i like the node groups thingy, it allows you to make tutorials about more complex stuff without needing to waste time explaining all these little things, so you can instead focus on the more important bits.
Geometry nodes is REALLY not artist friendly. This stuff makes a lot more sense in Houdini. I've been disappointed with it's implementation and progress. Maybe in 5 years. Why are we wasting hours building something that takes 2 clicks in other software?
@@apoc519 i highly disagree, i started as a literal pencil and paper artist and ive done ridiculous stuff with geometry nodes. my profile pic is also a 3d model i made years ago. geometry nodes is complex because its powerful. once i wrapped my head around the workflow i RAN with it, it should be mentioned that i had experience with shader nodes beforehand though.
If you got to moving the points and discovered they’re moving vertically, instead of staying on the surface, here’s your solution! It’s because the noise texture we used way back at 7:40 to set the initial velocity (v) attribute is three dimensional-it has a Z component. That means when we use these velocities to move the points at 23:53 they move vertically. When @BadNormals previews the velocity attribute at that timecode (23:53), you can tell he’s removed the Z component because there are no blue colors in the preview. Blink and you’ll miss it, but at 22:18 you can see a Vector Math Multiply node has been added, multiplying Z by zero to remove that component just before storing the velocity (v) attribute in the fluid grid.
The two issues most will get are Moving points vertically:- can be solved by 22:18 you can see a Vector Math Multiply node has been added, multiplying Z by 0 Flickering:- Animate Radius node group and remove multiply math node above Float curve Happy Blending Artists Thank you Bad Normals for the wonderful tutorial 🤩
Man i was about to sleep, accidentally i find out your channel and i’ve been watching your videos for 2hours.. someone help me i can’t stop watching 😫 you are a genius frfr can’t wait for the course
This is awesome! I followed a similar tutorial to create a 2D fluid dynamics simulation in Touch Designer a little while ago. I followed the tutorial to a T and was very pleased with the result but I didn't fully understand each component until watching this video. Your visuals are really awesome! I appreciate you taking the time to put this together.
Ok I rarely leave comments glorifying tutorials, but not even half-way through this one is on another level.. the humorous touches here and there are definitely the cherry on top !
Funny thing: when you were making the pressure calculation using iterations and you said that we started to see a pattern, it seemed to me like the pressure was more than just a pattern: it was the perfect negative of the divergence. So on a whim, I tried replacing the entire pressure calculation with just the divergence multipiled by -1, and it actually worked perfectly! :)) Another note: instead of adding/deleting points continuously, just fix the velocity in the border cells at 0. I did this by making a boolean attribute for edges with more than one face neighbor (so now border vertices are zero, others are one) and multiplying this by the advected velocity in the sim zone. This causes the borders to become walls, and the particles stay inside them. With these improvements the sim is even more performant.
you make awesome content! I was testing and the advect node is different from the one I downloaded, I just changed it to how it is in your video and now it works
When i want to bring in the Named Attribute dt nothing happens and the projekt stops working. Can someone explain me how it get the Attribute dt in my Projekt?
6:13 if you dont see it moving and you've been pausing and backing up to follow exactly because some actions don't get said, and you deleted your group output like he did before making the simulation zone - add it back and this should fix it
I really love how amazing your tutorials always are! I was just wondering how could I adjust the speed of the overall animation? I can't seem to be able to adjust it without messing up either the pattern or something else? Thank you!
Very cool. I've already used this to make some cool fluid animations. One thing I'm curious about: When it's updating the velocity properties, does it overwrite the same properties that it's reading from? It seems like that could add some inaccuracy depending on what order it's evaluated, which you could avoid by using some kind of double-buffering. I'm not sure if it does that automatically in the geometry nodes, though.
I think it is the time now blender people should use and make Premade node that are optimized becuase at the end everything in computer is code and libraries that we use knowingly or unknowingly. thats why my long-term goal is to shift to linux as well.
what if I want to add an object that goes through the field, and the particles interact with it? How would I do that? Should I add a geo info into the simulation zone?
