You don't have to render the wetmap to a texture, by the way! You can access the vertex data from the shader graph directly! If I remember correctly, the Vertex Color node should do the trick :)
This is interesting, I didn't know about that node. But with it, I think there is a much simpler way to achieve this effect. Time to play around and find out :D
Just started my blender journey two weeks ago, and your channel has given me such a greater understanding of blender than most surface-level tutorials out there. Thanks for inspiring me and sharing such amazing knowledge with the community!
You have to be an exceptionally humble and awesome person to become selfless enough to let all this information circulate out there FOR FREE. This is why I love the blender community. You sir, are awesome!
hot tip: to fix the mesh clipping through itself very easily just pick a frame with a lot of mesh clipping and adjust the midlevel value of the displacement modifier. if you're using more than one displacement modifier make sure to turn off all but the first and adjust it. then turn on the one down from that and adjust that one and so on. that way you don't end up fiddling with the modifiers blindly.
If anyone is wondering why their wetmap / colour doesn't change with the animation. Make sure you input ALL wetmap images not just one, tick Cyclic and Auto Refresh then you should see it work with the animation. Loved this tutorial
Not sure if it has something to do with my issue or not but when I try to use such Dynamic Paint weight map with the particle system it does not work, it ignores it, why is that? (the particle system does work with a custom created static weight map of my own tho)
Compliments! Like the tutorial and love your 'to the point' way of (fast) explaining, no bullshit in between! Wish that all tutorials were like this! Keep them coming brother! Thanks!
Cool technique and very well explained. Great to see the dynamic paint used like this. I have made a similar effect using a displacement texture that appears at certain points using an animated empty that was used as the object position to move the coordinates of a gradient texture around, which was distorted with a noise texture.
Waw it’s amazing! I try to do it but un dont understand what do you do in 4:18 … when you click on « image or movie » you instantly have a copy of your texture and i dont have the same …
I didnt try to use the dynamic paint with proximity effect, now i will and probably try that with geometry node generator and pbr texture , it's not that easy but geometry node give even more power to that tool.
Quite honestly, I don't think blender makes it difficult to use the stuff. What I think happens is that blender is so FUCKING VERSATILE that sometimes possibility leaps out from our imagination. But look, that process couldn't take more than half an hour to accomplish, start to end. It isn't difficult. Rigging is difficult. This isn't. The hard part is to think of the effect and then put together your tools to accurately make it happen.
Thanks a whole lot sir. been looking for a channel like this. Making Houdini level animation to blender. New Subscriber here!!!! Looking forward to watching more of your videos
it IS similar but very much different effect. Blender Lacks better simluation handling, if it is soft body, rigid body or cloth sim. I know it will improve in no time but right now I will stand behind the statement that the first animation with the cloth sim is not replicable in Blender we have now. But as I said... I really look forward to when we it will be! Anyway, cool content!
I don't know if you heard about it, but there's a Blender render farm I use all the time to cut down my render times. It's called Sheepit. You don't pay anything, you render to get points and use them when you need to render something of your own. You'll render your projects so much faster.
@@luciox2919 Don't worry, I don't use mine. I use google's 🤣 Colab is a wonderful thing and my 20+ accounts serve me well. Thanks for the friendly warning though, I appreciate it.
11:33 - what...I tried it with the particle system and the dynamic paint's weight map is being ignored by it so the whole mesh is emitting particles instead of just from the red parts of the weight map..what is the issue with it? I think it must be a bug or unsupported thing
Thank you for the tutorial and your generosity for providing free items on your gumroad. I hope I can afford to repay you one day but as of now I'm a broke college student haha
I feel like the real issue (please correct me or interject me anyone freely, im open to be wrong entirely), is that not enough people realise its about photorealism, houdini is from what i can see from the outside and not using it, is immensly effective at photorealism (in the right hands) and i feel blender can be just as effective at fooling you of that photorealism, maybe not as insane in terms of depth comparebly but still a tool. Sometimes i feel a high spec iphone can still make a good movie almost if not as good as a Sony FX6 (Forgettting the principles of sensor size and glass mechanics etc) Sometimes the art and end result can literally speak for itself more than the brush used Howwever this is just my opinion.......
