Press against surfaces with Geometry Nodes in Blender!

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  • Опубліковано 23 лют 2023
  • This technique shows you how to constrain any mesh to any other mesh boundary to give that smoosh or squish effect all using Geometry nodes.
    Patreon: / robbietilton
    Twitter: / robbietilton
    Instagram: / robbie.tilton
    Discord: / discord
    #blender #3D #geonodes
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КОМЕНТАРІ • 77

  • @spinav
    @spinav Місяць тому

    that's so smart! Awesome tutorial

  • @jmdenisme
    @jmdenisme Рік тому +2

    This is amazing, thanks for sharing!

  • @MaxSonicUA
    @MaxSonicUA 8 місяців тому

    Thank you!

  • @yesterwhere
    @yesterwhere Рік тому

    Great tutorial! Thank you!

    • @RobbieTilton
      @RobbieTilton  Рік тому

      glad you liked it! thx for the comment :)

  • @pZq_
    @pZq_ Рік тому

    Amazing. Thank you!

  • @uzaykisi1863
    @uzaykisi1863 Рік тому

    super, thank you

  • @awkward14
    @awkward14 4 місяці тому

    great video

  • @mertcanurcan
    @mertcanurcan 11 місяців тому

    Wouw thanks! I was be able to squish some objects - it was fun.

  • @doriandargan
    @doriandargan Рік тому

    this is awesome

  • @_blender_man_
    @_blender_man_ Рік тому +2

    Very interesting! This raycast node quite complicated one.. but with your way of explanation it became easy to understand👍🏻👍🏻👍🏻

  • @VenetinOfficial
    @VenetinOfficial 9 місяців тому +11

    The only issue I'm seeing is if the mesh is highly detailed and gets too "pressed" into the boundary, the geometry completely errors and spikes to infinity. Is there a way to clamp the geometry at the boundary when in contact with it?

  • @MaxPuliero
    @MaxPuliero Рік тому

    wooo! thanks

  • @osilvinista584
    @osilvinista584 Рік тому

    eu precisava muito desse vídeo, o addon collision and cloth não me satisfazem por causa dos controles, obg, virei teu fã! thank you very much!

  • @Aaws424
    @Aaws424 Рік тому

    Very Cool😍

  • @Ajg0r
    @Ajg0r 5 місяців тому

    You can skip the smooth modifier, add set position + blur attribute with position attatched

  • @ian2593
    @ian2593 9 місяців тому +6

    can you make it so the spheres don't intersect but use the same method to not cross each others' boundaries?

    • @jamesriley5057
      @jamesriley5057 Місяць тому +1

      use the same method but treat the realized instances as the new mesh you want to raycast.

  • @DesignerNetanel
    @DesignerNetanel Рік тому +2

    Can u make a way that the inner spheres will smoosh with each other ,like when using cloth sim ??

  • @im_Dafox
    @im_Dafox Рік тому +2

    Thanks a bunch for that ! With a bit of tweaking, "it works well with characters" too 👉👉

    • @DJhardsmile
      @DJhardsmile 6 місяців тому

      Did u place a character into a shape?

    • @im_Dafox
      @im_Dafox 6 місяців тому

      No,shape is only for collision @@DJhardsmile

  • @Ximuish
    @Ximuish 8 місяців тому

    any idea how to keep voulme of those spheres constant?

  • @tranthikhanhlinhk17hcm29
    @tranthikhanhlinhk17hcm29 Рік тому

    great tutorial, thank you for sharing! But can i change the ico sphere mesh with object?

    • @RobbieTilton
      @RobbieTilton  Рік тому

      yeah- you can. just drag it into the geo nodes. you may need to sub-D it to make sure it has enough verts

  • @menmie
    @menmie 3 місяці тому

    hey man, at 3:47 can't we recalculate normals for the boundaries so that the blue faces be inside and the red faces be outside ?

  • @sidekick3rida
    @sidekick3rida 7 місяців тому

    Would be great if you explained the math behind this

  • @TomDub20
    @TomDub20 Рік тому

    Could you use the same ray cast technique to deform the spheres against each other? Creating self collision without a simulation.

