When I first saw it and made basic node control for camera looping there wasn't asset browser yet, since then I kept my cams in startup and totally forgot that I can make it as assets now (o.O) This is one of those things that was totally under my nose entire time, and I didn't saw it, thanks for mentioning assets library here.
Fantastic video, as always. Thank you for sharing Erin!. Is there a chance you might consider doing hair curve simulations using GN? Like collisions or wind force/springs on the hair curves?
Oh lord thank you, thank you thank you! I've been wondering how to use simulation zones for a smoothed follow for camera for so long. Finally someone who isn't sharing the same old rehashed content over and over
@@Erindale Done! If i ever stumble upon something I'm wondering how to do I will let you know. Meanwhile If you're still into doing materials, This material a while back had me perplexed. Its got a clearcoat on it for sure but below that its very reflective but the reflections are different for each triangle, the main thing is that the surface is completely smooth. You can see what I mean in the following video ua-cam.com/video/C0irPZydsrM/v-deo.htmlsi=6kLOrKqlASBukQYN&t=54
Hi, Erindale, hope all is well with you. Awesome tutorial as always. I just had a question regarding the map range node at 14:41 when you're looking for the from min/from max values, you're previewing the map range itself. I might be wrong, but doesn't that show the already mapped values? Am I supposed to use the map range output when setting such values? Thank you for the tutorial, Take care.
At this point I was viewing the remapped range however both front and to were 0..1 so there was actually no change. It’s a node that takes some practice I think but essentially from values are the originals, and to values are the new values
great as always... Quick question for the class: why when centering the noise displacement or noise range around zero do you use two vector math nodes instead of a map range node???
To change the strength when you're using a map range node you have to change two values whereas if you've just done a subtract and then a scale then you only need to change the scale
Nice hack.. I was wondering if GN not allowing to change object world transform (either itself or other object's world transform) is a current limitation.. or a fundamental limitation (as in GN should only change geometry/mesh but not object data?).
As it’s a modifier it exists “inside” the object. You can see the hierarchy in the outliner if you expand an object with geometry nodes on it. Unless we got something like collection nodes or scene nodes that is just going to be a limitation of the system
Hey , get vid...this might seem random but is there a plugin that lets me just move the camera they way you can in Maya or 3D max or any other 3D program for that matter cuz I have been using Maya for 12 years and I just can't do this
You mean by using Alt Navigation? There's the Industry Compatible keymap for that, but if you want to use Blender with all of it's features and functions and hotkeys, you're going to have a bad time with it.
To my knowledge, that is not possible. The closest you can get is manually creating a collection of objects with animations offset And then instancing from that collection
Hey, great video... I love your content. I just wanted to note that at 15:12 you mention that the displacement is around about 0.2 and never goes above 1. The reason for that is that you were connecting the output of the map range into the viewer node which had clamp enabled which restricts the output to be always between 0-1. So really you were only viewing what could happen when the displacement is between 0-1 and even if it was larger than 1, because of the clamp, you wouldn't see it. What should have been done was to connect the distance node directly to the viewer node, not the map range node. I just wanted to point that out. Keep making amazing content :)
Random question, I was trying to use smoke planes but to blur the intersecting parts with other meshes using Ambient Occlusion But it only works best at 90 degree angles, any sharp angle intersections dont work with AO Is there a Geonodes way of intersection thats like AO but better? preferably not weight painting lol (unless that's the only choice) and works with all models in a scene. Maybe something like SDF / Signed distance fields but to use as a mask, I think SDF is used in UE4 for sprite intersections?
@@Erindale I just tried it, used a collection info node and a realize instances and now I have a collection effecting the proximity of an object 👍 Is that the only way to have everything effect a proximity node or is there another way?
It really does! I need to do some testing using it for procedurally rigging some car suspension so you can tweak everything like ride height and wheel size etc
@@Erindale Could totally work. Lately I’ve been using parent to tri to get some love out of GN with rigging, for.. reasons, but it has potential for many many many things.
