Very good, very fast, I'll have to come back to this and pause every second to fully understand. You really opened me to a bigger world of possibilities with this node than what I initially thought
Wow! Great vid, hopefully by instancing Metaballs on points they'll retain their procedural properties, if not, then I'll use the Geometry Nodes to make a cool mesh and then use a Hair Particle System and instance the Metaballs on that
If you add a maximum node after the value, then set the other value to something like .03 you can keep your computer from exploding 7 times like mine did! :)
I've been messing with cloud shaders trying to tune them. I think I got them pretty close, but they ultimately can not take advantage of the geometry like you did at the end there. Plus I've only done it in Cycles and not Eevee. Very, VERY excited for this update since dynamic clouds have been a huge thing I've wanted to do for Blender scenes.
the amount of times I crashed Blender playing with the parameters 😀I wish Blender would have a safety mode for calculating if an operation is about to exceed probable time to compute 10x for the tutorials
I wish this animated character made of cubes can be colored using a texture map so it would look like a voxel with different color blocks... I have needed this for a project for some time
One thing that would be good is some sort of pinning for the voxels, so volume to mesh didn't flicker when moving the underlying mesh, not even sure if it would be possible
@@JoeyCarlino I've only used distribute points on faces and it's the same issue, I think it's because of how the faces are formed in relation to the position of the points, similar to how vorinoi patterns are created, as the points move the creation points of the faces also move
thanks for this great video! I do have 1 question...what you did in 6:17, how did you get those lines to connect like that? You have the value line connecting before getting to the mesh to volume node
You should make a tutorial on how to make objects look colorful in object mode, don't know how to explain it too well but for example in this part the cube has multiple colors instead of one: 0:33
So is this the final nail in the coffin for particles ? It's been so long since i've seen anyone use particles i'm starting to think they're obsolete 🤔😆
How to use scalar field data (like x,y,z,v) in the geometry node (using python script maybe) to plot a volume cloud like this. Here x,y,z are the cartesian position of the volume points, and v is the density of the cloud at that x,y,z point.
Imagine using this to render a 3d character in 2d from various different angles (for a game or something). I am not very familiar with Blender and am only starting to learn Unity so there is probably a much easier way to do that, but it was just an idea.
Nice :-) Watched the whole vid. I wonder if your setup with the noise position is the SAME as with the noise texture (mesh to volume modifier + displace vulume with Cloud texture, color mode) I always found it gave pretty result. But didn't know if can be recreated with GN... Since you are displacing the "points" and not the volume per say, not sure it is the same result. Try it... What you think ?
Using something like this to fill a coffee hopper (shelled glass container) with coffee beans for a coffee machine, randomized rotation and scale for the beans. But my beans are either going through the inner surface of the glass wall or looking like most beans aren't filling all the way to the glass. The beans are modeled and not a perfect sphere. Curious how would I make this look more natural?
It's a little more manual, but you could use a rigid body simulation to pack them into a space. I have a video about that, it's called something like "how to pile stuff" from a while back
If you wanted to drop some stuff placed in a volume (clothes, silverware) to create a pile on the ground (via dropping), would you just do the geonode volume setup first, then "apply" the modifier, then separate objects, then add physics properties to stuff, or would there be an easier way all in geonodes?
what addons are you using to make your lines straight in the geo nodes and to make the points different colors? :) Also I love the vids so much. You've helped me out and help give me so much inspiration. Thank You.
You can use a line and a set position node. Sample the position of all the points and use that to affect the line. If you give the line enough points then it should connect the whole point cloud
Do you know they working on geometry nodes loops? What if I want create infinite collection using seed, or plug to instance already existe geonodes and create infinite randomize instances
@@JoeyCarlino i did that however whenever i draw inside edit mode other curve, that distribution of points end up messing up they wont stick to the cage i inserted them, always stick out especially on end of the curve/cage
this node is exactly what i needed for a project and i didn't know it didn't exist before
I didnt NODE either.
@@cgbasic808 lol
Blender keeps getting better and better! Thanks for the tutorial!
