When he 'shaved' his eyebrows, he looked like the lead singer of King Gizzard and the Lizard Wizzard. ua-cam.com/video/4L3-HOdMeuM/v-deo.html (Much love, Tom!)😎
For those who are facing the issue of Object's UV material being over-ride by geometry node, the solution is quite simple. 1) Open shader editor 2) Replace "Texture coordinate" node with "Attribute" node and join the vector to vector of "Mapping" node. 3) Type "UVMap" or "uv_map" in the name text field of "Attribute" node. The name is actually an attribute which can also be seen from spreadsheet against "Face corner" tab. Make sure to use "Realize Instances" before "Set material" node.
This doesn't work for me. I have a bit of a mix shader to give the surface a bit of textured condensation which seems to work. But If I remove mix shader and just plug the uv straight into the output I only get the base colour without the logo etc etc.
If i remove the realize instaces node i am able to achieve the desired effect of changing the icosphere material to be transparent. Is this okay to do? are there drawbacks of not using realize instance node?
Instead of adding more edges in 6:30, you can use crease (ctrl+e) to add more weight to the loop and force subdivision to divide closer to the edge with crease. Adding crease also allows you to use it as parameter in nodes - and who knows what you can do there with that :)
Great tutorial! Thanks for that :) However, as someone who's been struggling to find a realistic, customizable solution for droplets in geometry nodes, I'd say - and I think I speak for a lot of people looking into the subject - THE most important part of this process is figuring out how to do the intersecting droplets. It is something that in my and my clients' opinion can make or break the final image. I know Poisson disk offers a very limited solution with the minimum distance input. But you mentioned something with converting the points to volume and back to mesh to sort of achieve the same results Metaballs could achieve. In short, if you had a solution for how to convincingly fix the overlapping droplets, it would be a game changer. For real. Hope you have the time to read this and perhaps work on a chapter 2 of this tutorial including the overlapping issue (and maybe as a bonus droplet trails!) :D Thanks again for all the effort you put into these videos. You are a true force in the Blender community! Cheers
Hey, I found out that you can do it now in Version 3.3.0. There is a new node to convert Mesh to Volume. I still don't know how to handle it with a high quality of droplets (since they look very voxel-based), but maybe it helps
Dude. Thank you SO MUCH for this. I've shied away from nodes in general because math scares me lol, but you explained how everything works SO well. I actually feel like I have a pretty decent handle on how to use this kind of system for my own purposes -- thank you!!
The giant deatcat on his mic ALMOST looks like his beard and makes me feel like I'm still watching a homeless man teach me nodes. I'm not mad, but I miss my homeless friend.
30:20 how would one go about converting this geometry nodes system to a volume and then back into a mesh? That actually seems like a useful technique. I tried doing this on my own and couldn't get the resolution of the volume fine enough to recreate the droplets.
My god... 😱 You have no idea what I went through _sixteen years ago_ adding condensation to a can in LightWave 3D. Hell, even _I_ have no idea what I went through, because it was so traumatic that I've blocked out all memory of that project. 😩
i used merge by distance after join geometry to get the overlapping droplets to merge. worked quite well. mesh to volume almost does a good job but it was too heavy for my pc, it was crashing all the time
I love new approach, Where are you explain everything, like for dummys. (something you previously was never care off) tnx, great, comprehensive and coherent knowledge.
I miss the caveman look, but oh well... love this effect. I remember doing this with particles a few times. Then I used a displacement map, which only worked on glass materials. It was a pain every time!
How would you approach 'dripping' droplets? Droplets running down the side of the can, picking up other droplets along the way. I've seen effects done in houdini, but I'm sure blender could do it too. Could be a fun expansion on this.
Along with this tutorial, today I've learned one great stuff on the same topic... Metaballs, instead classic (ico)spheres, give (much) better results for droplets.
In this world is necessary been shaved to umiliate own skills spending almost 10 minutes on modeling a can, without misunderstood. Another big lesson from him.
I've applied texture to my can. The problem is, when we seprate the two set Materials before join geometry, instead of fetching the texture, it only fetches the dominant color from the texture, while the droplet follows the default material
If you haven't figured it out, one workaround might be to make two instances of the can, and parent one to the other. Instead of using the 'Join Geometry' node, just have one be the geometry nodes droplets and the other one be the can. I don't think it's the most elegant solution but it should work. There might be other solutions if you google it.