Id like a tutorial about the curve handle position geometry node. I wonder if it would be better than making more nodes to make curves smooth. Or is the maths generally too complicated?
You can smooth things out with subdivision or resampling curves. Controlling handle position is useful but probably not appropriate for a lot of use cases
would be cool (and disorienting as heck) if it additionally adjusted FOV to try to fit everything in the view. Like, take the edges of the bounding box from the perspective of the camera and drive the FOV based on that or something
Ah I was doing a distance adjustment to auto fit to frame in my plan but that was getting complicated with extra nodes 😅 This is all very possible though
It really freaks me out you can do so much with geometry nodes. Their technically assets meaning they don't have to be GPL like addons. I'm not looking forward to being excluded from even more use cases in Blender (like it is with hard surface).
There’s so much blender can do, i’m already excluded from anything animation or video, editing or motion, tracking or sculpting drawing… the list goes on 😂
@@Erindale I have never tried these things in Blender before, but I'm sorry your having trouble. In my case, when I started learning blender I wanted to learn boolians and hardsurface modeling because I wanted to make man made things with symmetry and sharp unnatural intersecting shapes. I quickly found I couldn't learn from most of the tutorials on youtube because "professionals" use expensive addons and therefore so do all of the tutorial makers. I have sense pivoted to geometry nodes, and the realization that they can be proprietary in ways that at the very least addons cannot. Is in my opinion A much bigger threat to the accessibility of Blender than anyone I know of is currently talking about. If you were selling A proprietary license to the geometry nodes you make and show us, then how similar do you think A GPL alternative could be for A court to decide its not theft. 50%... 60%..... even at 70% difference it would be easy to make A snappy animation showing how reshuffling the graph they are basically the same at their core. Because Geometry Nodes is A very lean programming language where there is often only A few ways to do something, or sometimes only one way to do it right, the courts treating it like any other language with line by line text editing and therefore more semantic noise, could be disastrous and I imagine this is why Blenders Python API is GPL. The equivalent of patent squatting as A business model taken to this end, could limit the redistributability of geometry nodes assets drastically. This is what scares me. This and not being able to redistribute geometry nodes I buy in my projects, meaning if I make guides for asset creation for my future open source games, I'll likely have to roll my own nodes and pray I don't get sued by whomever's ideas I'm basing my tools on. I hope I'm wrong. But I doubt it.
@nullvoid3545 Josh Gambrell has several tutorials on hard surface modelling with vanilla blender. And I keep all my tutorials vanilla as well. If you learn the fundamentals of modelling and procedural workflows then you’ll be able to build anything for yourself. Addons just save time and over a few projects end up paying for themselves
@@Erindale I am aware of josh, Not being able to follow his guides is why I'm not still subscribed. Because the difference between vanilla modeling, and hardops is to large to follow tutorials for it. You can see the difference even in joshes work. He will not make complex objects with vanilla Blender because it is not feasible. I have sense learned that anything "linked" to Blenders Python API is GPL. Meaning I can redistribute addons I buy with my project files, so this is technically not as much of an issue for blenders accessibility to newcomers as I once thought being one myself. The same does not apply to geometry nodes. Think of the architecture industry and the efforts the Blender community have made to make blender A competitive tool for them in A way that broadens the field to anyone with A computer and an interest. Now think of how procedural assets will change the way we build and visualize architecture in Blender!! For the people that can afford them that is.
if any gods of blender are listening.. please make string output for geometry nodes.. it would make possible to make BOM !!! and not only that.. we could even do side by side model and cnc programm.. right out of blender.. PLease.. make join string evaluated output somehow readable by python api..
