For generating the noise directly in blender, you can set the texture type to clouds and in the modifier tab, instad of using local coordinates, you use object coordinates and then target an empty. Then you can animate the empty to get movement. Or If your cloth is moving in any direction (I used this for sails on a ship for example) you can just leave the empty where it is, and the cloth will automatically displace when the ship/object with the cloth on it is moving in any direction
@@MartinKlekner Alternatively I just thought how about the ocean modifier on the mesh (not sure if it works for non-plane meshes and I think the pinning will be an issue as the modifier does not have any vertex group settings). However, it is a simulation then and you could ask if it makes sense to replace the cloth sim. 🙃
I have to thank you for these videos, Martin. I started taking Blender seriously in 2021 and got my first job as a Jr. 3D Artist this year because of you. Please don't stop doing what you do.
That Animated Displacement approach was also shown in a Corridor Crew video when showing how Thanos' wrinkles were animated. It was done in some other program but I had no idea it was in Blender as well!
Here is a way to cook a 2D looping noise in blender: use a 4D noise texture, and some math and separate/combine xyz nodes to feed its "vector" entry with (u,v,cos(t)) and "w" with sin(t)!
thanks for the help. One other thing I was able to do was animate the displacement strength value, therefore I didn't need to animate the noise texture.
Dude this is a great technique thank you for sharing! I'm using it with blender's inbuilt clouds texture and it seems to work beautifully. Animating it using an empty that the displace modifier is tied to. Subbed!
Cool, nice idea...one easy way to make cycling noises in b3d directly is to use object coordinates instead of local/world and animate that object position cyclic...so lets say an empty on a circle path animated in loop frames 1-100 / 360 degrees (being precise 356.4 degrees) so it loops smoothly. Thats it...
why would you even loop the noise? As long as you only have it in a scene and then cut to the next scene procedural noise is good enough imho. just use a driver with " #frame / value " to control one axis of the procedural noise from blender. when you do loop animations (I often do that) looping noise is a must. I found out using drivers with sine and cosine on various values including the W of 4D Noise is fun to play around with and make it loop.
Hi Martin, thanks very much for this video for VFX workflow. I am planning to make a short film of 1 character and total about 30 shots. I want to make the garment in MD, remesh + Uv in MD(or blender), texture in SP, then make is as an Main asset to share with my friends for all shots. Then I would like to bring the remeshed garment to MD for simulatation (like running / walking and mocap data) shot by shot and bring the garment animation back to blender for rendering also keep all garment in quards. Is this possible? If yes, is it possible for you to share the workflow with us? I would very much love to pay for this knowledge! Thanks in advance and have a nice day!
Interesting video bro. I tried contacting you on one of your videos you posted but it wasn't possible. Don't know when you'll see this but please I'll love us to converse and possibly work together. Thanks.
@@MartinKlekner alright, that's fine but I'm also trying to get the Reallusion package, the cost is quite heavy on me though. Is there anyway you can assist me or tips you can give me? Thanks
For generating the noise directly in blender, you can set the texture type to clouds and in the modifier tab, instad of using local coordinates, you use object coordinates and then target an empty. Then you can animate the empty to get movement. Or If your cloth is moving in any direction (I used this for sails on a ship for example) you can just leave the empty where it is, and the cloth will automatically displace when the ship/object with the cloth on it is moving in any direction
Nice, a clever solution! Should have thought of that 😀
@@MartinKlekner Alternatively I just thought how about the ocean modifier on the mesh (not sure if it works for non-plane meshes and I think the pinning will be an issue as the modifier does not have any vertex group settings). However, it is a simulation then and you could ask if it makes sense to replace the cloth sim. 🙃
Yes the Ian Hubert lazy fish tutorial uses this technique
I have to thank you for these videos, Martin. I started taking Blender seriously in 2021 and got my first job as a Jr. 3D Artist this year because of you. Please don't stop doing what you do.
So great to hear Jeremiah, thanks a bunch! 🙏😊
That Animated Displacement approach was also shown in a Corridor Crew video when showing how Thanos' wrinkles were animated. It was done in some other program but I had no idea it was in Blender as well!
Here is a way to cook a 2D looping noise in blender: use a 4D noise texture, and some math and separate/combine xyz nodes to feed its "vector" entry with (u,v,cos(t)) and "w" with sin(t)!
thanks for the help. One other thing I was able to do was animate the displacement strength value, therefore I didn't need to animate the noise texture.
This is *brilliant*! Thank you!
Fantastic.. thank you very much
Wow never thought about this! Definitely gonna use it next time for some cloth! :D
Dude this is a great technique thank you for sharing! I'm using it with blender's inbuilt clouds texture and it seems to work beautifully.
Animating it using an empty that the displace modifier is tied to.
Subbed!
Nice
Thanks lot Martin....
great idea, in Unreal Engine I use the simple wind in the material to do a similar thing
Great tips! Thank you
Cool, nice idea...one easy way to make cycling noises in b3d directly is to use object coordinates instead of local/world and animate that object position cyclic...so lets say an empty on a circle path animated in loop frames 1-100 / 360 degrees (being precise 356.4 degrees) so it loops smoothly. Thats it...
Nice video! Thanks for posting :)
Amazing technique, thanks
Big thank you brother, keep up with the good videos cheers
thanks for the video bro
why would you even loop the noise? As long as you only have it in a scene and then cut to the next scene procedural noise is good enough imho. just use a driver with " #frame / value " to control one axis of the procedural noise from blender.
when you do loop animations (I often do that) looping noise is a must. I found out using drivers with sine and cosine on various values including the W of 4D Noise is fun to play around with and make it loop.
Hah, we've always known... you are fake!
And we love you even more for it.
What an idea. Great stuff.
😅🖖
Nice
Hi Martin, thanks very much for this video for VFX workflow. I am planning to make a short film of 1 character and total about 30 shots. I want to make the garment in MD, remesh + Uv in MD(or blender), texture in SP, then make is as an Main asset to share with my friends for all shots. Then I would like to bring the remeshed garment to MD for simulatation (like running / walking and mocap data) shot by shot and bring the garment animation back to blender for rendering also keep all garment in quards. Is this possible? If yes, is it possible for you to share the workflow with us? I would very much love to pay for this knowledge! Thanks in advance and have a nice day!
Procedural looping noise in blender shading: imgur.com/EQZMdKT
Interesting video bro. I tried contacting you on one of your videos you posted but it wasn't possible. Don't know when you'll see this but please I'll love us to converse and possibly work together. Thanks.
Hello, thank you! I currently do not take any commissions, I wouldnt be able to find time, sorry 😞
@@MartinKlekner alright, that's fine but I'm also trying to get the Reallusion package, the cost is quite heavy on me though. Is there anyway you can assist me or tips you can give me? Thanks