I’m trying to create a similar effect where the animated vertex weight group is the density of a hair particle system but it’s not working doesn’t anyone know why?
You can do all of this in Geo-nodes without dynamic paint/modifiers. You can use the Distance on the Geo-proximity node for the dynamics and a set position to displace. Just got inspired and tried it. Works great, but that doesn’t mean it’s the better way 😬
Hey do you have good knowledge of blender's system. Would love a video about how to optimize. I tried so hard to get into it but finally went over to Houdini vellum but it's so unintuitive that I gave up latiguee cloth. But I would love to manage some good results in Blender. Especially to recreate a really realistic large silky scarf flapping in the wind. Houdini can do the stretchiness and micro wrinkles so we'll. Pity it's such a lackluster part of blender
You could use the vertex group created with this effect for the particle density, then animate the particle length to give the effect I believe you are talking about.
You don't have to render the wetmap to a texture, by the way! You can access the vertex data from the shader graph directly! If I remember correctly, the Vertex Color node should do the trick :)
This is interesting, I didn't know about that node. But with it, I think there is a much simpler way to achieve this effect. Time to play around and find out :D
@@attimp4 the vertex colour node changed name to the colour attribute node I believe
@@fairyflosslord7 just emailed you, please check it out!
@@maxnelson8906 I don't see any email where did you email me?
meant to tag @atti my b
Just started my blender journey two weeks ago, and your channel has given me such a greater understanding of blender than most surface-level tutorials out there.
Thanks for inspiring me and sharing such amazing knowledge with the community!
You have to be an exceptionally humble and awesome person to become selfless enough to let all this information circulate out there FOR FREE. This is why I love the blender community. You sir, are awesome!
hot tip: to fix the mesh clipping through itself very easily just pick a frame with a lot of mesh clipping and adjust the midlevel value of the displacement modifier. if you're using more than one displacement modifier make sure to turn off all but the first and adjust it. then turn on the one down from that and adjust that one and so on. that way you don't end up fiddling with the modifiers blindly.
this video is going to blow up well done.
If anyone is wondering why their wetmap / colour doesn't change with the animation. Make sure you input ALL wetmap images not just one, tick Cyclic and Auto Refresh then you should see it work with the animation. Loved this tutorial
Not sure if it has something to do with my issue or not but when I try to use such Dynamic Paint weight map with the particle system it does not work, it ignores it, why is that? (the particle system does work with a custom created static weight map of my own tho)
this is the comment i needed, thank you so much. didnt realise that Atti had ticked Cyclic and Auto Refresh. I think i was going insane LOL
THIS IS ABSOLUTELY INCREADIBLE
bro that fact that you’re so cool about sharing everything earned my sub. stoked to follow up on what you post
Excellent tutorial and end result! I haven't used dynamic paint much yet, so learning how to apply AND erase it is super cool!
Compliments! Like the tutorial and love your 'to the point' way of (fast) explaining, no bullshit in between! Wish that all tutorials were like this! Keep them coming brother! Thanks!
what a hidden gem of a channel
Wow!! I love your consistent tutorials and the way you combine these processes :)
Epic tutorial! Very unique approach, lots of new things that I haven't seen yet. Keep it up! 💜
Cool technique and very well explained. Great to see the dynamic paint used like this. I have made a similar effect using a displacement texture that appears at certain points using an animated empty that was used as the object position to move the coordinates of a gradient texture around, which was distorted with a noise texture.
Houuuu, man! Such huge awesome stuff! Subscribed!
