Blender Geometry Nodes - Recreating C4D Effector

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  • Опубліковано 3 жов 2024

КОМЕНТАРІ • 43

  • @ggxxii
    @ggxxii Рік тому +3

    hi I'm on Blender 3.3.0 now, I find that the empty needs to be set in "relative" to achieve all the correct effects in the video

  • @ThatRedPluto
    @ThatRedPluto Місяць тому +1

    Regarding "Align Euler to Vector", since in Blender 4.2, that node is marked as "Deprecated", an alternative solution is to use "Align Rotation to Vector" instead, and it works pretty much the same, even the node plugs match along to the tutorial.

  • @Rocklaz
    @Rocklaz 2 роки тому

    This is wonderful! Thank youuu! Just the thing I was looking for!

  • @sanki_s_gaming4626
    @sanki_s_gaming4626 9 місяців тому

    How can I use it for keyboard click animation plz tell me am getting to much frustrated cause of it I want some effect of like that I will show u if ur interested plz reply if ur

    • @RobbieTilton
      @RobbieTilton  8 місяців тому

      instead of scale and rotation just do position on your keyboard keys

  • @MichaelMarshall53
    @MichaelMarshall53 2 роки тому +2

    Maya user here learning blender. I find the geometry nodes to be more powerful than mash but mash allows me to be more creative and less technical with a node chart. Hopefully down the road it can become more user friendly like mash and mograph from cinema 4d

    • @alexdelker
      @alexdelker 2 роки тому

      It's like being able to drive any car you want + the caveat that you also have to build said car every time to drive it.

  • @rusticagenerica
    @rusticagenerica 2 роки тому

    Really great tutorial !! I could do all the tutorial with ease :-)

  • @bradfordprice3781
    @bradfordprice3781 2 роки тому +1

    Well done!! This setup can be used to simulate how a grid of magnets would align to a strong magnet brought into proximity to them. The Euler factor would need to be scaled by distance to the empty to complete the simulation. Be aware that the subtract vector math node of the rotate instance is flipping the bottom of the cubes towards the empty target. Vector subtraction is origin dependent (not symmetrical: A-B=B-A is not true), the order as it is currently connected through the vector math node subtracts the position vector of the empty from the position vector of the cubes and this causes the positive Z axis of the cubes to point away from the empty instead of towards the empty.

    • @RobbieTilton
      @RobbieTilton  2 роки тому

      that's a cool idea to simulate magnets!

  • @Rocklaz
    @Rocklaz 2 роки тому +1

    Why have you not used Geometry proximity node?

    • @RobbieTilton
      @RobbieTilton  2 роки тому

      my previous tutorial uses geo proximity. This method gives more control. For folks who don't want to adjust the instances just based on distance, but also want to separate axis and compare positions in different ways.

  • @neerajbhatt3368
    @neerajbhatt3368 Рік тому

    Fantastic!!!! Simple interpretation of C4D into blender!!! U r indeed a Blender Guru!!

  • @CoreyKeith1
    @CoreyKeith1 2 роки тому +1

    I have been looking for the past 2 weeks for the rotation thing at the end Thanks so much

  • @scheerlon
    @scheerlon 2 роки тому +1

    Thank you for that advanced tutorial ! Just sticked my head into blender during quarantine.
    I am not new to 3D (c4d, rhino and grasshopper a lot). But what I find confusing, is that "position node" you added at 3:35. Because it has no visible input from somewhere.
    So is it representing the positions of all vertices from the grid and because you are actually IN the geometry node modifier of the Grid it refers to it?

    • @RobbieTilton
      @RobbieTilton  2 роки тому

      my understanding is the 'position' node gives you different results depending on where you place it. if i placed it before the 'instance on points' it would reference each vertex in the grid. After 'instance on points' nodes it refers to each instance (one position per instance located at the origin of that instance).

    • @scheerlon
      @scheerlon 2 роки тому +1

      @@RobbieTilton Ok! The manual also says "The Position node outputs a vector of each point of the geometry the node is connected to."
      That is hard for my brain to process :D.. So the input of that node is dependent on where its output is connected to? Wow :D

    • @RobbieTilton
      @RobbieTilton  2 роки тому

      @@scheerlon exactly. and to get even more crazy you can have multiple position nodes in your graph at different locations - sometimes referencing all the vertex's and sometimes referencing all the instance origin positions. lol

  • @liitotonttu
    @liitotonttu Рік тому

    Thanks for the great guide video. I couldn't get the scaling to work. What went wrong?

