Simulation Nodes Have Landed!

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  • Опубліковано 25 січ 2025

КОМЕНТАРІ • 71

  • @attimp4
    @attimp4 Рік тому +46

    Huge brain.

  • @joeyvfx_official
    @joeyvfx_official Рік тому +24

    I can't wait to learn more about those incredible cloth & softbody style sims! You're doing fantastic work!

  • @AndyRedwood
    @AndyRedwood Рік тому +9

    Fantastic work! I can't pretend to understand all of that, but it's motivating me to up my geo nodes game. Thanks!

  • @denysk.1178
    @denysk.1178 Рік тому +9

    I think all of us here would like a bit more step by step (with more explanation) on how built it. It’s awesome

  • @muad_
    @muad_ Рік тому +2

    Found your twitter about a week ago, then the new node was announced, and now I'm learning about the geometry nodes stuff I've been waiting for the most! Please keep it up, your teaching style is amazing and I can't wait to dive deeper.

  • @UnderfundedScientist
    @UnderfundedScientist Рік тому +2

    Seriously so excited about this series

  • @MicDoesThings
    @MicDoesThings Рік тому

    That looks amazing!

  • @UnrealPixelation22222
    @UnrealPixelation22222 Рік тому +1

    🙌❤️🔥💯 Explaining the nodes ROCKS

  • @tasmansea1620
    @tasmansea1620 Рік тому +1

    wicked good video, nice speed run covering a LOT of ground. thank you

  • @marcvandenbroeckDaKawa
    @marcvandenbroeckDaKawa Рік тому +1

    Amazing work man. Thx for explaining all of this.

  • @JA3_J-A3
    @JA3_J-A3 Рік тому +1

    Incredible channel! Thank you for sharing your knowledge!

  • @lukayz1363
    @lukayz1363 Рік тому +1

    Can't wait for the next tutorials!

  • @rjwh67220
    @rjwh67220 Рік тому

    Damn, simulation nodes must require some truly hairy-assed calculations. Thanks for the post, I’m looking forward to the tutorials.

  • @StrayCreations
    @StrayCreations Рік тому

    Fantastic explanation, thank you!

  • @akoras3222
    @akoras3222 Рік тому

    Looking forward to all of it :)
    Great resources, thank you!

  • @DerekElliott
    @DerekElliott Рік тому

    very very cool

  • @zossua7375
    @zossua7375 Рік тому

    Looking forward to learning this. Going to wait for the full release though.

  • @mannychop
    @mannychop Рік тому

    great!! ill look forward to the rest of the series!

  • @MrCanevar
    @MrCanevar Рік тому +1

    Damn, you are creating vellum for blender :) at 0:26 !!!!

  • @KillinSmallz
    @KillinSmallz Рік тому +1

    outstanding work

  • @luminoucid
    @luminoucid Рік тому

    This is truley amazing, thank you for your walktrough! 🙂

  • @RomanJahns
    @RomanJahns Рік тому +1

    Amazing Work! Can't wait for what to come. The tearing looks so good. I've been scanning all of your Sim-Videos for any Mention of the Delta-Time or Sub-Stepping the Sim. The Documentation on this is rather sporadic, and i can't seem to wrap my head around it. Do you have a quick tip on that for me? I'd really appreciate it!

    • @seanterelle
      @seanterelle  Рік тому

      You can simulate delta-time and sub-steps by creating a simulation step node group with a delta-time value input. The delta-time input should affect the scale of the velocity offset at the beginning of the step as well as the size of the updated velocity vector at the end of the step. Sub-stepping is simulated by chaining multiple of these simulation step node groups within the simulation loop :)

    • @somdudewillson
      @somdudewillson Рік тому

      The simulation nodes aren't constrained to realtime, and work in fixed timesteps.

  • @KevRyanCG
    @KevRyanCG Рік тому

    As soon as you went into the node with the multiple collision update nodes I checked out. It's a bit too early days for me coming from Houdini but it's showing great promise! Maybe there'll be some sort of For-Loop with feedback node that will be able to take the place of multiple node groups in a row.