I've literally been looking for something like this for weeks, good tutorial.
good to see people discovering the power of blender as it is :O) well done, nice tutorial! :)
You're absolutely right, this makes everything look so different. Think of hair animation. Think of any animation. So cool
The pacing of this is perfect! Thank you
Thnx 4 the tip 😀!
here's mine :
setting the displacement offset to +1 would have solved the cringes
Woah feels like the possibilities for animating materials are limitless. Great demo and awesome tutorial
damn i saw the video and thought damn he is giving out everything for free i bet he has a ton of subs, ... U deserve more
Stunning! I love the tutorial and never thought of doing that way.
Thank you for sharing.
Amazing use of dynamic paint!!!!
I am glad I subscribed, this is gold!
Waw it’s amazing!
I try to do it but un dont understand what do you do in 4:18 … when you click on « image or movie » you instantly have a copy of your texture and i dont have the same …
I didnt try to use the dynamic paint with proximity effect, now i will and probably try that with geometry node generator and pbr texture , it's not that easy but geometry node give even more power to that tool.
Quite honestly, I don't think blender makes it difficult to use the stuff. What I think happens is that blender is so FUCKING VERSATILE that sometimes possibility leaps out from our imagination.
But look, that process couldn't take more than half an hour to accomplish, start to end. It isn't difficult. Rigging is difficult. This isn't.
The hard part is to think of the effect and then put together your tools to accurately make it happen.
Funny you mention rigging, the best tool for rigging is Maya--hands down!
thanks a lot man, i've completely lost my last bits of brain trying to figure this effect on my own
Thanks a whole lot sir. been looking for a channel like this. Making Houdini level animation to blender. New Subscriber here!!!! Looking forward to watching more of your videos
Thanks buddy for your generous sharing!
Tank you very much! great Tutorial and also thank you for the Motion primitives :)
it IS similar but very much different effect. Blender Lacks better simluation handling, if it is soft body, rigid body or cloth sim. I know it will improve in no time but right now I will stand behind the statement that the first animation with the cloth sim is not replicable in Blender we have now. But as I said... I really look forward to when we it will be! Anyway, cool content!
Good work
I don't know if you heard about it, but there's a Blender render farm I use all the time to cut down my render times. It's called Sheepit. You don't pay anything, you render to get points and use them when you need to render something of your own. You'll render your projects so much faster.
be careful to ur gpu card though. sheepit might overuse it.. even if ur not rendering
@@luciox2919 Don't worry, I don't use mine. I use google's 🤣 Colab is a wonderful thing and my 20+ accounts serve me well. Thanks for the friendly warning though, I appreciate it.
@@luciox2919 wdym "even if ur not rendering" ?
@@Grimstore thats what i saw in an article.. i know its a bit confusing
@@Grimstore something about diminishing ur full gpu capabality using a network like a p2p. I think its the same concept
thanks so much for sharing, this is so cool! def gonna play around with that once im better at blender :)
Really great tutorial and a beautiful end result!
atti fame arc
Great video!! Thanks for your tutorial, this is so interesting.
Nice!
Could the canvas "dissolve" option have been used in lieu of a second "erase" brush? Would make the overall setup even simpler...
Ah, Opera GX, so you are a man of culture.
Mindblowing ❤
man thanks ! really valuable to edit some VJ loops !!!
really cool tutorial, gonna play around with this
11:33 - what...I tried it with the particle system and the dynamic paint's weight map is being ignored by it so the whole mesh is emitting particles instead of just from the red parts of the weight map..what is the issue with it? I think it must be a bug or unsupported thing
nice one buddy.. well executed and well explained
The true question is Rhino Grasshopper
Super duper cool tutorial! Thank you so much
nice! love the result you got!
Love it. Thanks mate!