You mention that Delta Time was not working. This might be due to that Delta Time (in blender 4.0) is 0 at the first timestep. So if you scale using Delta Time from the simulation node, you clear your velocity field. If I replace the initial dt for frame 1 by 1/fps it works for me.
Brilliant tutorial. I'm using this technique with multiple cameras, though, and every time I change the start frame to render a new shot, the simulation resets itself - it basically starts from having 0 particles, rather than having the particle count it would have if I'd started rendering from frame 0. Is there a way to add a "run-up" variable somehow that will run N steps of the simulation before it evaluates the first frame? I tried using a repeat zone with the mesh part of the geonodes setup (distribute points on faces, store og_pos etc) but couldn't get that to work.
that is next level shit bro, I doubt few universities in the world have this level of teaching method I seriously doubt it thanks for the great tutorial the blender comminuty is unbelievable I can't believe this is free!
Pagan, mul on ikka hea kõrv. Kuulasin ja mõtlesin, et natuke nagu eestlase aktsent. Aga polnud päris kindel. Mõtlesin, et äkki on lätlastel sarnane aktsent või oled hoopis skandinaavlane. Siiski vana video reetis rahvuse ära. Olen juba kunagi varem ühte sinu tutoriali järgi teinud ja siis polnud mul aimugi uurida kust autor pärit. Tänud ja Thumbs up.
I finished the tutorial and the fluid works but no colors are showing in the viewport or render. Not sure if there was a step I missed or it was cut out. Blink and you can easily miss something. Overall, really cool tutorial, kinda hard to follow with couple steps cut out and the side demonstrations but thankfully the comments section figured most of it out.
Freaking cool, but next time plse.. keyshort viewer (mouse and keyboard) or explain what you press, because in 4:00 I was so lost how you put that position Name in the Named Atribute and then the viewer.... but yeah, great
amazing tutorial! quick question: i was trying to find a way to slowly change the flow patter during time, but seems hard to achieve. changing the seed of the flow sim noise texture obviously doesn't work. any idea?
Hey all, quick question: How would I transfer this across files? As in how would I attach this to another model. I've followed the tutorial in my Goe Nodes Asset library file and am wondering how I would have them marked as an asset. Do I need both the Fluid object marked and the secondary sim tree marked as well? And do both need to come along when I use it on another model, like the face example our esteemed teacher showed off? Thanks sir, stunning tutorial, awesome work as always!
Yes, you still do the movement on a flat grid, but move the points to the surface later on, after the simulation zone. A good option is to use the raycast node and a set position node.
solving the flicker gave me even more flicker idk why I have to set radius (under animate radius) to 0.5 or so anything too small and it has the same effect as setting maximum age to 0
@@yoyo_cortex Thank you for your reply! I already did that but it doesn't change anything... I'm on 4.0.1. I triple checked all nodes but can't find the problem...
Are you sure all the nodes are as downloaded? Also, make sure the new points are set to zero for their radius, right after the distribute node. And make sure the float curve output is multiplied with the radius controller.
Увеличение и уменьшение точек выглядит как костыль. На первом кадре стоит найти точки сетки в которых дивергенция не 0, и потом в этих точках создавать новые точки или удалять старые, тогда жизнь точкам можно не ограничивать временем и она будет более интересна
This is awesome! I try to do the same effect in Touch Designer and failed. Now I made it! Still have a question: I try to change the size of it. So I change the grid. But the effect didn't follow. Are there any other node need to be changed? Hope to be answered! Thanks!
Hey, this is a bit tricky to do, since in this tutorial I don't account for the distance between grid points. So when the distance is 1m or 1cm the result would be actually different. That's because the velocity would be multiplied with a certain coefficient depending on the grid measure. I recommend playing with the resolution, but I couldn't personally get very different results with this one either.
You have to ad the ripple animation on a plane and then use a raycast node to project the points onto the surface of the ripple plane. Do this after the simulation of the points.
