This might be one of the few videos I would actually watch if it was slowed down just a bit. You definitely covered everything completely and I can always just go back and watch it again but I'd almost appreciate maybe just a beat between each different function so that my mind can process what it just heard. Right now there's not much space between each function so it all feels like it blends together. This is really cool stuff and to see it visualized is so helpful! I Thank you for taking the time to put this together! You might also want to consider selling the project file so that we can follow along. Might help with comprehension. Subbed!
Yeah, it's a little avalanche of info, let me ask you this though, did you try playing it at .75 speed? Or do I start sounding like my man Rocky Balboa? As for the files, that's definitely doable, I'll start doing it for future videos and see how it goes. As for this one, I'll upload the file to my gumroad for $2 bucks over the weekend. Does that sound like a fair price? Cheers mate and thanks for the sub! @bentheremedia3011
@@Dude_Blender 0.75 speed actually helped quite a bit and didn't seem to distort your voice at all. I think that's a very fair price! Also gives people an opportunity to support you. Cheers!
I think it would be better with explanations coupled with practical use cases. Who would use log, exp, and inverse square root without it being shown in an example code that is being recreated? Show the benefit of manipulating the value so that math functions behave predictably. I.e. 0-1 is the most versatile range to operate in, but sometimes you may want to use remap to say -+pi/-+tau for trig functions. I typically use geo nodes this way to figure out the math I need for materials, but I use a mesh line from x=0 to x=1 and drive the y coordinate with the x to get a curve representation; most of the time we're trying to manipulate shapes/displacement/bump. Example. Say you want 2 off positive half circles spread along the 0-1 range, with a small space between each (and ends) that is also smooth. Trig absoluted won't cut it as the tangent isn't close to vertical, you need an actual semicircle. You can't use map range with smoothing as both ends will be equally smoothed. I'm sure you're able to see the obvious answer; multiply with 2 times, fraction, remap -> 0.05-0.95, remap to -1 to 1 (sawtooths with flat short ends), power 2, 1-result, square root (semicircles with flat bottoms), smooth maximum and map range (from min) using the same value; the result are two "titties" with flat bottoms that are smoothed out but the output remains in an easy to control 0-1 range. Now, I'm definitely not into maths, so coming up with the above certainly didn't come easily for me. But it was also something I needed (and since, many times) as shaping a material curve using float curve doesn't always play nice with bump (inflection points are always highly annoyingly visible). Other examples are how to convert cartesian coordinate systems into polar (both disk+z for height and cylinder+z for radius) or spherical, and maybe other fancy coordinate systems like pyramidial or spirals. Practical examples of how hyperbolic functions could be used? Haven't checked the vector math video yet, but I'm sure the same applies there.
well this was very fast for me . as math is a weak point of mine.. BUTT the main thing is explained super ultra clearly no confusion at all and i watched it at .5 speed so ya great video ...
So which of does would help me the most to mirror two sides do the same thing with out breaking I scale. The negative xzy does work fin but the same nodes in the positive seem to miss the mark.
Hey mate, I didn’t understand what you’re trying to achieve. You mentioned XYZ so I’m assuming you’re trying to have a vector mirror another one? If so, maybe take a look at my vector math video as there are a couple of ways to do that.
@@longlivethesecondplaceice2736 I would try either duplicating the wall with alt+d, so any change you make to one wall will apply to the rest, or add geometry node instances of a plane or cube to make the wall, but I'd need to see your project to know exactly what you're doing.
Hey! So the range is defined from a center point and a distance to both negative and positive directions. That distance is the epsilon. So if the center point were for example -6, and epsilon were 3, then the range would be from (center point - epsilon) to (center point + epsilon), which would be -9 to -3. The node just wants to know if a number is within that range.
Thanks a lot sir, just wants to be sure, If the center point is -6, The epsilon value which we have set to 3 , for negative one it would become -3 and the distance from -6 to -3 is -3. For Positive , it would become 3 , so The distance from -6 to 3 is -9, then . . . Example: Let say I have -6 as a center point , 12 as a value for epsilon, so for negative epsilon it would become -12, and the distance will be +6, For Positive epsilon it would become +12, so the distance will be -18. SO if the second value is between 6 to -18 , it would be 1 . Am I right? Sir the last question: Is it necessary that the first node value is the value which would be the Centre value or center point?
@@Beten-2 correct! And note that for the first two values, it really doesn’t matter in what order you connect them as the node will just subtract them and see if the absolute difference is smaller or equal to epsilon.
Great video, I'm glad I found this! One question: I'm trying to remap positional values using the Map Range, from their current domain to 0 to 1. But for "From Min" and "From Max" how can I get my dataset's current Min and Max?
