When I saw the title and the length of this video I thought: wow, a step by step tutorial for something this complex. That really shows the power of Simulation Nodes. Then I watched the video and the only part that remains from my original assumption is: this really shows the power of Simulation Nodes. (and of the author of the video) Well done!
Really amazing. I recreated the whole thing and was happy once it worked :D I wanted to do a certain project for years, and this seems to bring it one step closer to be able to make it.
Very cool, man. It's been a while since I had time to play around with Blender but I heard simulation nodes was finally in Master and figured you'd still be making great content for sim nodes. Looking forward to more from your channel. I hope I have some time to play with 3.6 alpha myself soon.
Cool tutorial! - As a suggestion: Cool would be a demo about how to do an absolute minimalistic molecular dynamics sim on hydrocarbon bond networks (allowing loops like in diamond). That is: Distance constraint become a restoring potential and there is angular rebound (~20x less stiff than bond stretching for qualitative accuracy). Ignore dihedrals.
great, thank you! I am trying to pin one of the points (i only have one string). any idea how to make the chain of points stiffer? because its stretching out quite a bit..
Kind of annoying that the geometry proximity node doesn't have a volume option. In 2d you can use it to completely define the area in which the points need to remain via the faces option, but that requires chaining over to a raycast node to get the surface normal of the closest face to figure out if you are inside or outside of your bounding volume. On the plus side, that does allow you to do elastic bounces off of that geometry (capturing the boundary reflection vector and using it to reflect velocity rather than the dead blow effect your model gets), so you aren't completely relying on pressure effects to get shock reflections off the walls
What kind of tutorial was that? 😢 Please explain step-by-step. This does not make any sense to me. Sorry if you do not like unsolicited constructive criticism.
Geo nodes is very hard. 3d is not about coding it is about showing your skills, geo nodes are cool but very very hard to achieve your goals, so id prefer using c4d instead.
great work, presentation, and renders!
Incredible! I’m gonna have to watch this 100 times so I can fully wrap my head around each step haha. Great work & fantastic presentation!
I think an easier way to learn is to see you build things step by step. Show the partial results and the next problem to solve and so on.
When I saw the title and the length of this video I thought: wow, a step by step tutorial for something this complex. That really shows the power of Simulation Nodes. Then I watched the video and the only part that remains from my original assumption is: this really shows the power of Simulation Nodes. (and of the author of the video) Well done!
Yeah I can easily see this channel becoming my favorite... Great stuff!
Really amazing. I recreated the whole thing and was happy once it worked :D
I wanted to do a certain project for years, and this seems to bring it one step closer to be able to make it.
Very cool, man. It's been a while since I had time to play around with Blender but I heard simulation nodes was finally in Master and figured you'd still be making great content for sim nodes. Looking forward to more from your channel. I hope I have some time to play with 3.6 alpha myself soon.
Love the way you teach! Really looking forward to more from you :)
GOAT of geo nodes. THX!
Incredible video, you explain these topics very well
Cool tutorial! - As a suggestion: Cool would be a demo about how to do an absolute minimalistic molecular dynamics sim on hydrocarbon bond networks (allowing loops like in diamond). That is: Distance constraint become a restoring potential and there is angular rebound (~20x less stiff than bond stretching for qualitative accuracy). Ignore dihedrals.
WOW !! - Great work man
We also can make big resolution by increase count of spheres and scale them down.then make node "mesh to volume " and then "volume to mesh"
Looks Good !
awesome ! thanks for sharing!
So dope
looks tasty
Awesome!
Amazing! - how does anyone have the time to figure all this vector math madness out??! Great work dude
So basically you create vellum in Houdini
namely hair simulation
great, thank you! I am trying to pin one of the points (i only have one string). any idea how to make the chain of points stiffer? because its stretching out quite a bit..
Kind of annoying that the geometry proximity node doesn't have a volume option. In 2d you can use it to completely define the area in which the points need to remain via the faces option, but that requires chaining over to a raycast node to get the surface normal of the closest face to figure out if you are inside or outside of your bounding volume. On the plus side, that does allow you to do elastic bounces off of that geometry (capturing the boundary reflection vector and using it to reflect velocity rather than the dead blow effect your model gets), so you aren't completely relying on pressure effects to get shock reflections off the walls
Now it has with new volume nodes in 4.0. Use sample volume node with signed distance node.
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💕💕❤❤💘💘
are u a math teacher ...?
What kind of tutorial was that? 😢 Please explain step-by-step. This does not make any sense to me. Sorry if you do not like unsolicited constructive criticism.
Geo nodes is very hard. 3d is not about coding it is about showing your skills, geo nodes are cool but very very hard to achieve your goals, so id prefer using c4d instead.
PC specs please...