I am unable to follow along. For some reason my grid is black and white and not black and red and can't see the animation happening. What am I doing wrong? :/ edit: after a long time, I finally managed to understand it. thanks
actually now I do have a "precise" question >>> how to render this for exemple with a local render farm and B-RENDERON ?... how to cache the sim for the tools to render the images. ?... I just tried. and all images are empty... no layers. nothing. but works fine from blender using the render animation from the application... but would love the accelerate the render process spliting on other GPUS... thanks ;))
@@BadNormalsthank you so much for the answer! I am thinking of buying a used computer with these hardwares. CPU: AMD Ryzen 5 5600x GPU: AMD Radeon RX6700XT RAM: 32GB Corsair vengeance 3600Mh MODERKORT: ASUS ROG Strix B550 F PSU: Corsair RMe Series RM850e CHASSI: Corsair iCUE 4000x Midi tower SSD: 2TB Kingston SSD Do you think you can render 3d particle simulation with this set up?
@@AlexanderWinzenburg The setup goes good in my opinion, but I'd take an Nvidia RTX GPU. AMD seems to have some compatibility and performance issues. But certainly check Blender forums about that.
hey, i dont have any color information in my nodes. i try to preview my noise texture from my "color"-socket and i see the pattern just as black and withe. as it would be just a float and no vector data, even when i try to preview a color, its just dark or light. Because of this my movment of the points doesnt work at all.
@@BadNormals Oh, now I understand what the difference is, so your technique is more fps-friendly, thanks, I thought you used the same approach as the other one
Particles aren't rendering in eevee. finished the tutorial, particles are visible in the workbench engine and cycles engine but do not render in eevee. does anyone else have this problem? How do I fix this?
i cant choose "dt" in the Names Attribute, all steps before are triple-checked. what do i wrong at 9:45? ua-cam.com/video/l_vnAz0Yo8w/v-deo.htmlsi=pYzyPI7jvQAKKFTr&t=585
If there is no dt, then it hasn't been stored and you're most probably missing the store timestep node group in the start of your simulation zone. Let me know if you got it working.
Actually the only part I thought was stupid is that you could control the radius with a division slider. After changing to multiply I think it's the best solution for this use case
hello ! thank you very much for your sharing good vibes !. >>> I stumble upon this little visual problem > using blender 4.1 alpha. and trying to link the Named Attribute to the Value ( VIEWER ) . was actually not working, not showing for example the nice RED.YELLOW.RED.BLACK color of the position attribute for example. >> was stuck for a bit trying to stick to the speed of your comentary in the video :)) HAHAHAA>. and even went on blender 3.6.5 to check if there was any potential bug in the beta 4.1 ...>>> well no ... same issue... >>> THEN > I TRIED >>> RIGHT CLICK on the ATTRIBUTE (node part thing) of the box :" Named Attribute" > and found this >>> (0) Link to viewer >>> AND BIM BAM BADABOOM >>> it works !!!. ouf!. >>> well >>> this is a note maybe to blender dev team... don't you agree this should work also by draging the link.node.rope.wire thingy thing to the Viewer box . it should not ONLY work when I right click and use this "hidden" function call (o) Link to viewer.. voila > my humble respectfull opinion ;))) cheers! and MERCI BEAUCOUP !. yann
I wonder when Blender foundation will start updating their physics simulation engines. Donors nowadays only focus on UI and render engines. I hope we see more real world physics simulations in Blender.
Hi, I’m very new to blender. I made it up to 6:22 where you try the animation. Mine didn’t do anything but I noticed that the advect on your video has a 4 on the right side and mine has a 2. I don’t know what this means but, could this be the reason why mine doesn’t work?
if you're following it exactly like i was and also doing things he doesnt say (common thing i've seen with blender tutorials so i've learned to keep an eye out), and you deleted the group output at 5:37, re-add the group output and connect it's geometry input to the simulation zone output.
I really don't know what we could do without you, look at that style of explanation, i wish we were taught like this in school and university. Relly thank you. 01:35
Absolutely insane. I'll definitely be coming back to this. So impressed. The instructional visuals were top notch and made the whole thing so much easier to understand. There are sooooo many free beginner tutorials on UA-cam, but so very few intermediate+ tutorials (I have several assumptions for why that this). This was great and helped me feel a lot more comfortable and informed about Stored Named Attributes.