    • @seanterelle
      @seanterelle  Рік тому +2

      I would love loops like that as well, I’ve seen them mentioned in design docs and hope they become a reality!

    • @somdudewillson
      @somdudewillson Рік тому

      @@seanterelle Repeat Zones aren't just in design docs, they literally already exist in the Blender 4.0.0 Beta.

  • @aymanuwaida7760
    @aymanuwaida7760 Рік тому

    I can’t wait for the next one 😮😮😮

  • @XxSpeedy21xX
    @XxSpeedy21xX Рік тому

    Great video this is so exciting! Can I ask how you got those simulation nodes with the velocity? Did you modify it yourself? Thanks!

    • @seanterelle
      @seanterelle  Рік тому +1

      You can add sockets like that in the ‘simulation state’ drop-down in the ‘node’ tab of the menu that comes up on the right-hand side of the geometry node editor when you press ‘n’ or click the little arrow tab on the top right of the editor area. You also need to have either the simulation input or output node selected.

  • @man_art_man
    @man_art_man Рік тому

    I've enjoyed this tutorial so much! Very well done! Thank you! Gonna to play with it and share some results with my tweaks... Hope it's okay for you if I tweeter some stuff referenced to your person .))

  • @sintesecc
    @sintesecc 11 місяців тому

    Hey, thank you so much fo the tutorial! Could you or anyone in the comments provide some insight on how to approach this if the collider was not a sphere? Some other custom geometry like an extruded letter. Here we calculate the collider offset based on the radius, how can i calculate the offset based on the 'inside or outside' of the collider? thank you.

  • @genesis2303
    @genesis2303 Рік тому

    When the next one? Dying out of curiosity how you build such airtight/impenetrable collider box while joining particles.

  • @creamsoda8792
    @creamsoda8792 Рік тому

    Such a great demo! Would you explain a little more on why clamping the velocity to the particle radius helps with stabilizing this simulation? I understand the rest of the node setup pretty well but just couldn't wrap my head around this part 😭😭

    • @seanterelle
      @seanterelle  Рік тому +1

      For sure! When the velocity is clamped to the particle radius it greatly reduces the possibility of particles moving "through" each other during the simulation. If there velocities are larger, say four times their radius, then particles on trajectories where they should collide may end up passing over the point at which they would intersect. Clamping the velocities is a quick way of making sure those collisions occur, so the simulation ends up being more stable, but less physically accurate.

    • @creamsoda8792
      @creamsoda8792 Рік тому

      @@seanterelle thank you so much!

  • @qubafootbag
    @qubafootbag Рік тому

    this all was already possible with the molecular add-on wasn't it?

  • @jacquese.pretorius8825
    @jacquese.pretorius8825 Рік тому

    😮Rocket science 😅 hope GN Wil have more presets for all these wonderful new futures bundled similar to C4D

  • @ongakuyaro
    @ongakuyaro Рік тому

    that looks sick

  • @TOFUDMC
    @TOFUDMC Рік тому

    this is sick

  • @ItsAkile
    @ItsAkile Рік тому

    What, this is huge 🤩🤩

  • @OAM1
    @OAM1 Рік тому

    Instant subscribe!🔥

  • @jessestapleton7277
    @jessestapleton7277 Рік тому

    love this! would you be open to contacting anyone for a collaboration type thing at all?

  • @davidmcsween
    @davidmcsween Рік тому

    Ooh could you incorporate the z axis and use the point cloud to make interactive smoke?