I've dropped using the color ramp for roughness noise... to much of a pain to tweak. I prefer going into a Map Range (0 to 1 in -1 to 1 out) and then a Multiply/Add. Set your general roughness on the Add input and your variation range on the Multiply input. Much faster to make changes in real time...
"I'm using Blender 3.2 alpha, you can use whatever you want" well sir I tried this with a live mackerel and I'll have you know it did not work and I now smell of mackerel
The beard was cg this entire time
What a MadLad.
maybe, but I'm betting he's motion tracking on a clean shave
LMAO
I new that this comment existed!
I mean, he did like a whole series on procedural, motion tracked facial hair so maybe 🤣
TLDR his beard and hair were procedural geometry node trickery
When he's shaved, he just looks like a normal teenager
Yeahhh
He kinda looks like Viggo Mortenson
When he 'shaved' his eyebrows, he looked like the lead singer of King Gizzard and the Lizard Wizzard. ua-cam.com/video/4L3-HOdMeuM/v-deo.html
(Much love, Tom!)😎
He lost his wisdom with his Beard . now who will guide us ?
the hair cut looks a lot better.
I'm so confused, who is this guy? what happend to the caverman dude, he was so cool
ooooohhh there he is
Right?
For those who are facing the issue of Object's UV material being over-ride by geometry node, the solution is quite simple.
1) Open shader editor
2) Replace "Texture coordinate" node with "Attribute" node and join the vector to vector of "Mapping" node.
3) Type "UVMap" or "uv_map" in the name text field of "Attribute" node. The name is actually an attribute which can also be seen from spreadsheet against "Face corner" tab.
Make sure to use "Realize Instances" before "Set material" node.
This doesn't work for me. I have a bit of a mix shader to give the surface a bit of textured condensation which seems to work. But If I remove mix shader and just plug the uv straight into the output I only get the base colour without the logo etc etc.
@@eamonncfinn Instead of the node "Attribute" I use a "UV map" node and i mix the metallic shader with the UV by using a "Add Shader" node
Thank you so much!!🙏
If i remove the realize instaces node i am able to achieve the desired effect of changing the icosphere material to be transparent. Is this okay to do? are there drawbacks of not using realize instance node?
I am using an image texture on my can btw
Instead of adding more edges in 6:30, you can use crease (ctrl+e) to add more weight to the loop and force subdivision to divide closer to the edge with crease. Adding crease also allows you to use it as parameter in nodes - and who knows what you can do there with that :)
If you could animate a water droplet collect others and drip down this would be OP.
This idea might work well with the remesh modifier in addition to geometry nodes.
I've seen it done with metaballs
@@myztazynizta MEATBALLS LMAO
😂
did he not do this with dynamic paint?
Where is the video where CGMatter got the homeless man makeover? Great job! Went from homeless to finance-fresh in one video 😂
you forgor "ive been cgmatter, youve been you, bye bye"
Where is the old homeless guy who usually appears on this youtube channel?
He was replaced by this handsome dude?
Great tutorial! Thanks for that :) However, as someone who's been struggling to find a realistic, customizable solution for droplets in geometry nodes, I'd say - and I think I speak for a lot of people looking into the subject - THE most important part of this process is figuring out how to do the intersecting droplets. It is something that in my and my clients' opinion can make or break the final image. I know Poisson disk offers a very limited solution with the minimum distance input. But you mentioned something with converting the points to volume and back to mesh to sort of achieve the same results Metaballs could achieve. In short, if you had a solution for how to convincingly fix the overlapping droplets, it would be a game changer. For real. Hope you have the time to read this and perhaps work on a chapter 2 of this tutorial including the overlapping issue (and maybe as a bonus droplet trails!) :D Thanks again for all the effort you put into these videos. You are a true force in the Blender community! Cheers
Hey, I found out that you can do it now in Version 3.3.0. There is a new node to convert Mesh to Volume. I still don't know how to handle it with a high quality of droplets (since they look very voxel-based), but maybe it helps
@@diarinab7181 @Paulo Schinzel yes: mesh to volume > volume to mesh > subdivision surface > set shade smooth…
mesh to volume > volume to mesh > subdivision surface > set shade smooth…
What? Took me a while to realize this isnt a re-published video from 2015.
