How to Avoid Object Intersection | Blender Geometry Nodes Tutorial

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  • Опубліковано 3 жов 2024
  • In this Blender tutorial I break down the RayCast Node in a Geometry Nodes network. The RayCast node can be used for multiple things, including telling Blender to avoid objects on the ground plane where we want to grow grass.
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КОМЕНТАРІ • 80

  • @samuelsantos
    @samuelsantos 2 роки тому +26

    Nice one! I just noticed it's possible to use "Set Position" just after the "Object Info" to slightly scale the rock's vertices in its normal directions just in the context of "RayCast". This way you can have an even better behavior preventing intersections. Just plug "Normal" -> "Scale (vector)" - > "Set Position (Offset)".

  • @SpencerMagnusson
    @SpencerMagnusson 2 роки тому +12

    Great implementation of the Raycast node! Love seeing more people experimenting with it and coming up with good solutions. One tip I'll mention is that the "Ray Length" property for the raycast node can be shortened, not just to accidentally hit hovering objects that may not count as an intersection, but it can also drastically improve performance when colliding with more or more complex objects. The performance hit is minimal with smaller meshes like this, but may be helpful for big scenes.
    This is coming from someone who's used the Python equivalent of the Raycast in Blender for an add-on and learned that the hard way :) cheers

  • @wildguardian
    @wildguardian Рік тому +3

    Is there a way to use this in order to make every geometric shape randomly distributed into the instance points not to touch itself? "distance min" isn't good enought.. either too distant or then it clips elements when distance is setted as too close

  • @DamianPatkowski
    @DamianPatkowski Рік тому +2

    Is there a way to create a pile of rocks so I'll have a collection of big rocks, 2nd collection of middle ones, and 3rd of small and these objects inside the collections will not intersect each other?
    I wonder of is there an option to randomly create a pile of rocks where big ones are in the center, middle around, and smaller ones in small holes or outside.

  • @kazes
    @kazes 2 роки тому +4

    I just discovered the Proximity Geometry node and I was wondering if we could achieve the same effect with it?

  • @pcforgaming3772
    @pcforgaming3772 2 роки тому +3

    Now blender is becoming more powerful compared to houdini, Maya, 3dx, cenema4d

  • @RealGaryGibson
    @RealGaryGibson 9 місяців тому +5

    FINALLY someone explains raycast in a way that I can understand it. Thank you soooo much!

    • @KenanProffitt
      @KenanProffitt  9 місяців тому +1

      You’re welcome! So glad it’s helpful!

  • @DavidWinstead
    @DavidWinstead Рік тому +2

    Wow, that's very useful man, thanks for sharing your demonstration!

  • @contentwh0re
    @contentwh0re 2 роки тому +8

    i must have done something wrong. using blender 3.2.2 and all points disappear when i add the raycast, when i add the NOT bool, all points show even in the sphere? :(

    • @contentwh0re
      @contentwh0re 2 роки тому +8

      nvm i figured it out. the plane needs to be subdivided a bunch as all those vertices on the plane are where the actual rays fire from. I was just using a plane with 4 vertices. hope this helps someone.

    • @KenanProffitt
      @KenanProffitt  2 роки тому +3

      Glad you figured that out! And yes thanks for sharing. I should have mentioned that tip in the video. 😅 best of luck to you!

    • @daimonxart8253
      @daimonxart8253 6 місяців тому

      @@contentwh0re Gd, you sabed me, for ome reason i couldt make it work, thank you so much for your comment!

    • @yuroomsusa
      @yuroomsusa 4 місяці тому

      Thank you. I had the same question and you answered it!

  • @AnthonyAragues
    @AnthonyAragues Рік тому +3

    thanks for this. I keep finding new uses for this node. Still have the big open question I came here for. If I instance on points, I want its instances to avoid colliding with each other. so far I managed to create some circular logic that errors :)

    • @Boipelo
      @Boipelo Рік тому +1

      On your point distribution node, change the distribution method from "Random" to "Poisson Disk" using the drop down arrow. You can then adjust the "Distance min" value to your liking.

    • @AnthonyAragues
      @AnthonyAragues Рік тому +3

      @@Boipelo thanks, I was aware of that and it only works with the max size in a collection, not great with varying sizes

  • @Mr_Steve3D
    @Mr_Steve3D Рік тому +2

    Awesome, thanks. You can also get rid of all clipping by adding a scale elements node just before you realize :) It is the cheat method to get proximity!!!

  • @SkinnyBlackout
    @SkinnyBlackout 2 роки тому +2

    Today I learned how to get rid of penetration.

  • @abandonedcranium6592
    @abandonedcranium6592 3 місяці тому

    Very helpful video, although I still can't figure out something. This video demonstrates how to prevent an object from clipping into another object. I'm using "distribute points on faces" to place leaves on a tree. How do I prevent the leaves from clipping into themselves?

  • @deepthoughtsradio
    @deepthoughtsradio 6 місяців тому +1

    Great video. Ty!

    • @KenanProffitt
      @KenanProffitt  6 місяців тому

      Glad you enjoyed it! Thanks for watching!

  • @iraisynn.attinom
    @iraisynn.attinom 2 роки тому +3

    very nice! thanks! will implement it in my addon (ia scatter) asap. also, connecting a normal node to the ray direction input makes sense for both horizontal and vertical surfaces

    • @KenanProffitt
      @KenanProffitt  2 роки тому +1

      Awesome thanks for watching! And yes, good tip!

  • @paulopma
    @paulopma Рік тому +4

    Hello. In this case you avoid collision of two different collections. I tried avoiding collision within the same collection but couldn't make it, is it possible?
    I'm new to Blender, thx for your videos.

