This is a great tutorial, overall, but I have a problem: I did the set-up for generating UVs but instead of moving the musgrave texture, it just blinks in and out. Also, when I do the displacement set up, it isn't displacing much of anything. Does anyone have a solution for these issues? It'd be much appreciated (Full Disclosure: Working on Blender 4.0.0 (Alpha)).
Thank you very much for this man, it's incredible. I followed the entire thing myself and then bought the node on Gumroad to support your work, it's a small contribution but you most definitely deserve it. I have one question for you though : I'm using a character with a mixamo animation and I would like the tendril controller to follow the body movements, how would I do that ? I tried parenting the empty to the armature/animation/mesh but it didn't seem to work. Any ideas ? Thanks man, keep up the great work !
Thanks for the support! And sorry for the late reply. The only way I’ve figured out to connect this system to a moving character is to grow the tendrils on a static character, then have the animated character start from that exact post and position. At the t-pose frame where they line up, apply a mesh deform modifier and use a copy of the animated mesh displaced outward as a cage (it has to envelope the tendrils). This has worked, but it’s not a perfect solution
This is excellent! How would the workflow change if you wanted fairly even coverage of tendrils around the object rather than originating in one point/mass?
You could instance points on the mesh that you want tendrils on, that would grow tendrils everywhere, but less control of which direction they go. You could also use geometry proximity to control where those points would be instanced. You could really replace that first mesh circle with anything!
I have a 3D avatar with face and body movement. I want to use this geo node setup to make those tendrils spread across the body of the avatar - but due to the avatar movement on its own, the tendrils do not expand but rather -- frame by frame -- spawn somewhere else. Thereby, it is no gradual growing of those tendrisl. Any idea?
How did you learn this btw, I do truly find it impressive, after I was done, I was just blown away by how much attention to detail this truly requires for a good outcome? Did you learn this in school?
Blender has been a hobby since I was 15 or so, but I did go to school for graphic design and film studies. Now I work at a VFX Studio where I learned a lot more about how to create cool effects and composite them. I learned geometry nodes recently, but once you have a grasp of how node based systems work (like Nuke) they all make more sense.
@@Graphicalninja That’s badass man. There’s a lot of lil things that really like ya really have to know what you’re doing. I look forward to being a part of your channel 🙏
Thank you so much for this tutorial! Is it possible to turn this somehow into an editable mesh? To make a scene similar to the (in)famous symbiote ripping/pulling out from the body scene?
@@CaleinaLore turn down resolution of profile curve, or use less curves. It’s just a ton of polygons so at a certain point it’ll be slow. Make sure you don’t have any subdivision modifiers turned on in viewport too
Insane tutorial! I just have a problem, my tendrils are slightly inside of my mesh object.. Offsetting the shrinkwrap constraint doesn't help. It should be something with a set position node but I can't figure it out :/
You could use the normal node plugged into set position to push all your geometry outwards a little, then plug that Into the tendrils set position node
@@Nonaxnj unfortunately no, but I would suggest retracing your steps and making sure everything matches my setup. Also check if your new object has been scaled and apply transforms. I would like to eventually make a forum page where people can share their work and troubleshoot but that’s in the future. Best of luck!
I'm so impressed how you assigned the Uv's. Genious!
You’re too kind lol, it’s a cool trick I learned from someone much smarter than me.
Thank you
Great! thank you for this tutorial, learned a lot of interesting things :) and a cool effect!
Awesome! This will come in handy!
This is a great tutorial, overall, but I have a problem: I did the set-up for generating UVs but instead of moving the musgrave texture, it just blinks in and out. Also, when I do the displacement set up, it isn't displacing much of anything. Does anyone have a solution for these issues? It'd be much appreciated (Full Disclosure: Working on Blender 4.0.0 (Alpha)).
Hard to say, double check everything and maybe try 3.6?
This is Gorgeous!
Thanks!
