This is a great tutorial and the approach with the simplified mesh is not something I've come across before. Taught me some new things in 3 minutes. Good value!
Thank you for making this tutorial! I really like the approach with using physics on a simplified mesh, even my potato computer is thankful that I'll stop abusing it for now
I kinda was thinking mesh deform would not work because of big difference in vertices. But then I thought, it's being used a lot in rigs so must work. Looks amazing!
your videos are ridiculously concise and on top of being crazy informative your notes on not killing your computer is ridiculously helpful. even as a layman with some technical knowledge i can apply everything you've shown. this is some awesome level communication you have!! sorry for all the adjectives
Wth? Seams like universe (or youtube algorithm) answered as I was looking exactly for foliage physics yesterday and couldn't find. Instant subscribe, thanks. 👌
Try using Alt+D instead of Shift+D to duplicate objects if you can. I've only learnt this recently, but instead of duplicating a mesh, it instances it. This means less memory usage and faster render times basically free, as long as you are using the same base mesh. You can still transform every instance freely.
Good tip, although for this method to work they all have to be one object, so when they're joined it doesn't matter whether they were or weren't instanced, they now are all "not instanced" because they're one larger object
@@MACHINEBUILDER I suggest not to join the meshes. Either use mesh instances and grouping or merge all your meshes into a collection and work with group/collection instances.
Woah so cool, can we not use a 2nd deform mesh to make a more realistic and precise simulation? And how much more time it will take ? Like 1 min per frame or more like 1 hour per frame. Because if it's only few min per frame I want to do a high quality simulation of someone walking on the grass you know
just watching this video, I don't know if they changed things in the new blender versions, mine didn't work the exact same, I think it might have been the foliage models I was using, the cloth sim just grabbed onto the mesh that had the collision modifier. still great tutorial I'm just disappointed mine didn't work
Hello, I would like to ask what is the reason for the lines flying out of the plane at 0:09 seconds in this video. I occasionally encounter this problem in the parts with actions in my rendering. How can I solve it
I get that problem sometimes, not entirely sure what it is all about. Try maybe doing some general mesh cleanup like merge by distance and stuff, maybe triangulate faces could work too.
Tack mannen! Blev rekommenderad din video om logos i blender, shit vilken hit det var! Riktigt najs storytelling och väldigt underhållande genom hela videon. Du har nog en rätt så enorm tillväxt att se fram emot på din kanal, riktigt imponerande!
Geo nodes is an entirely different approach - with a particle system you can duplicate/ scatter the plantst that wll not be affected and just run the bake through a channel of vegetation - ie less duplication - or you can run a wind effect throught the particles if you set them to hair dynamics
I’m try make it with some grass like in ur video and I have same problem. Some vertex don’t move and others stretch for them instead of bend. I would really appreciate if you help me
the random empty objects are a result of these models being made in Maya and being stored in groups there. whenever theyre imported into Blender, Blender doesn't know how to read them because collections work differently than Maya groups. in fact, collections are more similar to empties (the main similarity being that they both allow for Transform data). so that's why it gets imported like that
Look at my plane crash tutorial, it’s a cell fractured proxy object and then the tree is fractured separately and parented to the cell fractured bits. Hard to explain, but I explain it in detail in the plane crash video (the one with the airliner)
@@AlbinThorburn adding the solidify modifier to the duplicate worked but when using remesh modifier everything became like tiny sticks with dots everywhere instead of one big mesh
I believe using geometry nodes would be better. You would be able to create many instances in random points and add random rotation and scale. And using instances rather than using actual geometry optimizes your scene quite a lot
Excellent and brilliant. I have 8 years experience in Blender and I can say that this is majestic
This is a great tutorial and the approach with the simplified mesh is not something I've come across before. Taught me some new things in 3 minutes. Good value!
Thank you for making this tutorial! I really like the approach with using physics on a simplified mesh, even my potato computer is thankful that I'll stop abusing it for now
That was an extremely concise and clear instructional video, thanks for showing us how you made those simulated plants!
I kinda was thinking mesh deform would not work because of big difference in vertices. But then I thought, it's being used a lot in rigs so must work. Looks amazing!
Is that i tro any nation rendered with low sample limit? Was wondering why it's flickering so much in some areas
your videos are ridiculously concise and on top of being crazy informative your notes on not killing your computer is ridiculously helpful. even as a layman with some technical knowledge i can apply everything you've shown. this is some awesome level communication you have!! sorry for all the adjectives
Bro this made my day! :D
So good and very clear tutorial! Thanks a lot
Wth? Seams like universe (or youtube algorithm) answered as I was looking exactly for foliage physics yesterday and couldn't find. Instant subscribe, thanks. 👌
Ive never even heard of GLB until today. Thanks!
Really a great tutorial👏
Thank you my friend
Try using Alt+D instead of Shift+D to duplicate objects if you can. I've only learnt this recently, but instead of duplicating a mesh, it instances it.
This means less memory usage and faster render times basically free, as long as you are using the same base mesh. You can still transform every instance freely.
Good tip, although for this method to work they all have to be one object, so when they're joined it doesn't matter whether they were or weren't instanced, they now are all "not instanced" because they're one larger object
@@MACHINEBUILDER I suggest not to join the meshes. Either use mesh instances and grouping or merge all your meshes into a collection and work with group/collection instances.
@@rednicstone3299 ahh fair, that makes more sense
You have given me much to think about! Thank you
Fascinating method! I will definitely try this out asap! Subscribed.
Extremely helpful tutorial ❤❤❤
Great effect.