@moharmon770 Hey mate! Without knowing the nature of your data, and if it’s not possible to calculate it with math (which would be the first thing) a neat way would be to show your value using geometry nodes (value to string, string to mesh) and then you can see the values that your domain is taking. Still I’d first try to figure them out mathematically to be more accurate.
@@Dude_Blender thanks for the swift reply. I was suggesting something simple like: if the vert count is greater than ____ then set material to: I'll ask stack exchange. I subscribed thank you dude
Waaaaaait a minute, you’re telling me you’d rather learn unique abilities of 100+ characters, strategies, team communication, 200+ items, runes and map, because Blender/Math is too hard? 🤔🤔🤔🤯🤯🤯
hahaahahahah... I know, I know doesn't make any sense right ? to be fair I don't know how to play dota either. I think that explains why I lose 80% of my games. In regard to math, well that's a completely different beast, not my strong suit for sure. Btw you're a great teacher. The thing is, I can barely do basic math; the fault is all on me.
Finally someone who explains this concept easily!
🙌🏻🙌🏻🙌🏻
This might be one of the few videos I would actually watch if it was slowed down just a bit. You definitely covered everything completely and I can always just go back and watch it again but I'd almost appreciate maybe just a beat between each different function so that my mind can process what it just heard. Right now there's not much space between each function so it all feels like it blends together. This is really cool stuff and to see it visualized is so helpful! I Thank you for taking the time to put this together! You might also want to consider selling the project file so that we can follow along. Might help with comprehension. Subbed!
Yeah, it's a little avalanche of info, let me ask you this though, did you try playing it at .75 speed? Or do I start sounding like my man Rocky Balboa? As for the files, that's definitely doable, I'll start doing it for future videos and see how it goes. As for this one, I'll upload the file to my gumroad for $2 bucks over the weekend. Does that sound like a fair price? Cheers mate and thanks for the sub! @bentheremedia3011
@@Dude_Blender 0.75 speed actually helped quite a bit and didn't seem to distort your voice at all. I think that's a very fair price! Also gives people an opportunity to support you. Cheers!
well produced and edited, fast pace yet clear and on point. Love this type of educational content and this video in particular! thank you :)
I want to respect my viewers’ time so I add no fluff. Thanks for the comment! Glad you enjoyed the video!
I think it would be better with explanations coupled with practical use cases. Who would use log, exp, and inverse square root without it being shown in an example code that is being recreated? Show the benefit of manipulating the value so that math functions behave predictably. I.e. 0-1 is the most versatile range to operate in, but sometimes you may want to use remap to say -+pi/-+tau for trig functions. I typically use geo nodes this way to figure out the math I need for materials, but I use a mesh line from x=0 to x=1 and drive the y coordinate with the x to get a curve representation; most of the time we're trying to manipulate shapes/displacement/bump.
Example. Say you want 2 off positive half circles spread along the 0-1 range, with a small space between each (and ends) that is also smooth. Trig absoluted won't cut it as the tangent isn't close to vertical, you need an actual semicircle. You can't use map range with smoothing as both ends will be equally smoothed. I'm sure you're able to see the obvious answer; multiply with 2 times, fraction, remap -> 0.05-0.95, remap to -1 to 1 (sawtooths with flat short ends), power 2, 1-result, square root (semicircles with flat bottoms), smooth maximum and map range (from min) using the same value; the result are two "titties" with flat bottoms that are smoothed out but the output remains in an easy to control 0-1 range.
Now, I'm definitely not into maths, so coming up with the above certainly didn't come easily for me. But it was also something I needed (and since, many times) as shaping a material curve using float curve doesn't always play nice with bump (inflection points are always highly annoyingly visible).
Other examples are how to convert cartesian coordinate systems into polar (both disk+z for height and cylinder+z for radius) or spherical, and maybe other fancy coordinate systems like pyramidial or spirals. Practical examples of how hyperbolic functions could be used?
Haven't checked the vector math video yet, but I'm sure the same applies there.
this is gold teaching content, nice set-up thanks so much
I think having good visuals always makes it easier to understand. Happy you liked the video!
Infinite likes to this video and creator! This is what I was looking for so long
@@АнтонГерасимов-г5ф thanks! I’m happy you found it useful, have a nice day!
well this was very fast for me . as math is a weak point of mine.. BUTT the main thing is explained super ultra clearly no confusion at all and i watched it at .5 speed so ya great video ...
Hey! I just responded to almost the exact same comment in another video, so, feedback taken, and I'll rush my next videos a bit less. Cheers!