  • @MedicoVisual
    @MedicoVisual Рік тому +1

    Awesome tutorial. This is exactly what I was looking for, to create peritoneum (I am a doctor and I create 3D medical lectures in Blender).
    BTW, I am confused about Dot product. What is it? How it works?

    • @RobbieTilton
      @RobbieTilton  Рік тому +3

      glad to hear it. dot product compares 2 vectors and tells us how much the two vectors point in the same direction

    • @MedicoVisual
      @MedicoVisual Рік тому +2

      @@RobbieTilton Thank you so much. One suggestion! Please try to explain some theory behind the each node in the tutorials.

  • @why__die
    @why__die 9 місяців тому +1

    firstly, great video! worked perfecly with the icosphere.
    When I tried doing it with a mesh (like suzanne for example), I started getting weird geometry spraying everywhere instead of it smoothly squishing. Is that a limiation of this method?
    my objective is to have a face squish up like it's squishing up against some glass.

    • @gabrielastepanikova5522
      @gabrielastepanikova5522 6 місяців тому

      Im trying to do the same thing. :( Nothing works so far. Did you manage to make it work?

  • @primodragoneitaliano
    @primodragoneitaliano Місяць тому

    Is there a way to apply that effect only to one or several specific vertex groups ?

  • @speedtripvfx
    @speedtripvfx 9 місяців тому

    When I used more complex objects like Suzanne instead of the ico Sphere, the collision results were not very satisfactory. How can I make them better?🤔

  • @avallow1
    @avallow1 Рік тому

    Sensational, following the tutorial and I got the desired result, I just couldn't apply the material

    • @RobbieTilton
      @RobbieTilton  Рік тому

      with geo nodes you'll have to use the 'set material' node in the node graph. If that doesn't work you can also use the 'realize instance' right before the set material node. both of these should be right before the output/end of graph

  • @patdimitri
    @patdimitri 10 місяців тому

    is there a way to do this with particles? IE effectively boxing in particles in a container as if it were a fluid? doing this exact method didnt yield usable results and i'm hitting my head against the wall

    • @RobbieTilton
      @RobbieTilton  10 місяців тому

      you'd have to make the particle system in geometry nodes using the simulation node. not easy tho

  • @justy256
    @justy256 5 місяців тому

    1 vertex, 2 or more vertices.

  • @dreamsprayanimation
    @dreamsprayanimation Рік тому

    How do you make it so that if a sphere were to completely go out of the the box then it would just delete itself. Currently with this setup if a sphere goes completely outside it just glitches out really weirdly. I am trying to create a jar with fireflies inside that bump against the jar when they try to fly outside the bounds, they are points being animated with 4d noise. I can't seem to find a good way of acheiving this.

    • @RobbieTilton
      @RobbieTilton  Рік тому

      you can do 'delete geometry' node based on distance for sphere - or for cube you can compare position and delete based on each side of cube

    • @dreamsprayanimation
      @dreamsprayanimation Рік тому

      @@RobbieTilton Could you make it so that the sphere squishes and bounces back like a simulated collision?

  • @mater5930
    @mater5930 Рік тому

    Great tut. Is there a reason why you didn't flip the normals of the cube to avoid the backward raycast problem?

    • @RobbieTilton
      @RobbieTilton  Рік тому +1

      could do that as well. i just assume ppl would likely use models or meshes with normals facing outward.

    • @mater5930
      @mater5930 Рік тому

      @@RobbieTilton You're right, smart take. I'm working with your node setup to create bouncing balls. I'm trying to find an intuitive way to make the object maintain it's volume while it presses against a surface. Your setup looks cool if the object is something like putty. But a balloon or ball would react differently. Again, great tutorial and very useful setup.

    • @RobbieTilton
      @RobbieTilton  Рік тому

      @@mater5930 true. would be interesting to find a way to make it maintain volume as it squeezes. goodluck!