This video is life changing! Thank you so much❤
Thank you my friend ❤️❤️❤️
Wow! im usually not impressed by youtube tutorials but this is something I didnt know! animating with a proxy mesh is so so smart!
Amazing tutorial
flawless. absolute legend
this is amazing. GIVE US MORE
You are amazing!
GREAT stuff man. Thanks for the tutorial
Great one here 👌
This is Gold!
Genius! Thank you.
i was looking for a tutorial like this
!!!!
woww That's Amazing bro. Tks alot❤
This is fucking amazing. I love all the workarounds people come up with to obtain such cool effects at a really low performance cost!
Muito bom ótimo,
Obrigado por compartilhar.
Woah so cool, can we not use a 2nd deform mesh to make a more realistic and precise simulation? And how much more time it will take ? Like 1 min per frame or more like 1 hour per frame. Because if it's only few min per frame I want to do a high quality simulation of someone walking on the grass you know
love this man, thank you sm
amazing trick, you got my sub
bro this is really good
Sketchfab uses those empties for models with many pieces that are not joined, so they parent everything to that empty :)
just watching this video, I don't know if they changed things in the new blender versions, mine didn't work the exact same, I think it might have been the foliage models I was using, the cloth sim just grabbed onto the mesh that had the collision modifier. still great tutorial I'm just disappointed mine didn't work
Too good! Thank you!
genius effect
👏👏 cheers mate 👍
that’s genius omg
This is Genius!
Really helpful. Thanks
Maiiiiissssss nnaaaaaaannnn c’est un truc de Foouuuu ! Merciiiii 🎉
Awesome👍👏
Hello, I would like to ask what is the reason for the lines flying out of the plane at 0:09 seconds in this video. I occasionally encounter this problem in the parts with actions in my rendering. How can I solve it
object > motion blur > deformation set it to false! VOILA! :)
@@glowshedfilms thank you so much!🥰
Thank you... ❤❤❤
Help me! When I press Bind 03:10 it says "Target contains concave polygons" error. Can you show me how to fix it @@
I get that problem sometimes, not entirely sure what it is all about. Try maybe doing some general mesh cleanup like merge by distance and stuff, maybe triangulate faces could work too.
@@AlbinThorburn Thank you so much! Finally, I was able to fix it.
Herregud, guld, tack!
Tack mannen! Blev rekommenderad din video om logos i blender, shit vilken hit det var! Riktigt najs storytelling och väldigt underhållande genom hela videon. Du har nog en rätt så enorm tillväxt att se fram emot på din kanal, riktigt imponerande!
@@AlbinThorburn Eyy tack, kul att höra! Detsamma, fortsätt med det du gör, för det är grymt :)
So clear, Well done.
Can you clear your last plane crash tutorial like how we can stick together some parts if can please?
This is super helpful!
Wonderful!!
nice..thanks bro...
great timing
i have a problem with surface deform modifier. it says target contain concave polygons. how to fix this?
Really nice technique .. but come on, surely you had issues remeshing the merged geo? :) That move hanged my laptop! lol
You are awesome
Thank u so much!
How to use this method without duplicating the vegetations manually, but using particle system or geometry nodes?
Geo nodes is an entirely different approach - with a particle system you can duplicate/ scatter the plantst that wll not be affected and just run the bake through a channel of vegetation - ie less duplication - or you can run a wind effect throught the particles if you set them to hair dynamics
@@COLMVFAHY Well, I already made this...
ua-cam.com/users/shortsE5dcMbPfAJo?feature=share
great! thank you.
Thank you!
Bästa videon😊
This is a pretty igneous way of doing this, I have a question tho, why not use a soft body?
How make it work with trees? My brunches and leaves just stretch instead of bend meanwhile deform mesh works great. Help please
I’m try make it with some grass like in ur video and I have same problem. Some vertex don’t move and others stretch for them instead of bend. I would really appreciate if you help me
to cut down the render time you can also use "alt + D" to duplicate the objects :)
thanks mate🤩
awesome !!!! :O
Your tutorials are so good, holy shit
nice,Thank you!
2:29 not working can you help me
Hi 👋 I have always one problem, glb files is always a little bit transparent
thank you
Thank you bro
magnifiqque
could I use that to create a wind effect?
the random empty objects are a result of these models being made in Maya and being stored in groups there. whenever theyre imported into Blender, Blender doesn't know how to read them because collections work differently than Maya groups. in fact, collections are more similar to empties (the main similarity being that they both allow for Transform data). so that's why it gets imported like that
Neat!
wow!!!!
Wow! Easy!
WHAT? 🤯🤯🤯
You make same thing with trees branches
Don't shift+d but ctrl+d.
Is blender on Android ?
please tell how brok tree
Look at my plane crash tutorial, it’s a cell fractured proxy object and then the tree is fractured separately and parented to the cell fractured bits. Hard to explain, but I explain it in detail in the plane crash video (the one with the airliner)
this doesnt work in blender 4.2 sadly
It does! Where did it go wrong for you?
@@AlbinThorburn adding the solidify modifier to the duplicate worked but when using remesh modifier everything became like tiny sticks with dots everywhere instead of one big mesh
I believe using geometry nodes would be better. You would be able to create many instances in random points and add random rotation and scale. And using instances rather than using actual geometry optimizes your scene quite a lot
cool make us a great tuto please
This literally doesn’t fuckin work on anything other than these exact objects lol. I tried this on a tree and internal springs does literally nothing
Don't swear on my channel man there are kids here
sketch fab adds the empties because some programs if you don't have it, the origin point gets misplaced.