@@Erindale basically im generating whole geometry in geo nodes. but if i generate geometry in geo nodes only geo nodes know whats in that geometry.. like how many bolts how many nuts how many boxes.. etc.. if i could have string output from geo node then i could read it into python and make text file where for each bolt i just join //boltA to the long string of //boltb//bigbox//nut//nut.. and so on.. and that string i can then via python translate into bill of materials.. and if i have drawing of each part in proper cad i can make tool for free that generates 3d product with realtime bom... and then sky is limit what u can make with that..
Learn to control everything with this one easy trick Ton doesn't want you to know...
When I first saw it and made basic node control for camera looping there wasn't asset browser yet, since then I kept my cams in startup and totally forgot that I can make it as assets now (o.O) This is one of those things that was totally under my nose entire time, and I didn't saw it, thanks for mentioning assets library here.
You always seem to have the exact tutorial I need exactly when I need it! Amazing as always mate!
Glad it’s useful!
Looks strange and complicated from the begining but at the end you get an understanding how powerfull this skill is! Thanks a lot! Crazy awesome!
This is the best steady cam you help us build in Blender ! tCan't thank you enough for this
Thanks so much, love your courses and tutorials!
this tutorial is a godsend , i was looking for some thing like this for a very long time...for my rigging projects thank you so much ...
deep, awesome
yes!!! finally someone is talking about it, I been using vertex parenting to switch cameras for a while now
I didn’t realise more people didn’t know about it until a few weeks ago. It’s so useful
Amazing tutorial!!!
Thank you! Hope it’s useful!
very useful
Fantastic video, as always. Thank you for sharing Erin!. Is there a chance you might consider doing hair curve simulations using GN? Like collisions or wind force/springs on the hair curves?
I can have a look but it’s not a toolset I’ve used at all (I think I’ve built 2 characters in 15 years)
Smart and clear.
Oh lord thank you, thank you thank you! I've been wondering how to use simulation zones for a smoothed follow for camera for so long. Finally someone who isn't sharing the same old rehashed content over and over
I try to find new topics. Let me know if you have any ideas for content
@@Erindale Done! If i ever stumble upon something I'm wondering how to do I will let you know. Meanwhile If you're still into doing materials, This material a while back had me perplexed. Its got a clearcoat on it for sure but below that its very reflective but the reflections are different for each triangle, the main thing is that the surface is completely smooth. You can see what I mean in the following video ua-cam.com/video/C0irPZydsrM/v-deo.htmlsi=6kLOrKqlASBukQYN&t=54
Your tutorial always makes me feel that you bring the blender to a whole new level
Thank you so much!
6:10 - Zeno's Dichotomy Paradox! 😂
Hi, Erindale, hope all is well with you. Awesome tutorial as always. I just had a question regarding the map range node at 14:41 when you're looking for the from min/from max values, you're previewing the map range itself. I might be wrong, but doesn't that show the already mapped values? Am I supposed to use the map range output when setting such values? Thank you for the tutorial, Take care.
At this point I was viewing the remapped range however both front and to were 0..1 so there was actually no change. It’s a node that takes some practice I think but essentially from values are the originals, and to values are the new values
Is Parallax Mapping doable using geometry nodes?
Technically it is' although you'll probably do it in shaders (planning a course on this specific topic btw)
Oh my god, such a simple fix to a problem I've been trouble shooting for days!
Nice! Glad you found the solution!
great as always... Quick question for the class: why when centering the noise displacement or noise range around zero do you use two vector math nodes instead of a map range node???
To change the strength when you're using a map range node you have to change two values whereas if you've just done a subtract and then a scale then you only need to change the scale
Nice hack.. I was wondering if GN not allowing to change object world transform (either itself or other object's world transform) is a current limitation.. or a fundamental limitation (as in GN should only change geometry/mesh but not object data?).
As it’s a modifier it exists “inside” the object. You can see the hierarchy in the outliner if you expand an object with geometry nodes on it. Unless we got something like collection nodes or scene nodes that is just going to be a limitation of the system
thank you so much i'm going to use this a lot!