    • @KenanProffitt
      @KenanProffitt  Рік тому +1

      Hey Paulo, have you tried feeding your collection node into a "realize instance" node then taking that into the raycast node? 11:50 of this video might help...

    • @cr4723
      @cr4723 5 місяців тому

      @@KenanProffitt He means avoiding collision within the SAME collection. That does not work.

  • @Mr-dk1dh
    @Mr-dk1dh 3 місяці тому

    This didnt work for me at first, make sure your ground plane hase enough geometry

  • @alperenozgur
    @alperenozgur Рік тому +1

    what about self-intersection?

  • @GGeneBrush
    @GGeneBrush Рік тому +1

    Very useful.

  • @sebastianosewolf2367
    @sebastianosewolf2367 Рік тому

    why you jdont just added an object for the points before ? instead of "i hope you can see this little tiny gray on gray points ?

  • @RamiLovesFortnite
    @RamiLovesFortnite 2 роки тому +1

    Dear Kenan, thank you for sharing this amazing tool! is there anyway to prevent the grass from overlapping each others using ray cast?

    • @KenanProffitt
      @KenanProffitt  2 роки тому +2

      Hey there! it all depends on how close together the assets are and how big the overlap of the grass is. The raycast controls where the point of origin they are grown out of is located. So if you adjust that enough the grass won't intersect at all. Kind of depends on the assets. :) Hope that helps....

  • @atekdigital
    @atekdigital Рік тому +1

    Great video will this work with particles or scatter object overlapping each other or is there any option. Thanks for the video

    • @KenanProffitt
      @KenanProffitt  Рік тому

      It should help with avoiding collision with existing scattered objects. Hope it helps!

  • @kazes
    @kazes 2 роки тому +1

    This is super cool and usefull for my project which is generate old stone houses. The wall ares mades with stones not the same sizes and shapes and no mortar, so I wanted them to scatter on wall faces but not overlap. Thanks!

    • @KenanProffitt
      @KenanProffitt  2 роки тому +2

      Sounds cool! I'd love to see that when you finish it. Thanks for leaving a comment!

  • @andallicansayis
    @andallicansayis Рік тому +2

    4:50 :D

  • @_casg
    @_casg 8 місяців тому

    bro what if i wanna distribute on volume? how can I make my particles no touch from my collection object instances

  • @arinarici
    @arinarici Рік тому +1

    can we do same thing with geometry proximity for instance - with a line ?

    • @KenanProffitt
      @KenanProffitt  Рік тому

      Hey Arin! I haven't done much experimenting yet but yes it looks like you can!

  • @VisualistAyush07
    @VisualistAyush07 2 роки тому +2

    Thanks man

    • @KenanProffitt
      @KenanProffitt  2 роки тому

      You’re welcome! :) hope it was helpful

  • @phalhappy8612
    @phalhappy8612 Рік тому

    How can I use image texture to mask point instancing in Geometry node? I have digital elevation terrain with image texture. I want to instance trees on the green channel of texture. I already isolate the Green Channel in photoshop and make it black and white as a mask. Now I don't know how to instance trees on that terrain base on texture mask. Hope that explain my problem.

  • @syidm7840
    @syidm7840 10 місяців тому

    Hey, great tutorial! Just a quick question, why did you use realize instance node?

  • @stephanepolin8981
    @stephanepolin8981 2 роки тому +1

    Thx a lot, very good and simple tuto for GN raycast

    • @KenanProffitt
      @KenanProffitt  2 роки тому

      Glad to hear it! and thanks for watching. :)

  • @irismuddyhehe
    @irismuddyhehe Рік тому +1

    thank you very much!!

  • @gordonbrinkmann
    @gordonbrinkmann Рік тому

    Great basic tutorial on the Raycast node. Just a quick tip, when you hoped the points would be visible enough in the video, there is a Set Point Radius node which could make them larger and much easier to see in the video. Setting the sphere to wireframe or bounding box while leaving the viewport in Solid mode would have also helped and saved you always switching between modes.

  • @aidelank
    @aidelank Рік тому

    what if my rocks are colliding with each other and I want to avoid self-intersections?

  • @nswij123
    @nswij123 Рік тому +1

    This is exactly what I was looking for! Thanks!

  • @dyingeveryseconds396
    @dyingeveryseconds396 2 роки тому +2

    Awesome!!!!!!

  • @SanOcelotl
    @SanOcelotl Рік тому

    How do you give a falloff to this? so the closer the grass is to the geometry the less dense it is, is it possible with this node?

  • @cl0msy
    @cl0msy Рік тому

    i followed exactly what he did and it did not work in 3.4

  • @Micthebear1
    @Micthebear1 2 роки тому +1

    What the sus it has been a year!

  • @OfficiallyOToole
    @OfficiallyOToole 2 роки тому +1

    Are you from Nebraska? You seem really Nebraskan

    • @KenanProffitt
      @KenanProffitt  2 роки тому +2

      Haha nope. Texan. Nebraskan's seem cool though ;)

  • @Pkg_gaming2847
    @Pkg_gaming2847 2 роки тому +2

    Bro after year?

  • @RefaeiWork
    @RefaeiWork Рік тому +1

    Great tutorial

  • @waltage
    @waltage Рік тому

    now it's work different

  • @MrAsavich
    @MrAsavich 5 місяців тому

    Awesome!

  • @_editdude_
    @_editdude_ Рік тому

    Hi it's not working in blender 3.3.1 why?

  • @mubzy4706
    @mubzy4706 3 місяці тому +1

    my points are massive ~~ for some reason????????

    • @KenanProffitt
      @KenanProffitt  3 місяці тому

      Hey! you might need to apply the scale on your object. "Ctrl-A + apply scale" that should bring the points down to the correct scale

  • @waltage
    @waltage Рік тому

    calculation not accurate