I'd like to create a similar swirling texture, but with a solid material instead of points. Is there a way I could store the velocities of each point as a named attribute, and then use the result as a vector map in shader nodes?
i like the node groups thingy, it allows you to make tutorials about more complex stuff without needing to waste time explaining all these little things, so you can instead focus on the more important bits.
If this gets generally positive feedback, I'll continue with that in future as well
Geometry nodes is REALLY not artist friendly. This stuff makes a lot more sense in Houdini. I've been disappointed with it's implementation and progress. Maybe in 5 years. Why are we wasting hours building something that takes 2 clicks in other software?
@@apoc519 i highly disagree, i started as a literal pencil and paper artist and ive done ridiculous stuff with geometry nodes.
my profile pic is also a 3d model i made years ago.
geometry nodes is complex because its powerful.
once i wrapped my head around the workflow i RAN with it, it should be mentioned that i had experience with shader nodes beforehand though.
If you got to moving the points and discovered they’re moving vertically, instead of staying on the surface, here’s your solution! It’s because the noise texture we used way back at 7:40 to set the initial velocity (v) attribute is three dimensional-it has a Z component. That means when we use these velocities to move the points at 23:53 they move vertically. When @BadNormals previews the velocity attribute at that timecode (23:53), you can tell he’s removed the Z component because there are no blue colors in the preview. Blink and you’ll miss it, but at 22:18 you can see a Vector Math Multiply node has been added, multiplying Z by zero to remove that component just before storing the velocity (v) attribute in the fluid grid.
Thanks for the helpful comment, forgot to mention it in the video
Thank you, thought I was going a bit crazy there 🤣
Thank you! I was searching for mistake about 30 min 😄
Thanks, you are a lifesaver! (This should really be pinned)
What a legend! Thank you :D
The two issues most will get are
Moving points vertically:- can be solved by 22:18 you can see a Vector Math Multiply node has been added, multiplying Z by 0
Flickering:- Animate Radius node group and remove multiply math node above Float curve
Happy Blending Artists
Thank you Bad Normals for the wonderful tutorial 🤩
You saved my day
@@DomeStiefel Glad, it helped. I sometimes share some tips on my channel too 😁✌
digital hugs!!
Man i was about to sleep, accidentally i find out your channel and i’ve been watching your videos for 2hours.. someone help me i can’t stop watching 😫 you are a genius frfr can’t wait for the course
Thanks! Hopefully you could catch some sleep 😀
This is insane! Really cool to see a lot of Houdini microsolvers remade in Blender
i love the extra visualisations!
those must've taken a lot of work
yeah, about two weeks or so, I'm glad they are useful
Was thinking the same thing, the presentation here is really really good, thank you for creating such a superb explanation
@@BadNormals definitly! i really appreciate your work!
anytime you upload I know for a fact im gonna get humbled with my knowledge
I try my best!
This is mindblowing bro. Pure gold. Such a gift.
Wow the tutorial and editing itself had gone next level.
This is awesome! I followed a similar tutorial to create a 2D fluid dynamics simulation in Touch Designer a little while ago. I followed the tutorial to a T and was very pleased with the result but I didn't fully understand each component until watching this video. Your visuals are really awesome! I appreciate you taking the time to put this together.
Ok I rarely leave comments glorifying tutorials, but not even half-way through this one is on another level.. the humorous touches here and there are definitely the cherry on top !
Thank you so much.💕💕💕💕💕💕
Would you please consider making a longer video about this topic?
The swirly effect looks awesome.
Funny thing: when you were making the pressure calculation using iterations and you said that we started to see a pattern, it seemed to me like the pressure was more than just a pattern: it was the perfect negative of the divergence. So on a whim, I tried replacing the entire pressure calculation with just the divergence multipiled by -1, and it actually worked perfectly! :))
Another note: instead of adding/deleting points continuously, just fix the velocity in the border cells at 0. I did this by making a boolean attribute for edges with more than one face neighbor (so now border vertices are zero, others are one) and multiplying this by the advected velocity in the sim zone. This causes the borders to become walls, and the particles stay inside them.
