I love the simplicity of this set-up and the real-time rendering is impressive, but man; something about this breaks my blender. I'm on 4.2, but using a low-poly UV-sphere with your geo tree creates some pretty cool effects, just can't get my projects to last very long :(
Awesome tutorial! I've been trying to find a way to change the axis the particles move along to follow a curve object I can manipulate instead. I made a separate curve object that begins at the emitter, and pulled that into the node setup, but I'm not well versed enough to figure out how to substitute the curve tangent for the Z axis shown in the tutorial. No worries if there is not an easy answer, but figured it was worth asking here. Awesome video regardless!
I explored that a little but didnt find a simple solution. You’d have to figure out how to add the curve tangent into the vector that determines particle velocity. But you’d also have to find the closest point on the curve to each particle and use the tangent at that point on the curve. It’s probably doable but I’m not sure how off the top of my head.
@@Graphicalninja ahh fair thank you for checking! I’ll look for some other ways to get the effect I’m looking for. It’s not critical it follows a curve specifically
Try scaling the sphere down, so all particles are being emitted from a small point in space. Or if you just want the sphere invisible make it not render able in the outliner
Hey, I just bought your particle system, but before that, I followed your tutorial, liked it, and got the result. However, the file I bought is much more complex. I'm learning with geometry nodes and would like some support for a few questions I have, is that possible?
Ask away! At the moment all I can do is answer your questions here in the comments, but I will soon launch a patreon and I’m exploring how I can offer more personalized and in-depth support through that.
@@Graphicalninja Alright, I just don't want to flood the comments. I don't mind if you have some way to contact you, and I'm also fine with paying a bit extra if needed.
@AndressMarquez ask away, lots of comments are good for my analytics too lol. And if want, you can donate to my channel through the thanks button below the video, anything helps me keep making content :).
Update: I had some time today and I did officially start my patreon, so if you’re looking for more personalized feedback and access to source files and more in depth behind the scenes info, that’ll be on there :)
Has anyone else had an issue with rendering in EVEE? Cycles works but EVEE keeps crashing! I followed the video closely, baked the sim, tried reducing qty. of particles, sampling etc. but it always crashes. Is the sim Cycles only? Many thanks for you help and awesome tutorial :)
Thanks! Everything within the simulation nodes is looped over every frame - so if you add 1 to particle age every frame you end up with a value that corresponds to how many frames the particle has existed
I attempted to add the switch and Is Viewport to the density however it only ever comes up True; is this because it's before the simulation? I'm unsure why it doesn't work as expected, I figured it'd be nice to optimize it more. On 4.0, and not 4.1 perhaps. Edit: It's cause it's before sim, makes sense since it can only really cache one simulation at a time.
Why does the speed of the animation change if I move from 24 to 60 fps? Everything is based on seconds, not frames, and the speed of change in seconds shouldn't change when I change frame rate. Trying to make this look right at 60 fps is not working well.
Thats strange, but if you add an extra math node to divide that value by 60 or so you should get a more reasonable result (using frames instead of seconds)
I will try that, thanks! I tried to use math on the seconds but got really odd results. I usually work in 120 fps because my clients want 24, 30 and 60 fps versions so I'll have to figure this out! Thanks again!
@@TestAccount-pm1oi it might also multiply the forces - going from 24 to 60 fps might make all forces twice as strong since they are being applied every frame.
@@Graphicalninja Is there a geometry nodes equivalent of the Particles "Timestep" option for the Simulation Zone? I wish Blender would take some notes from TouchDesigner on node systems! TD is much easier to work with as a beginner. The fact that pretty much every node can give visual, or data feedback is huge. Very much appreciate the responses and your time helping out! I apologize for the two accounts. Different devices, different uses. One is my personal and the other is a location streaming test account.
