Chris, best tut I've seen for a music visualizer in Blender. Thanks a lot. I need to make some for my sound channel. I've had enough of ZGameEditor in FL Studio. Anyway, time to watch your simulation nodes playlist and then come back to finish this up.
For anyone on Blender 4.0, "Bake to F curves" is no longer shown in the settings, you have to use " Sound to Sample" in the same Channel drop down menu.
I was able to use the key tab next to channel. On a side note, the blender launcher seems to have dissappeared from Github. It's cool on here though, up until you get to the part when you have to have blender launcher.
Nice job covering this. I hope Blender continues to improve the music timing oriented features because for now it’s almost impossible to get anything to actually sync without using f-curves and a LOT of time spent bouncing stems, etc. Even then, it’s so sensitive to the spectrum and clumsy to adjust, it’s just easier to do this in an Ableton plugin, skip the waveform baking and have full GUI for automation on ghost tracks, etc…of course then you can’t have the detailed blender animation response 😂 party on friends 🖤🍭😎
@@chrisprenn Yes, i've been subbed to your channel forever. I really like your way of showing off blenders capabilities and features. Top notch videos! Thanks!
I really love your tutorials. This one is the cherry topping for me, with so many ideas and tips included. I even have a question to this. :D How could I solve the below? At a specific point, I want to stop the animation. The visible objects ( representations of bass, mid, and treble) should freeze in the stance it happens to be in that particular moment, but keeping the sound go on, uninterruptedly. In my finaI motion graphic I want to change from the rendered to the viewport animation, going around the frozen scene. But with the music playing in the background, not to interrupt the vibe.
Nice. I've got the bass working but then when we got to the mids I got lost. What is the purple scale node just above the first Store Named Attribute? An extended video where you show how to get the mids and highs working would be better for those of us who are still wrapping their heads around nodes! Apart from that, thanks for the video. :)
Hi, I just had to watch the video to see what you mean - LOL. I actually explain that in the video: I scale the normal vector by the audio volume so that particles move faster when the audio is louder. (Can't really tell in the final video cuz' it is just a mess of particles but theoretically that would be that). Hope this helps to understand a bit better
There was/is a great sound react addon, but I don't think it's been updated in a while, which is a shame as it was really useful. This tutorial is excellent, not just for using in geo nodes but just as a general driver elsewhere in Blender, great work!
Hello, I'm very confused, right out out of the gate, there is no option to bake sound to f curve?? Please help, 😢 I've looked all over the drop down menu and can't find anything that says Bake sound to F curve.
with Geometry Nodes you are in charge of everything... so yes, you can do whatever you like :) Just store required attributes on the points and use those in calculations/simulations/shaders
@9:55, it says tip: Plug Frame into Seed. When I search possible nodes to add, frame is only an aesthetic option to literally frame a set of nodes. Can you clarify how to plug frame into seed there?
Saw your post on X/Twitter about losing subscribers and lower views. This is a great tutorial as usual from you and would assume UA-cam fuckery as others have suggested
Is it possible to make the f-curve start on 1 instead of 0 on the y-axis. Lets say I have an object scaled to 1 and bake the sound, and the music builds up slowly the scale drops down to 0 and obviously doesn't display anything when the scale of it is 0. What Im trying to do is syncing the object to the music so it bounces on the scale graph but it isn't working like I though because it always start on the 0,. I want to move the whole curve up to 1.
Hello, is it possible to add more than sound to the same object, which the first sound starts from frame 1 to frame 30 and second sound starts from frame 60 to frame 100, for example, if it is possible, please tell me how i can do this, thanks for your efforts sir.
I do have a beefy machine but I didn't think that kind of animation would be that hard. Maybe you overdid it with the amout of geometry? Stsrt with very low poly meshes.
Have you given up on Animation Nodes? Animation Nodes can do things which are impossible to do with Geometry Nodes, even if I extend Geometry Nodes with Python scripting! At present, I use both Animation Nodes and Geometry Nodes. I combine them with scripting. There are thingsI can do with Geometry Nodes that are more difficult, but not impossible with Animation Nodes. And things Geometry Nodes cannot do I do with Animation Nodes. Which shows to me that Animation Nodes is more powerful than Geometry Nodes, even though the programming node system of Geometry Nodes is more advanced. The biggest drawback of Geometry Nodes is that it turns everything into _one huge geometry!_ Something that Animation Nodes does not do. This makes Geometry Nodes _unsuitable_ for MIDI animations, because I must make the graphical nodes react to MIDI. This requires them to be geometrically separate entities. Up to a point this can be done in Geometry Nodes by using the Collection Info node. But what Geometry Nodes is missing is _colliders!_ Animation Nodes misses them too, but at least Animation Nodes has a scripting node in which I can compensate for that. The only thing I can do with Geometry Nodes and MIDI is moving the graphical nodes _after_ I have created them either with a Python script or with Animation Nodes. I cannot make the graphical notes to 'light up' or to make the cubes that are 'hit' by the notes 'light up' as I have done on my 'The Virtual Musician' channel with the Mozart sonata animation.