With these improvements the sim is even more performant.
As always, amazing tutorial!
you make awesome content!
I was testing and the advect node is different from the one I downloaded, I just changed it to how it is in your video and now it works
Great you let me know, I'm gonna fix it
Sorry, the node was ok, trying with the timestep node everything works fine. keep making good content :)
HEY, I CAN'T FIND ADVECT NODE IN BLENDER 3.6. PLS HELP
@@algpmmm
This is a great tutorial on geo nodes in general. So much learning!
Man, I really need to play around with Blender; these simulations and tutorials are awesome!
When i want to bring in the Named Attribute dt nothing happens and the projekt stops working. Can someone explain me how it get the Attribute dt in my Projekt?
same issue!
6:13 if you dont see it moving and you've been pausing and backing up to follow exactly because some actions don't get said, and you deleted your group output like he did before making the simulation zone - add it back and this should fix it
Just finished a 3d implementation, thanks for laying the groudwork out for me!
Awesome! Can you share it? Send to my email, I would love to see it.
Beautiful video @BadNormals, thanks to you im confident to start a journey into simulation nodes.
I'm happy I made your life easier!
You’ve blown my mind a few times in the first minute, I’m ready for the rest lol 😂
I really love how amazing your tutorials always are! I was just wondering how could I adjust the speed of the overall animation? I can't seem to be able to adjust it without messing up either the pattern or something else? Thank you!
Beautiful! Clever and interesting watch, thank you!
it's just like magic
Very cool. I've already used this to make some cool fluid animations. One thing I'm curious about: When it's updating the velocity properties, does it overwrite the same properties that it's reading from? It seems like that could add some inaccuracy depending on what order it's evaluated, which you could avoid by using some kind of double-buffering. I'm not sure if it does that automatically in the geometry nodes, though.
I think it is the time now blender people should use and make Premade node that are optimized becuase at the end everything in computer is code and libraries that we use knowingly or unknowingly. thats why my long-term goal is to shift to linux as well.
Awesome geo node stuff
You are absolutely genius
beautiful animated infographics
This is really dope stuff
amazing!
There are TWO move points noe groups, you need the one with the object instanced
great video, nice dreadlocks, big up!
so cool! I wonder if it is possible to create a 3D fluid simulation? I'm very much looking forward to it!
How might I go about adding physics into this, so a 3d object can interact with the scene?
你的视频教学内容总是充满了惊喜和惊艳,非常硬核而有趣味,讲解清晰明了,期待你的课程。但是,我最终还是学习不到,用这样的方式使用几何节点,对于数学基础较弱的人,这太难了。
WOW ! really ...trying to copy this!
what if I want to add an object that goes through the field, and the particles interact with it? How would I do that? Should I add a geo info into the simulation zone?
i did not expect my boy to have dreads, thanks for the dank video.
Fantastic!! It could be another way to make Apple Events logo.
놀랍습니다. 강좌의 수준이 다른 채널과는 차원이 틀리네요. 👍👍👍
매우 감사합니다!
Would love to know how you created the animation with the fluid flowing out of the eyes of the head model?
You mention that Delta Time was not working. This might be due to that Delta Time (in blender 4.0) is 0 at the first timestep. So if you scale using Delta Time from the simulation node, you clear your velocity field. If I replace the initial dt for frame 1 by 1/fps it works for me.
Thanks!
How did you do it?I don't understand
I have no DT node
Brilliant tutorial. I'm using this technique with multiple cameras, though, and every time I change the start frame to render a new shot, the simulation resets itself - it basically starts from having 0 particles, rather than having the particle count it would have if I'd started rendering from frame 0. Is there a way to add a "run-up" variable somehow that will run N steps of the simulation before it evaluates the first frame? I tried using a repeat zone with the mesh part of the geonodes setup (distribute points on faces, store og_pos etc) but couldn't get that to work.
