- Видео 26
- Просмотров 97 893
BlenderGilads
Добавлен 29 май 2014
Lawn mower simulation in blender 3.6 #geometrynodes #b3d
Lawn mower simulation in blender 3.6 #geometrynodes #b3d
Просмотров: 253
Видео
Procedural geometry nodes animations with shape keys example (shape attributes add-on)
Просмотров 472Год назад
An example of making a procedural animation with #geometrynodes using shape keys with the shape attributes add-on
Convert shape keys to attributes and vice versa (b3d geometrynodes)
Просмотров 272Год назад
Convert shape keys to attributes and vice versa #b3d #geometrynodes
#blender experiment: Duplicate animation with offset #geometrynodes #b3d
Просмотров 136Год назад
#blender experiment: Bake animation to attribute list, and control the animation with #geometrynodes #b3d #mixamo
Saving and retrieving hairdos as attributes in #blender with #geometrynodes
Просмотров 94Год назад
Saving and retrieving hairdos as attributes in #blender with #geometrynodes
Store shapes as attributes add-on for #blender with #geometrynodes
Просмотров 242Год назад
Store shapes as attributes add-on for #blender with #geometrynodes
Birds procedural animation with #geometrynodes in #blender
Просмотров 1,4 тыс.Год назад
Using geometry nodes to turn a static bird model into an animated flying flock with varying speeds in Blender 3.5
Making a Rolling Rug with Geometry Nodes in blender 3.1
Просмотров 7 тыс.2 года назад
Making a Rolling Rug with Geometry Nodes in blender 3.1
Batch rendering Blender cameras with B-renderon
Просмотров 6362 года назад
Batch rendering Blender cameras with B-renderon
Making a simple procedural chain with Geometry Nodes in Blender 3.0
Просмотров 8 тыс.2 года назад
Making a simple procedural chain with Geometry Nodes in Blender 3.0
Making procedural text animations with geometry nodes in blender 3.0
Просмотров 9 тыс.3 года назад
Quick review on how to make reusable text animations with geometrynodes in blender 3.0.
Blender Geometry Nodes | Trying out EXPERIMENTAL string nodes branch for text motion effects
Просмотров 1,7 тыс.3 года назад
Note that this is a experimental branch by ecke101, as far as I know these nodes are not guaranteed to end up in Blender, but they are great. For more info check the developers thread at devtalk: devtalk.blender.org/t/text-mograph-nodes-design/19208/26
Text motion effect with geometry nodes in blender 2.93 (OVERVIEW)
Просмотров 11 тыс.3 года назад
Text motion effect with geometry nodes in blender 2.93 (OVERVIEW)
Batch rendering Blender scenes made easy with B-renderon
Просмотров 1,3 тыс.4 года назад
B-renderon is a render manager for Blender. Get it here: blendermarket.com/products/b-renderon
B-Renderon Overview (Standalone render manager for Blender 3d)
Просмотров 2,5 тыс.5 лет назад
B-Renderon Overview (Standalone render manager for Blender 3d)
Procedural Wiggly wires generator in Animation Nodes 2.1 - Blender 2.79
Просмотров 5796 лет назад
Procedural Wiggly wires generator in Animation Nodes 2.1 - Blender 2.79
My first experiments with Animation Nodes (Blender 2.79)
Просмотров 3796 лет назад
My first experiments with Animation Nodes (Blender 2.79)
Trying out LANPR branch (blender 2 8 alpha) with drums set
Просмотров 1,9 тыс.6 лет назад
Trying out LANPR branch (blender 2 8 alpha) with drums set
My first silly animation test with grease pencil object in Blender 2 8 Alpha 2
Просмотров 1676 лет назад
My first silly animation test with grease pencil object in Blender 2 8 Alpha 2
Eevee NPR - New "Shader to Rgb" node quick test (Blender 2.8)
Просмотров 5 тыс.6 лет назад
Eevee NPR - New "Shader to Rgb" node quick test (Blender 2.8)
Robot playing drums (3d Animation, Blender 2.72)
Просмотров 10 тыс.10 лет назад
Robot playing drums (3d Animation, Blender 2.72)
Full 3d drum set rig review (blender 2.72)
Просмотров 31 тыс.10 лет назад
Full 3d drum set rig review (blender 2.72)
3d Bass drum pedal animation test (blender 2.71)
Просмотров 1,3 тыс.10 лет назад
3d Bass drum pedal animation test (blender 2.71)
3d Rigged bass drum pedal (Blender)
Просмотров 1,4 тыс.10 лет назад
3d Rigged bass drum pedal (Blender)
When I hit conver to attributes Blender just gives me a python traceback error and no geometry node tree is created. Any ideas what went wrong?