Haven't used/needed AN for a while now but yes, AN is more than just "geometry" nodes and sometimes it is nice to have separate objects like AN generates... It's just one of those "the right tool for the job" situation - use what makes most sense to solve the problem you are facing ;)
Simulation Nodes Playlist: ua-cam.com/video/KCQjOau6eIA/v-deo.html
Chris, best tut I've seen for a music visualizer in Blender. Thanks a lot.
I need to make some for my sound channel. I've had enough of ZGameEditor in FL Studio.
Anyway, time to watch your simulation nodes playlist and then come back to finish this up.
For anyone on Blender 4.0, "Bake to F curves" is no longer shown in the settings, you have to use " Sound to Sample" in the same Channel drop down menu.
Thank you!
I was able to use the key tab next to channel. On a side note, the blender launcher seems to have dissappeared from Github. It's cool on here though, up until you get to the part when you have to have blender launcher.
@@vizdotlife Thank you, working through this mess one issue at a time and this was a life saver. Much appreciated.
In Blender 4.3.2, Bake Sound to F-Curves, is now called, Sound to Samples. Also under Channels. Hope that helps.
@@ahom_ahom_ahom thanks
100% legitimate grass-fed comment that is not from a comment farm that mistreats comments, which is all comment farms.
😁
grass fed comments. Ill adopt that phrase for sure haha
Nice job covering this. I hope Blender continues to improve the music timing oriented features because for now it’s almost impossible to get anything to actually sync without using f-curves and a LOT of time spent bouncing stems, etc. Even then, it’s so sensitive to the spectrum and clumsy to adjust, it’s just easier to do this in an Ableton plugin, skip the waveform baking and have full GUI for automation on ghost tracks, etc…of course then you can’t have the detailed blender animation response 😂 party on friends 🖤🍭😎
That Low fx shader is so impressive. Simple but really cool result 👍
Love this! Please keep the great work
Please share the video. Thx!
loved it, good work sir
This is going to be really useful. Thank You!
Great tutorial and nice pace. Please keep making these! 👍
Thank you! Have you seen the sim nodes tutorial series?
@@chrisprenn Yes, i've been subbed to your channel forever. I really like your way of showing off blenders capabilities and features. Top notch videos! Thanks!
@@JanWischnat thank you so much! 🥰
I really love your tutorials. This one is the cherry topping for me, with so many ideas and tips included.
I even have a question to this. :D
How could I solve the below?
At a specific point, I want to stop the animation. The visible objects ( representations of bass, mid, and treble) should freeze in the stance it happens to be in that particular moment, but keeping the sound go on, uninterruptedly.
In my finaI motion graphic I want to change from the rendered to the viewport animation, going around the frozen scene. But with the music playing in the background, not to interrupt the vibe.
Have you checked out my video: ua-cam.com/video/6gg78wyTPBE/v-deo.html
@@chrisprenn Man, you're the best! Thank you!
Nice. I've got the bass working but then when we got to the mids I got lost. What is the purple scale node just above the first Store Named Attribute? An extended video where you show how to get the mids and highs working would be better for those of us who are still wrapping their heads around nodes! Apart from that, thanks for the video. :)
Hi, I just had to watch the video to see what you mean - LOL. I actually explain that in the video: I scale the normal vector by the audio volume so that particles move faster when the audio is louder. (Can't really tell in the final video cuz' it is just a mess of particles but theoretically that would be that). Hope this helps to understand a bit better
@@chrisprenn Thanks Chris. Yes, it does.
Wondered about it, tried it, searched, found. ladies and gents, the fucking web working its magic once again.
like and subbed
Appreciated ♥️
FINALLY!!!
👍👍👍Very useful
this is awsome
Thank you!