EDIT: somehow I ended up with the Emission shader attached to the Particle and Emitter objects, not just in the Geometry Nodes. Remove the extra shader links and it looks MUCH better. 9:24 yours looks amazing and mine looks like a blob of nothing. Yours has detail and shadows and mine looks like a mask outline. There is no color, no detail, just a solid blob of white nothing. No idea what I've done wrong. Everything up to the shader is matched click for click... The Emission shader just eliminated 100% of the detail and does NOT perform like yours.
@@Graphicalninja im really really sorry but do you think you can explain it a little bit more if you have time? like what nodes to then add or is it just a new simulation zone thats it?
@OfficialNinjagoCentral there’s a lot you could do, cause you’d want the new particles to inherit some of the motion of the old particles. It’s a little too much to explain here - but maybe there’s a tutorial for it somewhere?
Has anybody figured out how to loop this effect? I'm struggling to make it loop. It's kinda useless if I can't make the effect loop in my game. I tried following a looping fire simulation tutorial that uses a video editing trick to use opacity to seamlessly loop, but that didn't work so well for geometry nodes.
That effect looks awesome man, thanks for sharing! 🔥
Thank you! No prob, more great things to come in the new year!
Kuss auf Nuss, respekt brotha
Looks absolutely great and love it, tysm!!
Thanks!
I didn’t think about anything like this wow
I love the simplicity of this set-up and the real-time rendering is impressive, but man; something about this breaks my blender. I'm on 4.2, but using a low-poly UV-sphere with your geo tree creates some pretty cool effects, just can't get my projects to last very long :(
Awesome tutorial! I've been trying to find a way to change the axis the particles move along to follow a curve object I can manipulate instead. I made a separate curve object that begins at the emitter, and pulled that into the node setup, but I'm not well versed enough to figure out how to substitute the curve tangent for the Z axis shown in the tutorial. No worries if there is not an easy answer, but figured it was worth asking here.
Awesome video regardless!
I explored that a little but didnt find a simple solution. You’d have to figure out how to add the curve tangent into the vector that determines particle velocity. But you’d also have to find the closest point on the curve to each particle and use the tangent at that point on the curve. It’s probably doable but I’m not sure how off the top of my head.
@@Graphicalninja ahh fair thank you for checking! I’ll look for some other ways to get the effect I’m looking for. It’s not critical it follows a curve specifically
Thank you!
straight forward and simple
Thanks you! I've really learned a lot
This is awesome 🔥🔥
Damn this is really good!!
Well done
Somebody, call the ambulance for the keyboard. 😂
Haha I do like to mash those keys
amazing and well presented. i will be subscribing
Awesome, thank you!
Amazing!
Thanks!
This is pretty dope! Thanks for the video. Is there a way to remove the sphere from being in it?
Try scaling the sphere down, so all particles are being emitted from a small point in space. Or if you just want the sphere invisible make it not render able in the outliner
Thanks! You're a G! @@Graphicalninja
4.2.1 "Align Euler to Vector" is deprecated, replaced by "Align Rotation to Vector".
❤ awesome
Thanks, but the lesson turned out to be interesting.
Hey, I just bought your particle system, but before that, I followed your tutorial, liked it, and got the result. However, the file I bought is much more complex. I'm learning with geometry nodes and would like some support for a few questions I have, is that possible?
Ask away! At the moment all I can do is answer your questions here in the comments, but I will soon launch a patreon and I’m exploring how I can offer more personalized and in-depth support through that.
@@Graphicalninja Alright, I just don't want to flood the comments. I don't mind if you have some way to contact you, and I'm also fine with paying a bit extra if needed.
@AndressMarquez ask away, lots of comments are good for my analytics too lol. And if want, you can donate to my channel through the thanks button below the video, anything helps me keep making content :).
Update: I had some time today and I did officially start my patreon, so if you’re looking for more personalized feedback and access to source files and more in depth behind the scenes info, that’ll be on there :)
Woow just one question : How can we make these interact with a collision so it will move aside .. ? Thank you very much for this tutorial . ❤👍
Has anyone else had an issue with rendering in EVEE? Cycles works but EVEE keeps crashing! I followed the video closely, baked the sim, tried reducing qty. of particles, sampling etc. but it always crashes. Is the sim Cycles only? Many thanks for you help and awesome tutorial :)
Bro can I know how to slow down the speed of particles emitted
Amazing tutorial ! At 5:35 , could you please explain how the "age loop" works? Why do you add 1 with a math node? Thanks !