Thanks for sharing. Your video is really very useful and easy to understand. Can you do 1 similar video with Vector Math node?
Hey! I sure can! In fact it’s already in the works!
@@Dude_Blender Can't wait!!!
finally someone on point
Thanks mate!
Thank you superb quality lecture ❤
Thanks for the nice comment! We very much appreciate those!
@@Dude_Blender please explain blender driver concept in detail with example sir.
Yesss that’s a great idea! My mind was on geometry nodes but drivers are super useful for rotating wheels and such. Definitely will do!
Thanks
Any time!
So which of does would help me the most to mirror two sides do the same thing with out breaking I scale.
The negative xzy does work fin but the same nodes in the positive seem to miss the mark.
Hey mate, I didn’t understand what you’re trying to achieve. You mentioned XYZ so I’m assuming you’re trying to have a vector mirror another one? If so, maybe take a look at my vector math video as there are a couple of ways to do that.
@@Dude_Blender I just want to build 4 walls with one grid. And controlling all four walls by scaling the x y values.
@@longlivethesecondplaceice2736 I would try either duplicating the wall with alt+d, so any change you make to one wall will apply to the rest, or add geometry node instances of a plane or cube to make the wall, but I'd need to see your project to know exactly what you're doing.
Sir please can explain Epsilon bit further? like what is epsilon value? why the OTher value shuld remain in -3 to -9 , Thanks a lot
Hey! So the range is defined from a center point and a distance to both negative and positive directions. That distance is the epsilon. So if the center point were for example -6, and epsilon were 3, then the range would be from (center point - epsilon) to (center point + epsilon), which would be -9 to -3. The node just wants to know if a number is within that range.
Thanks a lot sir, just wants to be sure,
If the center point is -6, The epsilon value which we have set to 3 , for negative one it would become -3 and the distance from -6 to -3 is -3.
For Positive , it would become 3 , so The distance from -6 to 3 is -9, then . . .
Example: Let say I have -6 as a center point , 12 as a value for epsilon, so for negative epsilon it would become -12, and the distance will be +6, For Positive epsilon it would become +12, so the distance will be -18. SO if the second value is between 6 to -18 , it would be 1 . Am I right?
Sir the last question:
Is it necessary that the first node value is the value which would be the Centre value or center point?
@@Beten-2 correct! And note that for the first two values, it really doesn’t matter in what order you connect them as the node will just subtract them and see if the absolute difference is smaller or equal to epsilon.
Great video, I'm glad I found this!
One question: I'm trying to remap positional values using the Map Range, from their current domain to 0 to 1. But for "From Min" and "From Max" how can I get my dataset's current Min and Max?
@moharmon770 Hey mate! Without knowing the nature of your data, and if it’s not possible to calculate it with math (which would be the first thing) a neat way would be to show your value using geometry nodes (value to string, string to mesh) and then you can see the values that your domain is taking. Still I’d first try to figure them out mathematically to be more accurate.
You can use the Attribute Statistic node to get the "From Min" and "From Max" values
Nice, @@codewatcher5921, although, only if the dataset is a mesh, correct?
@@Dude_Blender Yeah, possibly. I mostly work with mesh data, so it's what I'm most familiar with 🤷♂
Gotcha, thanks for the tip! @@codewatcher5921
I was looking for a [if not greater than:] then [ ]
Maybe Connect an Invert to a Greater Than?
@@Dude_Blender thanks for the swift reply. I was suggesting something simple like: if the vert count is greater than ____ then set material to:
I'll ask stack exchange. I subscribed thank you dude
nice
Thank you my friend!
This made me feel less dumb.
Or more intelligent 🤓
Yeap, let's go back and play dota... I'm to dumb for this
Waaaaaait a minute, you’re telling me you’d rather learn unique abilities of 100+ characters, strategies, team communication, 200+ items, runes and map, because Blender/Math is too hard? 🤔🤔🤔🤯🤯🤯
hahaahahahah... I know, I know doesn't make any sense right ? to be fair I don't know how to play dota either. I think that explains why I lose 80% of my games. In regard to math, well that's a completely different beast, not my strong suit for sure. Btw you're a great teacher. The thing is, I can barely do basic math; the fault is all on me.
Why are so rushed 😢
Well, I didn’t wanted to keep it short, since there are so many functions, but yeah the consensus seems to be that it’s a bit fast.
I would prefer a 1hr+ version that explains everything in thorough detail and at a slow pace.
@MedicoVisual you’re one of the few.
Amazing video but plz make it a little slow and easy to understand. My mind can't process maths so fast 🥲
Hey buddy, was there a particular operation that you thought was explained too fast?