This is super dope and useful and thank you for these brand new tutorials. I do appreciate it.
the leaf part looks super useful
rare video where every second is interesting.
Blender is getting SO CRAZY GOOD, I'm so excited!!!!
Great rhythm, so fast yet so clear!
That cloud man was gettin down lol
I checked - everything is clean
i really apreciate your help with dowloanding this software
Was really happy about the cloud walk through!
This is exactly what i was needing.
What seriously awesome tutorial. Thanks for sharing this
Very good, very fast, I'll have to come back to this and pause every second to fully understand. You really opened me to a bigger world of possibilities with this node than what I initially thought
Best non simulated eevee cloud since forever in Blender!!!
0:30 - Yo what. You ADDED a cube? Now that's heresy.
thanks, it actually let me through so i could download it.
Beauty! Thanks for such a high quality video.
Wow! Great vid, hopefully by instancing Metaballs on points they'll retain their procedural properties, if not, then I'll use the Geometry Nodes to make a cool mesh and then use a Hair Particle System and instance the Metaballs on that
If you add a maximum node after the value, then set the other value to something like .03 you can keep your computer from exploding 7 times like mine did! :)
Bruh I still don't understand nodes fully, but seeing you make that shrub was awesome.
amazing tutorial bro
How do you export this volume as vdb?
it worked! thank you so much!!
Solid video as always 👏
Thanks for the tutorial
wow joey thanks for sharing this. amazing stuff
Great lesson.
That's awesome! Thanks!
That was great. Thank you.
joey this is really dope keep up the good work
thanks! Joey!
Thanks Joey! Another dope tutorial!
woa!!! thank you very much,pretty nice!!
I've been messing with cloud shaders trying to tune them. I think I got them pretty close, but they ultimately can not take advantage of the geometry like you did at the end there. Plus I've only done it in Cycles and not Eevee. Very, VERY excited for this update since dynamic clouds have been a huge thing I've wanted to do for Blender scenes.
Awesome tutorial!
this is insane
Thanks so much
oh my god, this is amazing!
That. Was. Awesome.
Very helpful
ty!
Very clever!
thank you bro thank you
Great video!
For better result volume to mesh and mesh to volume again
Thanks so much!So helpful and great!
Very very useful
simple and useful
a wreath of gumballs! congrats!
Crazy! Cool! Love your tutorials! dont stop please
This is so nice, thx for the amazing tutorials!
Works well!! DANKEEE
Dude you are a legend I love you ❤ hero
Awesome!
Lovely video
the amount of times I crashed Blender playing with the parameters 😀I wish Blender would have a safety mode for calculating if an operation is about to exceed probable time to compute
10x for the tutorials
Damn this video is so useful
I wish this animated character made of cubes can be colored using a texture map so it would look like a voxel with different color blocks... I have needed this for a project for some time
wow awesome
Fantastic 🔥
"Eevee is gonna make this look kinda bad" is a sentence I am getting used to hearing when watching blender tutorials
Lol yeah, it has it's benefits though
One thing that would be good is some sort of pinning for the voxels, so volume to mesh didn't flicker when moving the underlying mesh, not even sure if it would be possible
I'm not sure if that would be possible either, "distribute points on faces" should work for that though
@@JoeyCarlino I've only used distribute points on faces and it's the same issue, I think it's because of how the faces are formed in relation to the position of the points, similar to how vorinoi patterns are created, as the points move the creation points of the faces also move
thanks for this great video! I do have 1 question...what you did in 6:17, how did you get those lines to connect like that? You have the value line connecting before getting to the mesh to volume node
You should make a tutorial on how to make objects look colorful in object mode, don't know how to explain it too well but for example in this part the cube has multiple colors instead of one: 0:33
It's a matcap
@@JoeyCarlino i thought your face normal view was on :D
This is so cool!!! Ahhh!!!
fire
So is this the final nail in the coffin for particles ?