He said 3.2 but yeah he hadn’t shaved for a while
Oh this is perfect! Nice hair btw
Pause.
The only sponsored segments i don't skip are CGMatter's, literally.
have you heard of Harry Mack ?
@@coldspark290 yes
Looks like you’re back to civilization
Wow. Did not know you could use a formula like "0.1/2" as a value. That is neat. Thank you!
You can type pretty much any math function into value input fields. It's very useful.
Looking good, my dude!
Almost dismissed it thinking it was an older video. Great tutorial as always!
Awesome. So glad to see you creating this kind of content again. Your long-form tutorials are great. More of this please!
His beard has migrated to the microphone. Excellent CGI!
I've watched a lot of tutorials on water droplets, but this one is definitely the greatest.
This video is fantastic. Thank you for making and sharing it
that’s quite the microphone you got there
Dude. Thank you SO MUCH for this. I've shied away from nodes in general because math scares me lol, but you explained how everything works SO well. I actually feel like I have a pretty decent handle on how to use this kind of system for my own purposes -- thank you!!
Damn our boi looking good today
Hope the court appearance went well
The first geometry node tutorial I wanna make my own. I watch them mostly just for entertainment but this can be helpful in many ways :)
dude's so good with blender his age is also procedural, he can just turn his "hairiness" output down and becomes a teenager lmao
Finally he made enough money to get a shave and hair cut.
Good tutorial as usual.
CGMatter looks he takes a bath every single day now.
Thankyou for amazing tutorial, Love geometry node
In two years, first person shooter maps will be 100% procedural.
they could be, but not from a competitive standpoint.
like um minecraft?
an exciting claim, and a good premise for the BR market
bruh i made that
@@larsmaasanimaties4594 oh nice!
Great job on this example, and also you're looking cute with the new hair and clean shave. :)
The giant deatcat on his mic ALMOST looks like his beard and makes me feel like I'm still watching a homeless man teach me nodes. I'm not mad, but I miss my homeless friend.
Nice new haircut! Finally not just the razor 😉 great tut also, keep it up man!
Thanks this was a very good tutorial. I learned alot from this. Keep up the good work.
8:29 materials
12:30 geometry nodes
00:01 IMPOSTER!!!!
30:20 how would one go about converting this geometry nodes system to a volume and then back into a mesh? That actually seems like a useful technique. I tried doing this on my own and couldn't get the resolution of the volume fine enough to recreate the droplets.
Did you manage to do it? To this day, this is still a difficult task for me...
Looking at the thumbnail and legit thinking, "who is this handsome guy and why did I subscribe to him?" 🤣
My god... 😱 You have no idea what I went through _sixteen years ago_ adding condensation to a can in LightWave 3D. Hell, even _I_ have no idea what I went through, because it was so traumatic that I've blocked out all memory of that project. 😩
i feel you! doing it in 3dsmax was also hell. But it was my fault back than not knowing Houdini exist.
This is gonna be great for adding sweat to uh... a specific type of model... yeaaah.
Great tutorial man. I would've used a metaball as the instance. that way when two of them are close together they jon like actual water droplets.
you explained it so damn clearly man!! well done!
This was just so well done and super helpful for me!
Whow! There's a weasel on your face! xD thanks for the effect bro.
i used merge by distance after join geometry to get the overlapping droplets to merge. worked quite well. mesh to volume almost does a good job but it was too heavy for my pc, it was crashing all the time
can you connect me on instagram>? I actually want to know how to do that effect??
Real Man of Genius
I stopped just to say that i love that mic filter on headset.
I'm sure it was much warmer having a beard outside in this is kind of weather ☺️ kudos and the tutorial is wicked, as usual
Seriously great tutorial. Even newbie can follow along quite easily.
*HE DIDN'T SHAVE GUYS* the hair moved to the microphone
I love new approach, Where are you explain everything, like for dummys. (something you previously was never care off) tnx, great, comprehensive and coherent knowledge.
wow, this one is actually beginner friendly. (i like the 1 min vids with 400% speed more)
Lot of help for me ! Thank you!