There was/is a great sound react addon, but I don't think it's been updated in a while, which is a shame as it was really useful. This tutorial is excellent, not just for using in geo nodes but just as a general driver elsewhere in Blender, great work!
Thank you!
Hello, I'm very confused, right out out of the gate, there is no option to bake sound to f curve??
Please help, 😢
I've looked all over the drop down menu and can't find anything that says Bake sound to F curve.
It's now called "Sound to Samples". Make sure you are in the Graph Editor, this option doesn't show up in the Dope Sheet
@@chrisprenn thank you, I found it !!
Even now Blender's GN doesn't provide a node that can extract frequencies on the fly, Animation Nodes had this years ago. This's quite frustrating.
I know, I made tutorials about that back when GN wasn't a thing yet
lets develope custom node for that
Is it possible to make a particle emit particles after death? I would love a tutorial on this!
with Geometry Nodes you are in charge of everything... so yes, you can do whatever you like :) Just store required attributes on the points and use those in calculations/simulations/shaders
@9:55, it says tip: Plug Frame into Seed. When I search possible nodes to add, frame is only an aesthetic option to literally frame a set of nodes. Can you clarify how to plug frame into seed there?
See node "Scene Time"
@@chrisprenn Awesome, thanks for the help!
1st! Excellent tutorial 👍
Thank you!
Saw your post on X/Twitter about losing subscribers and lower views. This is a great tutorial as usual from you and would assume UA-cam fuckery as others have suggested
Thank you!
Adding a comment ; )
Is it possible to make the f-curve start on 1 instead of 0 on the y-axis. Lets say I have an object scaled to 1 and bake the sound, and the music builds up slowly the scale drops down to 0 and obviously doesn't display anything when the scale of it is 0. What Im trying to do is syncing the object to the music so it bounces on the scale graph but it isn't working like I though because it always start on the 0,. I want to move the whole curve up to 1.
you can move control points on the Y axis with G Y (just like moving objects in the 3D viewport)
Hello, is it possible to add more than sound to the same object, which the first sound starts from frame 1 to frame 30 and second sound starts from frame 60 to frame 100, for example, if it is possible, please tell me how i can do this, thanks for your efforts sir.
👀👀
What computer spec are you using? My Blender literally exploded when I hit play, no recovery point of course :')
I do have a beefy machine but I didn't think that kind of animation would be that hard. Maybe you overdid it with the amout of geometry? Stsrt with very low poly meshes.
subscribe because your videos are awsome and your dog is realllllllllllly cute
Thank you! 🤩
Can you do 4.0 tutorial?
🤔 doesn't this work exactly the same in v4?
where can find BMG music?👏
Bmg?
@@chrisprenn sorry should be BGM. Thanks a lot
@@chrisprenn really thanks if I could find BGM url
"BackGround Music" music?
yes@@oodoodoopoopoo
I'm not part of the 70% 😎👌
Have you given up on Animation Nodes?
Animation Nodes can do things which are impossible to do with Geometry Nodes, even if I extend Geometry Nodes with Python scripting!
At present, I use both Animation Nodes and Geometry Nodes. I combine them with scripting. There are thingsI can do with Geometry Nodes that are more difficult, but not impossible with Animation Nodes. And things Geometry Nodes cannot do I do with Animation Nodes. Which shows to me that Animation Nodes is more powerful than Geometry Nodes, even though the programming node system of Geometry Nodes is more advanced.
The biggest drawback of Geometry Nodes is that it turns everything into _one huge geometry!_ Something that Animation Nodes does not do. This makes Geometry Nodes _unsuitable_ for MIDI animations, because I must make the graphical nodes react to MIDI. This requires them to be geometrically separate entities. Up to a point this can be done in Geometry Nodes by using the Collection Info node. But what Geometry Nodes is missing is _colliders!_ Animation Nodes misses them too, but at least Animation Nodes has a scripting node in which I can compensate for that.
The only thing I can do with Geometry Nodes and MIDI is moving the graphical nodes _after_ I have created them either with a Python script or with Animation Nodes.
I cannot make the graphical notes to 'light up' or to make the cubes that are 'hit' by the notes 'light up' as I have done on my 'The Virtual Musician' channel with the Mozart sonata animation.
Haven't used/needed AN for a while now but yes, AN is more than just "geometry" nodes and sometimes it is nice to have separate objects like AN generates... It's just one of those "the right tool for the job" situation - use what makes most sense to solve the problem you are facing ;)
Hi Chris, love your videos!!! Can I have your email please?