometry nodes.
Also still works in 4.0.
Thank you Chris for your great tutorials! This one helped me with a customer project, where a pill drops into a glass of water and dissolves bubbles.
Compared to many folks watching this I'm a baby-mesher. But you are explaining this with so much detail and easy concepts and so much passion, it's just a joy to watch. Even if I have to watch it a few times to understand fully it's not boring. I can't wait to play around with this some more! Thank you for the great tutorials! Hope we'll get to see a lot more :)
I am a long time fan of your channel and watched most if not all of your Animation Nodes tutorials...some of them multiple times. I have learned so much from you. Glad to see you doing Geometry Nodes tutorials now!
❤️
New geometry node field is amazing.
Thanks I modified the icosphere to be lumpy, randomized the scale and rotation, and got a really cool lumpy dissolve effect
Excellent explanation and tutorial. It's good to know why do things in a certain way instead of just copying. Thank you for your time.
Thank Chris, still sharp and clear explanations!
perfect tut in every aspects, very much exertion and deserves more views than that
Just BRILLIANT! Your explanations are always clear and concise. Thank you so much for sharing your knowledge. THANK YOU! Dg
Good stuff, great video. I consider these the gold standard for graphics tutorials.
Great work.
Greate job! Thanks! At least someone starts the explanations for the brand new feature called FIELDS. Cool!
Great tutorial, thank you. You actually created the first proper linear falloff setup I've seen for geometry nodes. Maybe one remark: I guess it's better to use the first remap to simply invert the proximity effect so only map 1-0 (or set the desired falloff width value here, like 5 in your case) to 0-1. This way you have the standard falloff value at this point which can be remapped more flexible down the line to other properties and doing the desired math there instead. (eg use it directly for scaling things up from 0 to 1 or multiplying the value with a target position value etc.) this way you can also have this single falloff and individually remap the easings with curves and gradients for the desired interpolation easings on the various properties.
You explanations are great! I'm finally understanding the field methodology thanks to you. Brilliant!
Great tutorial. I've learned a lot watching this. Thanks!
New to geometry node here and I am finally start to understand GN.
By following the tutorial I now have a question, how can I do for the bubbles to disappear when they reach the top instead of moving back to the mesh position when reach the top.
Make the influence of the empty bigger
Amazing effect.
Thank you Chris
Great tutorial. I created my own UV sphere as the main object and it had no pre-named vertex groups, nor could I get it to work by creating and correctly naming a new vertex group, so I had to leave out the solidify modifier part. Other than that, everything worked. Thanks for more great teaching!
I downloaded the very latest Alpha Build (19 October), and that fixed it...
Hi. Random thought.
Adding a Delete Geometry node with Selection set to "Instance Scale less than 0" might help with the bubbles getting bigger again.
I don't know how to do it myself, but it seems like something that can be done.
I believe there wasn't a Delete Geometry node back then...
@@chrisprenn Thanks for telling me. I didn't know that. Only got back into Blender again last month.
this is a great tutorial. i'm finally starting to understand these geometry nodes a little better. i was wondering if there was also a way to also apply a different material in between the mesh and the bubbles. something like an emission material with a smooth gradient to make the transition smoother. i would really appreciate any guidance on how to accomplish that. previously it could be done with color ramps but it doesn't seems like that is working in geometry nodes any more.
We absolutely can manipulate polygons just not official way. Edge Split->Attribute Capture (position vector face), plug position and and use mix node and set position, it's time consuming to tweak but it works you can use vector rotate or set position to normal direction, after that you can scale it with another mix node (mixing between captured face position and position node or position you manipulated earlier).
Hi, I have tried that before but could only move all faces uniformly, not individual faces according to proximity to controller object. When I tried that I always ended up just moving vertices stretching the faces (cuz SetPosition works on verts) instead of moving all vertices of a face together. What am I missing here?
@@chrisprenn Because random node is index related, when you don't use random, you can still make quite cool things with position based nodes. If you have some discord/mail I could show you a working tree(YT comments don't pass most links anymore), lot's off people posted also similar concepts on Twitter with nodes trees in comments.
@@genesis2303 just played with it again for a few minutes now i do have a working node tree moving faces when leaving out the random. It didnt even cross my mind that the random is the problem LOL
@@chrisprenn Actualy correction with the latest alpha randomize also works, you just need to capture face index and plug it to randomize. So the only thing we can't really do for now is rotation of individual faces.
@@genesis2303 wow will try!
What an amazing tutorial, this is wonderful!!!!
Amazing job
great, as always, thanx :) it can be used for effervescent tablets
Some neat tricks!
Very nice tutorial !
Great Job thanks for your work
Great as usual .... Thanks.
thank you for a great tutorial, just found you channel, what a relieve. Just getting started with geo nodes field. Do you perhaps know a way to get the same function as ' sample texture' you have in the old system? My intentions is to use multiple texture, and combine R G B for xyz displacement. Thank you! Gr from holland
Must look into that
hello i have blender 3.0 but i don't have MASH TO POINT What version do you have?
You have to get the latest one, they are adding new things every day!
@@chrisprenn thanks a lot
in blender 3.1 Geometry Nodes add (set position) setting are deffrent in Geometry Nodes Fields Bubble Dissolve Blender Tutorial
Not sure why the solidify trick isn't working in other situations
Like what other situations?
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