  • @petneb
    @petneb Рік тому +1

    If you can make the objects inside the container object also conform to each other as they move and grow it will be a clothless implementation of your "Inflated Objects using Geometry Nodes". Do you think that is doable?

    • @RobbieTilton
      @RobbieTilton  Рік тому +1

      when you say 'conform to each other' - i imagine it would just take the avg position of the intersection. to make it look like cloth you would also need to deform the areas outside the intersection to compress/expand which is mathematically harder, but still possible

    • @petneb
      @petneb Рік тому +1

      I probably almost like writing a new geonodes system for softbody or cloth.

  • @BBB-vb2fn
    @BBB-vb2fn Рік тому +1

    Was i the only one who thought about a pair pressed up against a sheath of glass?🤔😁

  • @Sumo3D
    @Sumo3D 10 місяців тому

    would this work for existing mesh?

  • @matthewmounsey-wood5299
    @matthewmounsey-wood5299 Рік тому

    😻

  • @namdoyle
    @namdoyle 10 місяців тому

    4:55 Why not use" is hit" for selection?🤔

    • @RobbieTilton
      @RobbieTilton  10 місяців тому

      ooo. that would be way simpler!!!

  • @bdissl4310
    @bdissl4310 5 місяців тому

    So lets imagine I have 5 water balloons and I want to squish them into a certain geometry (boundry) so they start to resemble the geometry in an ensemble.
    I have a specific design and I want to 3D print it. But I am a total beginner in Blender.
    Can anyone help me and recommend me videos or key words I have to google to reach my goal?

  • @myslef7636
    @myslef7636 Рік тому +1

    as soon as i saw the preview i thought of 🍑 pressing against window 😄

  • @LiveKingPoker
    @LiveKingPoker Рік тому

    LFG

  • @scyther5607
    @scyther5607 8 місяців тому

    It didn't work on my rig. Did I miss something?

    • @RobbieTilton
      @RobbieTilton  8 місяців тому

      i just shared my file on my discord under the help section. feel free to download it there if you want to compare what might've went wrong.

  • @eclecticgamer5144
    @eclecticgamer5144 Рік тому +1

    This is very similar to how I did "self-intersection fix" I have for my humanoid I made in geometry nodes. ^_^
    ua-cam.com/video/Y7ReyoxfraM/v-deo.html

    • @RobbieTilton
      @RobbieTilton  Рік тому

      am i seeing this correctly that you made an entire human out of GEO NODES O_0!?

    • @eclecticgamer5144
      @eclecticgamer5144 Рік тому

      @@RobbieTilton More than just "an" entire human. "All" humans and some humanoids. ^_^

    • @eclecticgamer5144
      @eclecticgamer5144 Рік тому

      @@RobbieTilton And this was when 3.0 first came out... very few tutorials were out back then... even had to create an new usage for "RGB Curves" node. 😆 It's crazy. I wrote a math formula to graph a humanoid in 3 dimensional space. Working on Wing/Tail now, after that hooves, then "quadruped half-breeds" like centaurs.

    • @RobbieTilton
      @RobbieTilton  Рік тому

      @@eclecticgamer5144 you are an absolute legend

    • @eclecticgamer5144
      @eclecticgamer5144 Рік тому

      @@RobbieTilton Haha... You should see my 20-year business plan. 😂
      Step 1: Create geometry node groups to represent everything that exists (and most of what doesn't), so that any game dev can click a single button to create a *fully* populated planet, with roads, cities, every building can be entered and explored.
      That's just the start.
      By 2040, I want to have early testing of a Full Dive System using Neuralink up and running.
      Anyway, have fun. ^_^

  • @CassiaConvolution
    @CassiaConvolution Рік тому

    The singular of "vertices" is "vertex". "Vertice" is not a word.

  • @CassiaConvolution
    @CassiaConvolution Рік тому +1

    You are not "smudging" anything here.

  • @betalars
    @betalars 5 місяців тому

    Sorry, but this is just shrinkwrap with extra steps. ;)