Thank you, long-haired cat
what a powerful technique! looking forward to testing this :)
Hey , get vid...this might seem random but is there a plugin that lets me just move the camera they way you can in Maya or 3D max or any other 3D program for that matter cuz I have been using Maya for 12 years and I just can't do this
Do you have a video example of what you’re looking for? I’ve only really used blender.
You mean by using Alt Navigation? There's the Industry Compatible keymap for that, but if you want to use Blender with all of it's features and functions and hotkeys, you're going to have a bad time with it.
How about controlling animation actions using geometry nodes? Would this be possible? It would be great to control crowd simulations
People already did that.
@@krisztianszilardkristofole9715 Who? And where can I find more information about this?
ua-cam.com/video/aBWdxBvVTkY/v-deo.htmlsi=n2nlxLNB7N7XF6DB
To my knowledge, that is not possible. The closest you can get is manually creating a collection of objects with animations offset And then instancing from that collection
Why not simply use an empty? Or is it because you cant control empties with nodes?
Yeah you get none of geometry nodes with empties
what about 3 point parent? isn't that more versatile?
no constants needed. all could be done in geometry nodes.
3 point?
@@Erindale yeah so you could use the rotation.
Hey, great video... I love your content.
I just wanted to note that at 15:12 you mention that the displacement is around about 0.2 and never goes above 1. The reason for that is that you were connecting the output of the map range into the viewer node which had clamp enabled which restricts the output to be always between 0-1. So really you were only viewing what could happen when the displacement is between 0-1 and even if it was larger than 1, because of the clamp, you wouldn't see it. What should have been done was to connect the distance node directly to the viewer node, not the map range node.
I just wanted to point that out.
Keep making amazing content :)
Thanks! Yeah I didn’t reach that 1.0 much either unless I really yanked it but it always need to be tuned to whatever scene you’re making
Random question, I was trying to use smoke planes but to blur the intersecting parts with other meshes using Ambient Occlusion
But it only works best at 90 degree angles, any sharp angle intersections dont work with AO
Is there a Geonodes way of intersection thats like AO but better? preferably not weight painting lol (unless that's the only choice) and works with all models in a scene.
Maybe something like SDF / Signed distance fields but to use as a mask, I think SDF is used in UE4 for sprite intersections?
Geometry proximity node will give you distance field you can use. Maybe test with that
@@Erindale I just tried it, used a collection info node and a realize instances and now I have a collection effecting the proximity of an object 👍
Is that the only way to have everything effect a proximity node or is there another way?
Yeah pretty much, you have to identify the geometry some way so either collection or object info or procedural geo
@@Erindale Thanks I have what I need lol, no more relying on AO
Also threw in a Blur Attribute
This opens up a Pandora’s box of possibilities!
It really does! I need to do some testing using it for procedurally rigging some car suspension so you can tweak everything like ride height and wheel size etc
@@Erindale Could totally work. Lately I’ve been using parent to tri to get some love out of GN with rigging, for.. reasons, but it has potential for many many many things.
Did you just recreated Andrews "Sure Target" for blender? awsome.
Id like a tutorial about the curve handle position geometry node. I wonder if it would be better than making more nodes to make curves smooth. Or is the maths generally too complicated?
You can smooth things out with subdivision or resampling curves. Controlling handle position is useful but probably not appropriate for a lot of use cases
I always say, you're the only Boss of Geo Nodes
❤❤❤
Thank you!
would be cool (and disorienting as heck) if it additionally adjusted FOV to try to fit everything in the view. Like, take the edges of the bounding box from the perspective of the camera and drive the FOV based on that or something
Ah I was doing a distance adjustment to auto fit to frame in my plan but that was getting complicated with extra nodes 😅
This is all very possible though
I’m do cartoony animations. wiggles, jiggles, stretches, smears, doubles. Anything like this is helpful.
Ok and how controll my rig?)))
