Cool example! Did you know that you can directly connect a float (or integer) value to a vector? That will convert the float x to a vector (x, x, x). And you can also directly connect a vector to a matrix when you only want to translate.
Thx Ruben. I think there is no way to get the object color in to octane. But i‘m working on a tutorial that creates a voxel mesh insted of clones, i think with this one you could transfere any texture via vertexmaps to octane. So stay tuned 😉
Yes, you could place it under a Fracture or Voronoi Fracture Object (reomve the source point inside the Voronoi Fracture). Make sure on the Object Group Capsule the Instance Mode is set to "Instance". And you have to recolor it via a Plain Effector (use Field-Colors and drag the Vertex Color Tag in to the Fields)
quick question, can you morph in cinema using scened nodes like you can in houdini with the vdbmorph?? and if yes, would be great to have a tutorial. Cheers!!
@@realruckli I have used current state and export on the capsule. It gets the geometry but the colors/uv/texture is lost. It is very interesting. I'm wonder if some geometry node should be used to construct those parts? The instanced objects default color is used no matter how I try to make this editable. Maybe a hull extract like the fracture effect would work.
@@realruckli Oh, sorry I get an intance object after I convert. Then that object convert again to clones of the orignal object and not the original clones. Thus the colors are lost. If there is away to get this to work and still use the good ol covert to current state tricks from the past then this would become a game changer!
@@illunz You have to switch the Instance Mode of the Object Group Capsule to "Instance", than you get geometry instead of instances when you convert it. Is it that what you are loking for?
I will not make a second part, but there is already an example file for this on my gumroad :) . Its actually pretty easy.
Місяць тому
if I wanted to do it with dice instead of lego, but so they wouldn't all be facing the same way - should i do it with a plain effector, or do you suggest any other way?
There are many ways to do this, using MoGraph is one of them. The simplest solution I can recommend is doing it directly inside Nodes: 1. Add a Switch Node, set it to Vector and add as many different Rotations you like (e.g. 90,0,0 | 180,0,0 | 90,0,90 and so on) 2. Use a Hash Node and set the Minimum to 0 and the Maximum to your Rotations-Count 3. Plug the Index of the Iterate Collection into the Seed of your Hash Node 4. Plug the Integer Output of the Hash Node into the Index of the Switch Node 5. Unfold the Result Output of your Switch Node and add an Angular Unit Node to each Component (X,Y and Z). 6. Set the Mode of the Angular Unit Nodes to "Degrees to Radiance" 7. Plug the Result Outputs of te Angular Nodes to the related Rotation Components of the Compose Matrix Node 8. With the Salt Parameter on the Hash Node you can change the randomization of the Rotations Hope that helps :)
Місяць тому+1
@@realruckli it maybe be a bit too complex for me, but I’ll try it later
Thanks for the reply! Unfortunately I had no luck with it. Model keeps disappearing. I figured I could toss them all under a Fracture generator and add effectors that way but also no luck. I'll keep playing with it! Amazing stuff man.
I tried it. There ar two ways, one with nodes and one by using ah classic effector directly on the capsule. Downside of the second solution, it just works when the capsule is set to normal instances, so not the best solution fo a huge amount of clones. You can download both examples on gumroad. Hope that helps
Hey Dominik ! Really great tut :) Will it possible to have several type of geometry instead of one simple cube ? Following your example, different types of LEGO ?
Hi QLapsus, of cours, you can plug in every geometry you like. You also can build object switching mechanism with a switch node and a modulo- or hash-node. But because every voxel has the same size, the different objects should also have the same size.
Thanks for your reply :) @@realruckli That's indeed what I thought, you can't plug any object with a different size, like a 2x4 or a 1x3 LEGO... sad I guess it will be a much more complex setup
Hello! I'm also using version 2023.2.0. But I can't find the first object group I created when I search for it. Can you tell me why? Has the name changed?
Great work! Really appreciate you sharing your Scene Nodes experiments/discoveries with the broader community.
I love this tutorial. I added a UI element called "Voxel Gap" that subtracts from the voxel size.
Cheers!
Excellent tutorial, thank you!
So PRO! Thx for scene nodes tutorial. You best man!
Cool example! Did you know that you can directly connect a float (or integer) value to a vector? That will convert the float x to a vector (x, x, x). And you can also directly connect a vector to a matrix when you only want to translate.
glad you like it. And thanks fo the tips!
Wow, such a great tutorial!
Great stuff buddy!
Thank you! 🙌🙌
Great tutorial Dominik!!!! Do you know how to get the texture for characters with multiple materials and different uvs in octane?
Thx Ruben. I think there is no way to get the object color in to octane. But i‘m working on a tutorial that creates a voxel mesh insted of clones, i think with this one you could transfere any texture via vertexmaps to octane. So stay tuned 😉
@@realruckli "Great!!! I'll be waiting
great tut.. is it possible to use fields in order to play with mograph? like the example in the intro when the voxels falls down?
Yes, you could place it under a Fracture or Voronoi Fracture Object (reomve the source point inside the Voronoi Fracture). Make sure on the Object Group Capsule the Instance Mode is set to "Instance". And you have to recolor it via a Plain Effector (use Field-Colors and drag the Vertex Color Tag in to the Fields)
@@realruckli thanks a lot for your quick answer
quick question, can you morph in cinema using scened nodes like you can in houdini with the vdbmorph?? and if yes, would be great to have a tutorial. Cheers!!
There is no vdb workflow in scene nodes yet. But i think you could do something simular with de volume builder
really cool
Really Cool stuff. I'm wondering if you could get geomtry out of this that retains the colors or is that even possible?