  • @Lantalia
    @Lantalia Рік тому

    Hmm, does this end up being full up verlet integration? Doesn't seem like it tweaks velocity quite correctly for elastic collision, so you end up more with a hybrid pressure simulation... *goes to upgrade blender*

  • @itayroseari-m3u
    @itayroseari-m3u Рік тому

    Hey man, thank you for the tutorial.
    Are you doing freelance work?
    Thanks

  • @srb20012001
    @srb20012001 Рік тому +1

    The analysis required to set up the node network is way too advanced for the non-technical user. Sort of what distinguished Houdini procedurals from general CGI. That fact, plus being versed in all of the node operator library, makes the tool impractical as a production solution, imo.
    Maybe developing LLM AI to parse user prompts in natural language, then converted to Blender-friendly Python, is the direction to go with this stuff.

    • @ashlee3dee
      @ashlee3dee Рік тому +1

      yeah i agree. geometry nodes feels more limiting and confusing than anything. doing things like this is a piece of cake in almost any programming language, and its way easier to understand the code than it is to understand this node network.

    • @joeyvfx_official
      @joeyvfx_official Рік тому +5

      I feel the total opposite way about this. I suppose everyone has their preferences, but geometry nodes feels very intuitive to me with its visual flow of blocks and wires compared to lines of code. With the way simulation nodes are heading now, doing a complex simulation could be as simple as obtaining a pre-made node group that accepts multiple inputs for simulation objects & colliders. This is something I've been dreaming of ever since geonodes came out. I feel like any confusion about it is basically just due to not understanding certain aspects of geometry nodes, of which I'm sure the overall literacy will improve going forward.

    • @joeyvfx_official
      @joeyvfx_official Рік тому +2

      @@ashlee3dee Yeah I agree with that. There aren't really any intuitive indicators when there are conflicts with field outputs & non-field inputs for example. You'll just get a red connection & a little warning sign on the node, but no explanation as to why the connection doesn't work. Maybe over time the UI will get better about stuff like that

  • @bean_mhm
    @bean_mhm Рік тому

    This is cool!

  • @ion_403
    @ion_403 Рік тому

    My computer started to smoke everywhere, is that normal?

  • @jpozo2046
    @jpozo2046 Рік тому

    Can you create something similar to boids from particle system with this simulation nodes?

  • @psychoticgiraffe
    @psychoticgiraffe Рік тому

    Does this version 3.6a fix the compositor? I uninstalled 3.6 before because the simulation nodes build would not compositor at all without catastrophic crashes, hopefully they fixed that in this?

  • @gart2922
    @gart2922 Рік тому

    Do you have plans to update the 2d fluid files with 3.6 version. Or maybe there will be no issue?

  • @MattBixler
    @MattBixler Рік тому

    how're you finding the live performance of these simulations? do you think something like this is feasible for a user with a mid/low-end machine?

  • @shreyasgamer12
    @shreyasgamer12 Рік тому

    PC specs please...

  • @BongbokCG
    @BongbokCG Рік тому

    🔥🔥🔥🔥

  • @crwde
    @crwde Рік тому

    But it is still much more convenient and correct to do such simulations with a particle system, without unnecessarily exploding your brain in the process of inventing a bicycle with crutches :|

  • @hoangtran.studio
    @hoangtran.studio Рік тому

    fucking legend

  • @eluvonai
    @eluvonai Рік тому

    🌻🌻🌻

  • @RoN43wwq
    @RoN43wwq Рік тому

    great

  • @МихаилБадаев-э5ф

    Hello. Will it work on Blender 3.4?

    • @thefaketomato
      @thefaketomato Рік тому +1

      No. This uses simulation nodes, which is currently only available in the 3.6 alpha.

    • @МихаилБадаев-э5ф
      @МихаилБадаев-э5ф Рік тому

      @@thefaketomato many thanks.
      I'll wait for official release.
      However, thank you very much for the lesson.

  • @traditur_
    @traditur_ Рік тому +1

    *WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO YEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH BAAAAAAAAAAABBBBBBBBBBBBBBYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY!!!!*

  • @richphinami3047
    @richphinami3047 Рік тому

    Blender prove them wrong 😅 Houdini users

  • @meherbaba-godinhumanform7926

    💘💘❤❤💕💕