Thank you! It’s fire!
this is good man !
gg bro, cool tutorial for me who start learning 3d
Thank you for the tutorial and your generosity for providing free items on your gumroad. I hope I can afford to repay you one day but as of now I'm a broke college student haha
Hey no worries. The tools that allow people to create should always be free imo. So take what you need. Good luck with your studies!
yo this is great ty for the tips!
awesome love it ! long live tutorials like this :)
Thank you! this is awesome!
okay, this is Rad!!!
hi, can you apply this brush technique to a fluid mesh ? ? When I try to do it liquid domain goes into cube as if it was unbaked
dang, thats so goood
It's amazing man, but the render time, how the best worflow to get it in time to pay the bills?
How cool! Thanks.
Going to try to do it with Geo Nodes!
Thanks fella, hella useful!
Outstanding
So dope!
very good, keep it up
Amazing 👍🔥
This was cool 👍🏾😎 hope you keep posting stuff 🙏🏾🤓
Thank you thank you!
it helps a lot! Thanks
I feel like the real issue (please correct me or interject me anyone freely, im open to be wrong entirely), is that not enough people realise its about photorealism, houdini is from what i can see from the outside and not using it, is immensly effective at photorealism (in the right hands) and i feel blender can be just as effective at fooling you of that photorealism, maybe not as insane in terms of depth comparebly but still a tool.
Sometimes i feel a high spec iphone can still make a good movie almost if not as good as a Sony FX6 (Forgettting the principles of sensor size and glass mechanics etc)
Sometimes the art and end result can literally speak for itself more than the brush used
Howwever this is just my opinion.......
I did it! But it's too much to render in my m1 Max. 😥
Serious question, can blender did exactly what houdini capable of?
bro for the ring there is a easy way to do it just add a torus go to edit mode and press alt+S
Very cool!
I’m trying to create a similar effect where the animated vertex weight group is the density of a hair particle system but it’s not working doesn’t anyone know why?
can we export a scene like this to Unreal engine, by first going that way : Blender -> to Houdini -> TO UE ?
Found this when looking for Houdini tutorials, now I'm confused! 🤣🤣
Extremely useful! Wondering if geo nodes can work with paint 🙌
Not sure, would take some experimenting. Good idea though!
It should be able to! You can get the vertex colours into geonodes with an Attribute node, iirc
You can do all of this in Geo-nodes without dynamic paint/modifiers. You can use the Distance on the Geo-proximity node for the dynamics and a set position to displace. Just got inspired and tried it. Works great, but that doesn’t mean it’s the better way 😬
Hey do you have good knowledge of blender's system. Would love a video about how to optimize. I tried so hard to get into it but finally went over to Houdini vellum but it's so unintuitive that I gave up latiguee cloth. But I would love to manage some good results in Blender. Especially to recreate a really realistic large silky scarf flapping in the wind. Houdini can do the stretchiness and micro wrinkles so we'll. Pity it's such a lackluster part of blender
AZMAZING
try to play with the mid level to avoid artifacts
When i hide circles in render, the displace doesn’t show, can anybody help?
How do I UV my Object???
When he said 30 hr I fking died
me too man
Great vid, you should make of these videos.
crazyyyyyy
i don't know what i did, but the render doesn't show the displacements, but everything is enabled in the render, any ideas?
I got the same thing bruh
very helpful
sick
are you from India? Where was your computer background picture taken?
I'm from the U.S., the picture was taken by a friend of mine when they were in Taiwan.
@@attimp4 ohh
Wait a sec.. in the end "with particles". Do you want to tell me, i can let grow stuff this way? Or is it just appearing then
You could use the vertex group created with this effect for the particle density, then animate the particle length to give the effect I believe you are talking about.
@@attimp4 sounds interesting! Awesome tut, will keep this in mind!
@6:30
what do u play on ubisoft atti?
Trackmania :D
Crazy idea: Use Houdini.
goood 👍👍👍👍
please remind me to do this in one year, or 6 months, anyone
Hi! Did you do this yet? 3D Accountability Buddies :)
@@adri.progression no, thank you
@@hontema another reminder here!
@@Saberarts24 thanks saber
Good
you're a god