So the SET MATERIAL i do that and my material is showing nothing what went wrong?
link for Fluid Simulation Extended Tutorial doesn't work anymore :( video is no longer available
that is next level shit bro, I doubt few universities in the world have this level of teaching method I seriously doubt it
thanks for the great tutorial the blender comminuty is unbelievable I can't believe this is free!
This must be the best compliment when you teach better than a university, thanks!
Quality! Thank you
Why can't I see colors on my model throughout the whole tutorial? Even when managing materials I cannot see the colors on my objects :(
Pagan, mul on ikka hea kõrv. Kuulasin ja mõtlesin, et natuke nagu eestlase aktsent. Aga polnud päris kindel. Mõtlesin, et äkki on lätlastel sarnane aktsent või oled hoopis skandinaavlane. Siiski vana video reetis rahvuse ära. Olen juba kunagi varem ühte sinu tutoriali järgi teinud ja siis polnud mul aimugi uurida kust autor pärit. Tänud ja Thumbs up.
No täpne kõrv jah 😀. Tänud.
I finished the tutorial and the fluid works but no colors are showing in the viewport or render. Not sure if there was a step I missed or it was cut out. Blink and you can easily miss something. Overall, really cool tutorial, kinda hard to follow with couple steps cut out and the side demonstrations but thankfully the comments section figured most of it out.
ive done exactly the same thing and still having issues with the material it wont show up for those particles just for the floor mesh
look at all those cool stuff my old gpu can't handle lol
Damn what an amazing tutorial thank you ❤
I'm glad you liked!
Freaking cool, but next time plse.. keyshort viewer (mouse and keyboard) or explain what you press, because in 4:00 I was so lost how you put that position Name in the Named Atribute and then the viewer.... but yeah, great
Helpful!!!!
amazing tutorial!
quick question: i was trying to find a way to slowly change the flow patter during time, but seems hard to achieve. changing the seed of the flow sim noise texture obviously doesn't work. any idea?
tried to follow didnt go well ( probably my skill level ), but great content and love to see more
Hey all, quick question:
How would I transfer this across files? As in how would I attach this to another model. I've followed the tutorial in my Goe Nodes Asset library file and am wondering how I would have them marked as an asset. Do I need both the Fluid object marked and the secondary sim tree marked as well? And do both need to come along when I use it on another model, like the face example our esteemed teacher showed off?
Thanks sir, stunning tutorial, awesome work as always!
This is looking fantastic!!!! Is it possible to make a fire sim with simulation nodes? Something that would be faster than regular sim in blender?
I'm pretty sure, I might try it out.
@@BadNormals fingers crossed! :P
how dod u bring up the viewer node it just suddenly appeared when u changed the name on the name attribute, which didnt happen for me
Might be the only one, but im having issues with the Pressure attribute storing for some reason even with the node
is there a reason to disappear the gird when try to undo?
That's what I'm talking about!!!
would it be possible to do the same but on a noise displaced surface, so the particles follow the surface?
Yes, you still do the movement on a flat grid, but move the points to the surface later on, after the simulation zone. A good option is to use the raycast node and a set position node.
Amazing!!!!!!!!!!
solving the flicker gave me even more flicker
idk why
I have to set radius (under animate radius) to 0.5 or so anything too small and it has the same effect as setting maximum age to 0
same here - wonder if there's some info we are missing from the video? Maybe @BadNormals can help?
You need to go into Animate Radius node group and remove multiply math node above Float curve
@@yoyo_cortex Thank you for your reply! I already did that but it doesn't change anything... I'm on 4.0.1. I triple checked all nodes but can't find the problem...
Are you sure all the nodes are as downloaded? Also, make sure the new points are set to zero for their radius, right after the distribute node. And make sure the float curve output is multiplied with the radius controller.
@@BadNormals Thanks for replying, I missed the "create age" node group, it isn't in the starter file node groups :)
Увеличение и уменьшение точек выглядит как костыль. На первом кадре стоит найти точки сетки в которых дивергенция не 0, и потом в этих точках создавать новые точки или удалять старые, тогда жизнь точкам можно не ограничивать временем и она будет более интересна
Как это сделать бро ?