"Where you dew and dew knot want condensation"
💀
*This guy is a Geometry Nodes BEAST*
I like the really puffy mic to make up for all the hair you cut.
I miss the caveman look, but oh well... love this effect. I remember doing this with particles a few times. Then I used a displacement map, which only worked on glass materials. It was a pain every time!
Very nicely presented, thanks man!
I like your new geometry nodes hair cut
Youll always be my dirty santa
That is a mic and a half holy smokes
You somehow seem like an older bart simpson ,so cool
Nice tutorial, and nice Andrew Price look.
How would you approach 'dripping' droplets? Droplets running down the side of the can, picking up other droplets along the way. I've seen effects done in houdini, but I'm sure blender could do it too. Could be a fun expansion on this.
There's a shader node group on gumroad that does a very convincing job of this without actual geometry
Meatballs seem like the best choice, but idk exactly how
You forgot to enable the hair layer
Great detail in your explanation
Along with this tutorial, today I've learned one great stuff on the same topic... Metaballs, instead classic (ico)spheres, give (much) better results for droplets.
thank you for this! :) and pls take care !
Thanks for this amazing tutorial
Thought this was an old video reuploaded then realized he's talking about geometry nodes
I've been paying very close attention to beverage ads lately trying to spot your work.
Yes I've been paying close attention to beverages for that exact same reason, ahem
I would Iike to see this animated with gravity, condensation forming, then sliding down and falling off the can.
Totally like your new look! You don't look like young Charles Manson anymore 👍
Genius Tutorial as usual!
His whole beard is now attached to the headset microphone
next level is the kind of trail the drops leave as they drip down the side of the can cutting through the mist layer that forms across the surface
In this world is necessary been shaved to umiliate own skills spending almost 10 minutes on modeling a can, without misunderstood. Another big lesson from him.
looking good, king.
that can is satisfyingly seamless
kinda miss the vlogging in the woods, but this was real good. planning on walking across the state again?
I've applied texture to my can. The problem is, when we seprate the two set Materials before join geometry, instead of fetching the texture, it only fetches the dominant color from the texture, while the droplet follows the default material
Do you know how to fix this so it's possible to assign an image texture underneath the drops?
@@mylostmarble Yes I know. As I've fixed it, but I cannot explain here. If you have discord, send me your usertag
If you haven't figured it out, one workaround might be to make two instances of the can, and parent one to the other. Instead of using the 'Join Geometry' node, just have one be the geometry nodes droplets and the other one be the can. I don't think it's the most elegant solution but it should work.
There might be other solutions if you google it.
@@yuzhenwang9764 Thank you, that’s a great workaround!
@@DBZFighters I would like to know this as well!
There is a dead cat on your face
i dont realized that this video on recomendation was CGMatter's video
That is the saddest wooden tyranosaurus I've ever seen... It looks so depressed.
Love the Andrew vibe from this video.
I've dropped using the color ramp for roughness noise... to much of a pain to tweak. I prefer going into a Map Range (0 to 1 in -1 to 1 out) and then a Multiply/Add. Set your general roughness on the Add input and your variation range on the Multiply input. Much faster to make changes in real time...
It would be cool if the droplets would be thicker on the bottom since gravity pulls them there
Who is he, and where is hansom bearded man?
Lol, you went from Oscar the grouch to Linus tech tips cousin
Great haircut and shave!
"I'm using Blender 3.2 alpha, you can use whatever you want" well sir I tried this with a live mackerel and I'll have you know it did not work and I now smell of mackerel
I rubbed a piece of wood on an old typewriter and had good results
Bear with geometry nodes next💀
I thought he was just proving his beard and hair were geo nodes this whole time.
This guy turned his beard into a mic sock
Who is the new guy?🤣
Hearing your voice... I still see the crazy beard. It's sooo weird.
I prefer the god level hair tbh
I love the tutorial though, thanks
You kinda look like Neil Patrick Harris without the beard
Now your style hair more cooler... 😎😎😎 Now it's like a normal teenager. Lol... 🤣🤣🤣