  • @blackonlearn8643
    @blackonlearn8643 2 роки тому

    thank you very mu, Guru !

  • @adelacelle
    @adelacelle 11 місяців тому

    In C4D we'd be able to apply the cloner to a whole group if I'm not wrong. Even animated. Here in Blender it's for only one object and not animated, right ?

    • @RobbieTilton
      @RobbieTilton  11 місяців тому +1

      you can do everything c4d can do in blender - it just takes more work. recently folks are coming up with mograph packages tho to make it 1-click-ready. like this one: blendermarket.com/products/mograph

    • @adelacelle
      @adelacelle 11 місяців тому

      @@RobbieTilton Thanks a lot ! Looks interesting ! Although in all their examples they're still using one object non-animated inside the cloner. But I'd have to dig more into it.

  • @amasun13
    @amasun13 2 роки тому

    difficult than x-particles

  • @ahmedsouody1765
    @ahmedsouody1765 2 роки тому

    Very nice
    Is there any way to create C4d delay effector in Blender ?

    • @RobbieTilton
      @RobbieTilton  2 роки тому +2

      I've been trying to figure this out myself... it's a bit challenging, but I have an idea for how it might work. I'll post another video if i crack it.

    • @sav9898
      @sav9898 2 роки тому

      @@RobbieTilton
      HI! your tutorials are really helpful for me!
      But I have one question, did you find out how to freeze (scale or anything) after effector?
      Please, need your help!
      Thanks!

    • @RobbieTilton
      @RobbieTilton  2 роки тому

      @@sav9898 what do you mean freeze? you can always 'apply' the geometry node modifier and it will turn into a static mesh if that's what you mean.

  • @brandyu2012
    @brandyu2012 2 роки тому

    I m using blender 3.1
    Cannot find distance in add function?

  • @blackswan6386
    @blackswan6386 2 роки тому

    `how to make only visible whats in the sphere ? can you help me please ?

    • @RobbieTilton
      @RobbieTilton  2 роки тому

      you can do a compare node for the scale to be zero outside circle. or you could use the delete geometry node.

    • @blackswan6386
      @blackswan6386 2 роки тому

      @@RobbieTilton wow, thanks sir ! i will try it - yeah !!!! thanks

    • @blackswan6386
      @blackswan6386 2 роки тому

      @@RobbieTilton im not good at geometry nodes, i cannot do this. hope you will cover it one day. im good at logic, but this math combination i stuck. sorry but thanks you awnsered quick to help. see you

  • @milkshakemarsupial693
    @milkshakemarsupial693 2 роки тому

    I dont understand how this works, i cant figure it out. i can put it all together and it works well but i wanna know how

    • @RobbieTilton
      @RobbieTilton  2 роки тому

      did you have your audio on? I explain each step with voice over. If you have a question about a specific step please clarify and I can answer.

    • @milkshakemarsupial693
      @milkshakemarsupial693 2 роки тому

      @@RobbieTilton I mean yeah I did. I'm not sure why the grid moves in the opposite direction or why the clamp node only partially fixes it with a subtract node. I saw another video similar to this one that used geometry proximity that had a similar problem

    • @RobbieTilton
      @RobbieTilton  2 роки тому +1

      ​@@milkshakemarsupial693 gotcha. the position subtraction creates a vector that points the the opposite direction. You could multiply this vector by -1 if you wanted to flip the vector and have it go in the same direction instead of opposite (or subtract it by 1 like I did in the video). 3D vector math can be challenging if you're new to it. This video is great when starting to learn about vector math: ua-cam.com/video/mWJkvxQXIa8/v-deo.html&ab_channel=TheCodingTrain
      Regarding the clamp node - that makes it so the falloff of the distance isn't infinite. Instead it clamps the values to be within a specific range allowing for it to not effect all the cubes, but only those that remain within the clamp values. Clamp uses 0 to 1 by default. The max of the clamp which is 1 - refers to 1 meter. The empty object sphere by default is set to scale of 1,1,1 which is also 1 meter- this makes it look aligned with the empty.
      Hope this helps...

    • @milkshakemarsupial693
      @milkshakemarsupial693 2 роки тому +1

      @@RobbieTilton hey thanks for explaining, I'll check it out and give it another shot when I get the chance.

    • @milkshakemarsupial693
      @milkshakemarsupial693 2 роки тому

      @@RobbieTilton idk if im just stupid or if this is broken in 3.1 but i have every parameter and node set to the exact same settings and its still broken. and its not any obvious stuff that i can think of like not scaling the cube in edit mode. idk