This is awesome! I try to do the same effect in Touch Designer and failed. Now I made it!
Still have a question: I try to change the size of it. So I change the grid. But the effect didn't follow. Are there any other node need to be changed? Hope to be answered! Thanks!
Hey, this is a bit tricky to do, since in this tutorial I don't account for the distance between grid points. So when the distance is 1m or 1cm the result would be actually different. That's because the velocity would be multiplied with a certain coefficient depending on the grid measure. I recommend playing with the resolution, but I couldn't personally get very different results with this one either.
Connecting these nodes looks too painful, I opt for Houdini FLIP DOP.🤣
Hey my graduate mathematical physics course is going to be handy now (jk I will still use Chat GPT)
hey mr. bad normals, how can i integrate that ripple animation you taught on the bonus content to this point cloud animation?
You have to ad the ripple animation on a plane and then use a raycast node to project the points onto the surface of the ripple plane. Do this after the simulation of the points.
I am unable to follow along. For some reason my grid is black and white and not black and red and can't see the animation happening. What am I doing wrong? :/
edit: after a long time, I finally managed to understand it. thanks
what did you do to fix it?
Amazing Tutorial!!!
Thanks!!!
How far away are we from performant cloth and softbody simulations using geo nodes?
Those are possible to do but I'm not sure this is the most optimal way. I suppose blender devs will add some more generic physics nodes in the future.
What is advect node group and how to get it?
For some reason the viewer node does not work outside the simulation zone
actually now I do have a "precise" question >>> how to render this for exemple with a local render farm and B-RENDERON ?... how to cache the sim for the tools to render the images. ?... I just tried. and all images are empty... no layers. nothing. but works fine from blender using the render animation from the application... but would love the accelerate the render process spliting on other GPUS... thanks ;))
Google for simulation nodes cache. The cache gets stored into a folder and this needs to be sent to the render farm as well.
Why can't i find the advect node group?
did bad normals invent the naviar stokes equations?
I am pretty sure that this is a math topic...t
Nice, work and tutorial! What computer hardware are you using? I want to learn blender, but my computer is too bad
Thanks! I use a PC with i9-12900K, RTX3090, 64GB RAM and a 2TB Samsung SSD. That's the last year though. I started out with a low performance laptop.
@@BadNormalsthank you so much for the answer! I am thinking of buying a used computer with these hardwares.
CPU: AMD Ryzen 5 5600x
GPU: AMD Radeon RX6700XT
RAM: 32GB Corsair vengeance 3600Mh
MODERKORT: ASUS ROG Strix B550 F
PSU: Corsair RMe Series RM850e
CHASSI: Corsair iCUE 4000x Midi tower
SSD: 2TB Kingston SSD
Do you think you can render 3d particle simulation with this set up?
@@AlexanderWinzenburg The setup goes good in my opinion, but I'd take an Nvidia RTX GPU. AMD seems to have some compatibility and performance issues. But certainly check Blender forums about that.
Why can't I join the wish list in your website😖No window pop up or confirm link appear in my email. I'm so obssesed with your content and tutorial!
Hey, let me know if this has been fixed, I checked and everything is good on my end. Maybe it got to your spam?
hey, i dont have any color information in my nodes. i try to preview my noise texture from my "color"-socket and i see the pattern just as black and withe. as it would be just a float and no vector data, even when i try to preview a color, its just dark or light. Because of this my movment of the points doesnt work at all.
I had the same problem and found the issue. Select the "Viewer" node, in the sidebar select "Node" and under "Properties" set it to Vector.
I had the same issue but for different reason, my 2 set material node connections were crossed. It worked after I straightened and reinserted them 🤷
I think there's an add on that does similar thing like you did here
Do you mean molecular? It can do similar things yep, but it calculates every point individually and gets very slow if as many points are added
@@BadNormals Oh, now I understand what the difference is, so your technique is more fps-friendly, thanks, I thought you used the same approach as the other one
@@BadNormals thanks for the information and knowledge
is simulation wery cool and crazy
there’s a scene time node..?? i’ve been using #frame for ages that has to be new right
I think last three blender versions at least 😄
Wasn´t there a way to vote what should be included in the course?