Hi! Sorry for the delay. Which version of Blender are you using? Unfortunately I haven't had time to update it to recent releases yet
ok this dont work in 4,2 =[
This is very old! I have another video that uses more modern methods here: ruclips.net/video/nzyz_AyM6oQ/видео.html
@@blendergilads5796 s =[
@@blendergilads5796 it worked, instead of using colorramp node, use float curve node
I recently made a chain, saw several tutorials with a lot of views, but a crooked result. And here is what you need, but not many views. Thanks for the video.
thank you very much! how can i add more different chain links? i want alternate two different shapes of chain link along curve also, how do i apply it? converting it to mesh or visual geomtery to mesh doesnt work тwт
Wow. Vey straightforward tutorial. Great stuff!
Na verdade, estão faltando muitos passos iniciais
I really like it! I was looking for something like this to animate text. Awsome!!
Thanks! This is old though, there's better ways to do this now. See for example this ruclips.net/video/nzyz_AyM6oQ/видео.html
How can I change letters from an array randomly?
Effective video. Is there a way to make chain move follow the curve like a river?
Wow best tutorial ever
Nice. Looks intimidating when you first glance at the node tree but there is a lot more going on in any movement than we give credit for. I like how you've made the factors all variables so it works with any size rug. Thanks for sharing, I know it was a lot of "breaking down" movement to get the system in place.
Fantastic tut.
Rrobóts
Is it possible to see the wires for this drum set?
fuck
Thank you for this amazing software!
how can I add color in it
Not working in blender 4.0. plz help
perfect 🙄
Amazing addon! However I can't seem to find an EXR output file setting. Is this included? Or planned to be in the future?
Hi! B-renderon respects the output file settings in your scene. If you want to change it from B-renderon side, the extra arguments window offers some common parameters but you can add your own (for example in this case --render-format OPEN_EXR). You can also save yours as presets. That said, OPEN_EXR has indeed been added as a builtin parameter in the upcoming update, for which there's already builds available.
@@blendergilads5796 Oh that's good to know! So if I were to add a project to B-Renderon and not set any frame ranges, output, or extra arguments, would it just use the scene default then?
@@Kaeden_Hahn Yes exactly. That's the main workflow, when you have your scene ready just drop it in B-renderon and click render. The options are there to make it easy to change parameters without affecting the original blend, but users don't need to change anything unless they want to.
@@blendergilads5796 Great, thank you for this! This addon is a real game changer!
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27.85tq-fosforit
how to use LANPR ?
Great video. Thanks for sharing❤
Quick clean and to the point great video!
Awesome!
how to add texture to the carpet?
To use a material you need to add a "set material" node. If you need UVs you can generate them procedurally. One way would be to capture the curve factor of the rolling curve (the one that conects to the curve to mesh node as curve) and the curve factor for the quadrilaterla, and with a combine xyz node set those as x and y coordinates respectively and store that as a named attribute.
How do I change the material? Adding it to bezier curve does nothing
Use a "set material node"
@@blendergilads5796 Thanks.
Some neat use cases. I was thinking I could use this addon with my project... but since the entire humanoid is made in Geometry nodes, there is no 'edit mode' to make shape keys in. 😅 ruclips.net/video/9HDSEW8GoKA/видео.html
Ah you don't need to enter edit mode to create shape attributes actually. Here I was demonstrating the convert shape key to shape attribute functionality but it also has a direct shape attributes saving functionality. For the time being it doesn't use the evaluated mesh though, so not sure if it will help in your case. There's another operator in the add-on that does use the evaluated geometry, aimed at baking animations to attributes, but maybe that one could be of use to you? The initial version of this add-on is available (free) here: blenderartists.org/t/shape-attributes-geometry-nodes-alternative-to-shape-keys-add-on/1465167
I think I had seen your project before, interesting stuff!
@@blendergilads5796 If that does what I think it does (Saves the entire thing as a new shape attribute), that'd be *incredibly* useful for saving specific characters and creatures, like "orc", and "werewolf".
@@eclecticgamer5144 Yes, sounds like it would work for that. If you try it let me know. I'd also like to expand functionalities to cover more workflows so if it isn't suited for that use case for some reason, I'd like to try to make it work.
@@blendergilads5796 Oh man, that would absolutely be awesome! I'll definitely try it out later this week.
This is getting really good :D
Thank you!
cool! does this 'add-on" exist somewhere?