Thank you very much for this man, it's incredible. I followed the entire thing myself and then bought the node on Gumroad to support your work, it's a small contribution but you most definitely deserve it. I have one question for you though : I'm using a character with a mixamo animation and I would like the tendril controller to follow the body movements, how would I do that ?
I tried parenting the empty to the armature/animation/mesh but it didn't seem to work. Any ideas ? Thanks man, keep up the great work !
Thanks for the support! And sorry for the late reply. The only way I’ve figured out to connect this system to a moving character is to grow the tendrils on a static character, then have the animated character start from that exact post and position. At the t-pose frame where they line up, apply a mesh deform modifier and use a copy of the animated mesh displaced outward as a cage (it has to envelope the tendrils). This has worked, but it’s not a perfect solution
amazing tutorial
Can you do a part 3 on how you did the venom transformation on the lady I'll really appreciate
That would be a long tutorial lol, but I may do one focused on how to track vfx elements into a person
This is excellent! How would the workflow change if you wanted fairly even coverage of tendrils around the object rather than originating in one point/mass?
You could instance points on the mesh that you want tendrils on, that would grow tendrils everywhere, but less control of which direction they go. You could also use geometry proximity to control where those points would be instanced. You could really replace that first mesh circle with anything!
I have a 3D avatar with face and body movement. I want to use this geo node setup to make those tendrils spread across the body of the avatar - but due to the avatar movement on its own, the tendrils do not expand but rather -- frame by frame -- spawn somewhere else. Thereby, it is no gradual growing of those tendrisl. Any idea?
How did you learn this btw, I do truly find it impressive, after I was done, I was just blown away by how much attention to detail this truly requires for a good outcome? Did you learn this in school?
Blender has been a hobby since I was 15 or so, but I did go to school for graphic design and film studies. Now I work at a VFX Studio where I learned a lot more about how to create cool effects and composite them. I learned geometry nodes recently, but once you have a grasp of how node based systems work (like Nuke) they all make more sense.
@@Graphicalninja That’s badass man. There’s a lot of lil things that really like ya really have to know what you’re doing. I look forward to being a part of your channel 🙏
Thank you so much for this tutorial!
Is it possible to turn this somehow into an editable mesh? To make a scene similar to the (in)famous symbiote ripping/pulling out from the body scene?
Yes I think you can just apply the geometry nodes modifier. The results may be a pretty heavy mesh
@@Graphicalninja Thank you so much, it worked ^^.
I was just about to ask that, is there a way to reduce the lag at least in viewport?
@@CaleinaLore turn down resolution of profile curve, or use less curves. It’s just a ton of polygons so at a certain point it’ll be slow. Make sure you don’t have any subdivision modifiers turned on in viewport too
Insane tutorial! I just have a problem, my tendrils are slightly inside of my mesh object.. Offsetting the shrinkwrap constraint doesn't help. It should be something with a set position node but I can't figure it out :/
You could use the normal node plugged into set position to push all your geometry outwards a little, then plug that Into the tendrils set position node
How can i make it crawling like in Spider-man 3?
Can i animate it with the ivy?
There’s a separate tutorial on here on how to do it with ivy, funny you ask
Can we optimieze it? I need the mesh to weights less but I also need to animate de ivy. :)
Yes you can turn down the number of vertices on the profile curve, and also adjust the settings in the curve resampling nodes
Can this cover the full body
If you make enough of them, definitely!
idk why but when i put on another model it just glitches and doesnt follow the empty
Make sure you switch the object constraint as well as the target object in the geometry nodes modifier
@@Graphicalninja i did that
@@Nonaxnj it’s hard to say without seeing your file
@@Graphicalninja can't send the file here
@@Nonaxnj unfortunately no, but I would suggest retracing your steps and making sure everything matches my setup. Also check if your new object has been scaled and apply transforms. I would like to eventually make a forum page where people can share their work and troubleshoot but that’s in the future. Best of luck!
😳 𝙥𝙧𝙤𝙢𝙤𝙨𝙢