Do you mean all cubes as single geometry? When you convert the Object Group Capsule the color should remain as display color for each cube
@@realruckli I have used current state and export on the capsule. It gets the geometry but the colors/uv/texture is lost. It is very interesting. I'm wonder if some geometry node should be used to construct those parts? The instanced objects default color is used no matter how I try to make this editable. Maybe a hull extract like the fracture effect would work.
@@realruckli Oh, sorry I get an intance object after I convert. Then that object convert again to clones of the orignal object and not the original clones. Thus the colors are lost. If there is away to get this to work and still use the good ol covert to current state tricks from the past then this would become a game changer!
@@illunz You have to switch the Instance Mode of the Object Group Capsule to "Instance", than you get geometry instead of instances when you convert it. Is it that what you are loking for?
I will try that once I get to my workstation. Thanks for the tip! I will let you know how it goes!
great
Thank you for sharing! Is it possible to apply different fields to this voxels just like to the clones?
Yes of course, see the my reply to the comment from @taunttd. You can download the example files on gumroad. Cheers
Great technique - Does the effect work with render-instance or do you need multi-instance?
Yes it should also work with render instances. But i never had a special use where i have to switch to render instances
great tutorial ,could please make a second part how to apply mograph effectors on it
I will not make a second part, but there is already an example file for this on my gumroad :) . Its actually pretty easy.
if I wanted to do it with dice instead of lego, but so they wouldn't all be facing the same way - should i do it with a plain effector, or do you suggest any other way?
There are many ways to do this, using MoGraph is one of them.
The simplest solution I can recommend is doing it directly inside Nodes:
1. Add a Switch Node, set it to Vector and add as many different Rotations you like (e.g. 90,0,0 | 180,0,0 | 90,0,90 and so on)
2. Use a Hash Node and set the Minimum to 0 and the Maximum to your Rotations-Count
3. Plug the Index of the Iterate Collection into the Seed of your Hash Node
4. Plug the Integer Output of the Hash Node into the Index of the Switch Node
5. Unfold the Result Output of your Switch Node and add an Angular Unit Node to each Component (X,Y and Z).
6. Set the Mode of the Angular Unit Nodes to "Degrees to Radiance"
7. Plug the Result Outputs of te Angular Nodes to the related Rotation Components of the Compose Matrix Node
8. With the Salt Parameter on the Hash Node you can change the randomization of the Rotations
Hope that helps :)
@@realruckli it maybe be a bit too complex for me, but I’ll try it later
Amazing!! Thanks for the tutorials! How would I get effectors to work on it?
You can pipe it through a plain effector node and add a field node. Long time a go i tried this, but should work i gues
Thanks for the reply! Unfortunately I had no luck with it. Model keeps disappearing. I figured I could toss them all under a Fracture generator and add effectors that way but also no luck. I'll keep playing with it! Amazing stuff man.
I tried it. There ar two ways, one with nodes and one by using ah classic effector directly on the capsule. Downside of the second solution, it just works when the capsule is set to normal instances, so not the best solution fo a huge amount of clones. You can download both examples on gumroad. Hope that helps
Yo I'm speechless...honestly starstruck. Thanks a ton man! Honestly! @@realruckli
Wow
Hey Dominik ! Really great tut :)
Will it possible to have several type of geometry instead of one simple cube ? Following your example, different types of LEGO ?
Hi QLapsus, of cours, you can plug in every geometry you like. You also can build object switching mechanism with a switch node and a modulo- or hash-node. But because every voxel has the same size, the different objects should also have the same size.
Thanks for your reply :) @@realruckli
That's indeed what I thought, you can't plug any object with a different size, like a 2x4 or a 1x3 LEGO... sad
I guess it will be a much more complex setup
Yep, definitly doable but way more complex
I now made a setup with different bricks (1x1, 2x2 and 2x3). Not super fast but with some additional settings :) . You can download it via gumroad
Dope ! I will go check it out
Hi, my shader field doesn't make any texture appear, everything seems link properly. Any idea ?
@@fbcreative-j5o hard to tell. You can send me your setup via mail (in the channel description) so i can check it out
Any idea why my Volume Mesher disappears once dropped into the Connect that's a child of the Voxelizer?
Hmm not sure. Maybe try to cache your volume/pyro sim or even bake your Volume Mesher as alembic
is possible to voxel a group of objects at once?
Yes, connect them first with a connect object.
be cool if you morph between two objects
Defenitly doable, maybe i‘ll give it a try in the future :)
I can't seem to figure out how to get this working with Octane. Any ideas?
Hi mitch. Im not a Octane guy anymore. Other octane users said there is no solution to get the object color in to Octane, at least for now.
Hello!
I'm also using version 2023.2.0.
But I can't find the first object group I created when I search for it.
Can you tell me why? Has the name changed?
I think the name didnt change. Should still called object group
I am your subscriber!ery interesting!
is it possible to animate this with fields. for example a simple linear field to reveal the voxels.
Yes you can use the efector node together with the field node. I think there is an explanation for that in the documentation of those nodes
I forgot, i made already a example file for that, you can download it on gumroad :)
Sooo cool! But how to get the user color data in cotane render?
I dont know, depending other comments, i think there is no option yet with octane, sadly
@@realruckli Sad, thx for answering LOL
how u get this to show up in octane
I think there is no way to get the colors to octane for now. Other octane users already tried with no luck
@@realruckli could it work with redshift? i mean to work with a redshift material so i can add reflection and emission to the the material.
Yes of course, i explain it at Min 22:30
Great work! Really appreciate you sharing your Scene Nodes experiments/discoveries with the broader community.