Yep, I'll send an email about the course in a few weeks. This video took so much time I could only focus on that
@@BadNormalsYes, i could tell, Thank you👍👍 This video is awesome
Particles aren't rendering in eevee. finished the tutorial, particles are visible in the workbench engine and cycles engine but do not render in eevee. does anyone else have this problem? How do I fix this?
You need to instance some geometry, like ico spheres on the points for them to work in EEVEE. But it can get heavy.
Hi , Can you check if your fractal machine addon is compatible with Blender 4 , i have dropped a DM as well .
Yep, I'll check today
hey, i can't find the advect node in blender 4.0 do you know why?
Download the file from the description, it has all the nodes you need. They are custom node groups and not included with blender by default.
My brain is just to small for this :(
i cant choose "dt" in the Names Attribute, all steps before are triple-checked. what do i wrong at 9:45?
ua-cam.com/video/l_vnAz0Yo8w/v-deo.htmlsi=pYzyPI7jvQAKKFTr&t=585
If there is no dt, then it hasn't been stored and you're most probably missing the store timestep node group in the start of your simulation zone. Let me know if you got it working.
@@BadNormals I'm having the same issue in both blender 4.0 and 4.1, even having Store Timestep node group added. Crazy bug
Did u fix this problem?? Im stressed out of this😢
@@dharmaratano6508 nope sorry
you can’t say you did something in a stupid way and then show the exact solution i was just thinking of 😞
Actually the only part I thought was stupid is that you could control the radius with a division slider. After changing to multiply I think it's the best solution for this use case
hello ! thank you very much for your sharing good vibes !. >>> I stumble upon this little visual problem > using blender 4.1 alpha. and trying to link the Named Attribute to the Value ( VIEWER ) . was actually not working, not showing for example the nice RED.YELLOW.RED.BLACK color of the position attribute for example. >> was stuck for a bit trying to stick to the speed of your comentary in the video :)) HAHAHAA>. and even went on blender 3.6.5 to check if there was any potential bug in the beta 4.1 ...>>> well no ... same issue... >>> THEN > I TRIED >>> RIGHT CLICK on the ATTRIBUTE (node part thing) of the box :" Named Attribute" > and found this >>> (0) Link to viewer >>> AND BIM BAM BADABOOM >>> it works !!!. ouf!. >>> well >>> this is a note maybe to blender dev team... don't you agree this should work also by draging the link.node.rope.wire thingy thing to the Viewer box . it should not ONLY work when I right click and use this "hidden" function call (o) Link to viewer.. voila > my humble respectfull opinion ;))) cheers! and MERCI BEAUCOUP !. yann
Merci pour ton commentaire!
I wonder when Blender foundation will start updating their physics simulation engines. Donors nowadays only focus on UI and render engines. I hope we see more real world physics simulations in Blender.
the whole geometry node and simulation nodes are the building blocks for the physics simulation engine, I guess.
Hi, I’m very new to blender. I made it up to 6:22 where you try the animation. Mine didn’t do anything but I noticed that the advect on your video has a 4 on the right side and mine has a 2. I don’t know what this means but, could this be the reason why mine doesn’t work?
if you're following it exactly like i was and also doing things he doesnt say (common thing i've seen with blender tutorials so i've learned to keep an eye out), and you deleted the group output at 5:37, re-add the group output and connect it's geometry input to the simulation zone output.
I really don't know what we could do without you, look at that style of explanation, i wish we were taught like this in school and university.
Relly thank you.
01:35
Absolutely insane. I'll definitely be coming back to this. So impressed. The instructional visuals were top notch and made the whole thing so much easier to understand. There are sooooo many free beginner tutorials on UA-cam, but so very few intermediate+ tutorials (I have several assumptions for why that this). This was great and helped me feel a lot more comfortable and informed about Stored Named Attributes.
I'd like to create a similar swirling texture, but with a solid material instead of points. Is there a way I could store the velocities of each point as a named attribute, and then use the result as a vector map in shader nodes?