For rigs you can use vertex parenting to helper bones or things like track to constraints etc
More tutorials like this please Eren Jaeger
So cool! Will use this for my product animation. I love how you did smooth camera. But i dont like noise haha. VERY NICE
It really freaks me out you can do so much with geometry nodes.
Their technically assets meaning they don't have to be GPL like addons.
I'm not looking forward to being excluded from even more use cases in Blender (like it is with hard surface).
There’s so much blender can do, i’m already excluded from anything animation or video, editing or motion, tracking or sculpting drawing… the list goes on 😂
@@Erindale I have never tried these things in Blender before, but I'm sorry your having trouble.
In my case, when I started learning blender I wanted to learn boolians and hardsurface modeling because I wanted to make man made things with symmetry and sharp unnatural intersecting shapes.
I quickly found I couldn't learn from most of the tutorials on youtube because "professionals" use expensive addons and therefore so do all of the tutorial makers.
I have sense pivoted to geometry nodes, and the realization that they can be proprietary in ways that at the very least addons cannot. Is in my opinion A much bigger threat to the accessibility of Blender than anyone I know of is currently talking about.
If you were selling A proprietary license to the geometry nodes you make and show us, then how similar do you think A GPL alternative could be for A court to decide its not theft. 50%... 60%..... even at 70% difference it would be easy to make A snappy animation showing how reshuffling the graph they are basically the same at their core.
Because Geometry Nodes is A very lean programming language where there is often only A few ways to do something, or sometimes only one way to do it right, the courts treating it like any other language with line by line text editing and therefore more semantic noise, could be disastrous and I imagine this is why Blenders Python API is GPL.
The equivalent of patent squatting as A business model taken to this end, could limit the redistributability of geometry nodes assets drastically.
This is what scares me.
This and not being able to redistribute geometry nodes I buy in my projects, meaning if I make guides for asset creation for my future open source games, I'll likely have to roll my own nodes and pray I don't get sued by whomever's ideas I'm basing my tools on.
I hope I'm wrong.
But I doubt it.
@nullvoid3545 Josh Gambrell has several tutorials on hard surface modelling with vanilla blender. And I keep all my tutorials vanilla as well. If you learn the fundamentals of modelling and procedural workflows then you’ll be able to build anything for yourself. Addons just save time and over a few projects end up paying for themselves
@@Erindale I am aware of josh, Not being able to follow his guides is why I'm not still subscribed.
Because the difference between vanilla modeling, and hardops is to large to follow tutorials for it.
You can see the difference even in joshes work. He will not make complex objects with vanilla Blender because it is not feasible.
I have sense learned that anything "linked" to Blenders Python API is GPL. Meaning I can redistribute addons I buy with my project files, so this is technically not as much of an issue for blenders accessibility to newcomers as I once thought being one myself.
The same does not apply to geometry nodes.
Think of the architecture industry and the efforts the Blender community have made to make blender A competitive tool for them in A way that broadens the field to anyone with A computer and an interest.
Now think of how procedural assets will change the way we build and visualize architecture in Blender!!
For the people that can afford them that is.
if any gods of blender are listening.. please make string output for geometry nodes.. it would make possible to make BOM !!! and not only that.. we could even do side by side model and cnc programm.. right out of blender.. PLease.. make join string evaluated output somehow readable by python api..
Probably unlikely unfortunately. What are the specific asks here? What output is required?
@@Erindale basically im generating whole geometry in geo nodes. but if i generate geometry in geo nodes only geo nodes know whats in that geometry.. like how many bolts how many nuts how many boxes.. etc.. if i could have string output from geo node then i could read it into python and make text file where for each bolt i just join //boltA to the long string of //boltb//bigbox//nut//nut.. and so on.. and that string i can then via python translate into bill of materials.. and if i have drawing of each part in proper cad i can make tool for free that generates 3d product with realtime bom... and then sky is limit what u can make with that..
What does this man don't know about geometry nodes at that point
Wait... Do you work for Blender?😶