It's been so long since i've seen anyone use particles i'm starting to think they're obsolete 🤔😆
How to use scalar field data (like x,y,z,v) in the geometry node (using python script maybe) to plot a volume cloud like this. Here x,y,z are the cartesian position of the volume points, and v is the density of the cloud at that x,y,z point.
This is cool as fuck and exactly what I needed.
Imagine using this to render a 3d character in 2d from various different angles (for a game or something). I am not very familiar with Blender and am only starting to learn Unity so there is probably a much easier way to do that, but it was just an idea.
finally!
Just need a distribute points on curve node now
There is one, it's called curve to points
You say clouds, I see white-grey cotton candy.
Great video. I never knew that "tau" function. Got any more of those interesting tidbits?
Yeah, you can use tau, pi, e, or a math expression. Like if you wanted you could put 1/100 in there and it would turn it into a decimal
The final v3.4 has 'voxel amount' instead of 'voxel size'. Can you indicate the changes required to gain control over the 'size' with a switch node?
Nice :-) Watched the whole vid.
I wonder if your setup with the noise position is the SAME as with the noise texture (mesh to volume modifier + displace vulume with Cloud texture, color mode) I always found it gave pretty result.
But didn't know if can be recreated with GN...
Since you are displacing the "points" and not the volume per say, not sure it is the same result.
Try it... What you think ?
*Same as Cloud texture, sorry
too bad this node is not in 3.2 ! :(
Thanks for this again lil piece of awe :D
Using something like this to fill a coffee hopper (shelled glass container) with coffee beans for a coffee machine, randomized rotation and scale for the beans. But my beans are either going through the inner surface of the glass wall or looking like most beans aren't filling all the way to the glass. The beans are modeled and not a perfect sphere. Curious how would I make this look more natural?
It's a little more manual, but you could use a rigid body simulation to pack them into a space. I have a video about that, it's called something like "how to pile stuff" from a while back
If you wanted to drop some stuff placed in a volume (clothes, silverware) to create a pile on the ground (via dropping), would you just do the geonode volume setup first, then "apply" the modifier, then separate objects, then add physics properties to stuff, or would there be an easier way all in geonodes?
what addons are you using to make your lines straight in the geo nodes and to make the points different colors? :) Also I love the vids so much. You've helped me out and help give me so much inspiration. Thank You.
where do I get the distribut points on volume node?
Hey Joey, do you do commission work?
how do we get that dancing animation
Cool tip.
Do you know if there is a way to get edges from a points Cloud. ?
You can use a line and a set position node. Sample the position of all the points and use that to affect the line. If you give the line enough points then it should connect the whole point cloud
I think I did this in the curve geo nodes for beginners video
@@JoeyCarlino Thank you , i ve found it :)
all workеd
not finding the link for blender launcher in the description … am i just sleepily scrolling past it repeatedly? help lol
finally ...
I think I've heard a distant scream from Australia....
Convienient... Earlier for example ... we had to do instancing grid on line to achieve some volume inside cube , now its only one node :|
nice! :)
Do you know they working on geometry nodes loops? What if I want create infinite collection using seed, or plug to instance already existe geonodes and create infinite randomize instances
Is there a way to make the leaves not clip through one another, though?
Yeah, make them spaced apart enough so that there's no risk of them intersecting
What if I don't have a Distribute points in volume node or the Mesh in volume node?
Update to a higher version number
I saw this in ducky 3d
❤
Does instance on points have the same performance benefits as regular instancing?
I don't know the exact numbers, but I know instances in geometry nodes perform much better compared to real geometry like duplicated objects
guys how can i change the color of this node?
how do u get ur viewport shading to look like that with all the fancy neon colors
It's a matcap. The arrow in the top right of the viewport next to render view
Hello how can i distribute points in volume along curve?
Thicken your curve with a curve to mesh node, circle into the curve profile, then a mesh to volume after, and a distribute points in volume
@@JoeyCarlino i did that however whenever i draw inside edit mode other curve, that distribution of points end up messing up they wont stick to the cage i inserted them, always stick out especially on end of the curve/cage
I'm not entirely sure what you mean. If you want more detailed help, come to discord
I can make anything out of bees!