Thanks! Everything within the simulation nodes is looped over every frame - so if you add 1 to particle age every frame you end up with a value that corresponds to how many frames the particle has existed
I attempted to add the switch and Is Viewport to the density however it only ever comes up True; is this because it's before the simulation? I'm unsure why it doesn't work as expected, I figured it'd be nice to optimize it more. On 4.0, and not 4.1 perhaps.
Edit: It's cause it's before sim, makes sense since it can only really cache one simulation at a time.
Why does the speed of the animation change if I move from 24 to 60 fps? Everything is based on seconds, not frames, and the speed of change in seconds shouldn't change when I change frame rate. Trying to make this look right at 60 fps is not working well.
Thats strange, but if you add an extra math node to divide that value by 60 or so you should get a more reasonable result (using frames instead of seconds)
I will try that, thanks! I tried to use math on the seconds but got really odd results. I usually work in 120 fps because my clients want 24, 30 and 60 fps versions so I'll have to figure this out! Thanks again!
@@TestAccount-pm1oi it might also multiply the forces - going from 24 to 60 fps might make all forces twice as strong since they are being applied every frame.
@@Graphicalninja Is there a geometry nodes equivalent of the Particles "Timestep" option for the Simulation Zone?
I wish Blender would take some notes from TouchDesigner on node systems! TD is much easier to work with as a beginner. The fact that pretty much every node can give visual, or data feedback is huge.
Very much appreciate the responses and your time helping out! I apologize for the two accounts. Different devices, different uses. One is my personal and the other is a location streaming test account.
EDIT: somehow I ended up with the Emission shader attached to the Particle and Emitter objects, not just in the Geometry Nodes. Remove the extra shader links and it looks MUCH better.
9:24 yours looks amazing and mine looks like a blob of nothing. Yours has detail and shadows and mine looks like a mask outline. There is no color, no detail, just a solid blob of white nothing. No idea what I've done wrong. Everything up to the shader is matched click for click... The Emission shader just eliminated 100% of the detail and does NOT perform like yours.
at 5:35 my Capture Attribute node doesn't look anything like yours. I have Geometry input and Point but no Float and no Value and no Attribute output.
Perhaps update blender?
@@Graphicalninja I'm on 4.2 ?
@@Graphicalninja Updated to 4.2.1 and same thing. Do you maybe have an addon in use that I don't?
@@brianlynn6154 I can confirm it functions the same, just doesn’t have the labels.
@@Graphicalninja Welkl that's not confusing at all lol! Thanks!
is it possible to add a trail to the particles when they move?
Yeah it involves running the particles simulation through a second simulation zone
@@Graphicalninja im really really sorry but do you think you can explain it a little bit more if you have time? like what nodes to then add or is it just a new simulation zone thats it?
@OfficialNinjagoCentral there’s a lot you could do, cause you’d want the new particles to inherit some of the motion of the old particles. It’s a little too much to explain here - but maybe there’s a tutorial for it somewhere?
Rat jumpscare 0:25
Haha that made me laugh, it’s my desktop bg that my younger sister drew years ago.
Has anybody figured out how to loop this effect? I'm struggling to make it loop. It's kinda useless if I can't make the effect loop in my game. I tried following a looping fire simulation tutorial that uses a video editing trick to use opacity to seamlessly loop, but that didn't work so well for geometry nodes.
Yeah the video editing trick is the best way to loop that stuff. You could try to loop the noise force somehow but it would never be perfect.
At around 6:29 when i add the compare, it doesnt change the age of the particles. does anyone know why?
In addition to this, 7:49, the particles arent rotating
bro this is literally gons rock paper scissors from hunter x hunter