Thanks, I'm working on it, I'll share it soon hopeefully
there's an initial version released now, you can download it here: blenderartists.org/t/shape-attributes-geometry-nodes-alternative-to-shape-keys-add-on/1465167
@@blendergilads5796 thank you! I can’t wait to try ..
how can i round even more the chain link? i feel its a bit too squared
Instead of chaining several fillet curve nodes, try using only one but in poly mode, then the higher the count the more rounded it will look. Also make sure to use an appropriately high count in the resample node so it looks smooth, and if the profile is not looking smooth try also raising the resolution of the circle that you use as a profile in the curve to mesh node
thanks a lot!!! this tilt control was something that I was looking for and people were taking hours to explain it while you did it so quick and fine!
Thanks a lot!! Very glad it helped
Love your approach! Is it possible to ease the flapping animation using geo nodes?
Thank you! yes, there are several ways. Generally I like to use the float curve node to handle easing and simple bounces and overshoot. I show something like that here: ruclips.net/video/nzyz_AyM6oQ/видео.html In this case you might not want to make it overshoot but the same principles apply, the float curve node lets you visually remap the factor that is driving the animation
Just subscribed man♥️ Where can I study this mathamatical formula? What is the difference between Boolean greater than and math greater than?
Thans a lot! It's essentially the same afaik, maybe a tiny performance/memory advantage to using boolean since it's always treated as a boolean and not as a float, but I don't think it would be noticeable. Regarding the math formula, I explained my reasoning in the video, but it's not perfect. The ideal would be to have a transformation from a straight line to a spiral, that keeps the length constant, and starts rolling from one extreme with a min radius and keep that fixed.
@@blendergilads5796 thanks ♥️
Looking really good :D Setting back to base shape is very helpfull too I was keeping a copy transferring shape then propagating it back to the main mesh. you setup us much cleaner :D
Looking clean Following from the previous comment Is there basically no way to have these work with armatures at this time? Speaking of Armatures I know there is a way to do shapekey poses You basically have an empty shapekey and it dives bone transformations. This is abit left field but might be similar enough to what your doing, do you think you could make a version of the addon that can take all the bone transformation and automatically make them driven to a GN slider? Ideally these two things would work together You have some pose sliders where you can even blend between poses then have the shapekey sliders all able to be used in one instanced mesh/rig. We can then have a bunch of repeated instanced objects in different poses and using different shapekeys
There are ways but they're a bit involved currently. For example, you can have the bones follow empty objects with constraints, and parent the empties to vertices of the mesh with vertex parenting. Then the armature does respond to this shapes attributes that I'm using here. What you are saying sounds different though. Changing a geometry nodes slider acording to the pose of a bone is a bit more simple, using the reverse of the method I just mentioned: you parent empties to bones and then bring those empties as objects in the geometry nodes setup with an object info node. But I'm not sure I'm understanding correctly what you intend to do.
@@blendergilads5796 So the two things are separate but ideal work in tandem The GN 'shapekey' sliders would work with a model thats posed. atm if you make a 'shapekey' from a model in its base pose then enable the shapekey then pose the model the shapekey overrides the pose Would your suggested method be automatable or it it just too complex The posed model would have vertex groups of the bones sot hats a way to do the parent thing of the bone to the vertices? The the second part is to make a pose in pose mode then 'save' that pose so that a GN 0-1 slider can set that pose, which i was thinking the GN slider is just responsible for driving the bones to make the pose just like you can do with real shapekey sliders in blender by default The idea is I 'save' a bunch of poses so GN can have sliders for each pose where the slider goes from base pose to the set pose we can mix and blend poses with different sliders set. The we have a bunch of shapekeys available these would have all been saved under the base pose, so make having GN modify the model into a pose after the shapekeys Do you have a discord i might be rambling too much on here lol
@@speaker6060 Actually with the current way I'm doing thins shape keys are not overriding poses. That happened because in the previous method we set the absolute position to the one stored with attributes, now I'm setting an offset while subtracting the basis shape, so now it respects poses. One thing I was thinking was adding an operator to bake poses/animations to atributes. So the add-on would create a copy of the mesh and save a new attribute per frame in a set range and automatically create a nodegroup that animated between those attributes.
@@blendergilads5796 Ah sweet thats good to hear, makes things easier
Is there a way to blend more then two shapes iv only got the two working then if i add another mix node it overrides the prior shapes Basically how would you chain off of them
You can chain the mix nodes, and for the factors, use different map range nodes with clamp on. So say you want to change between 4 shapes controlling it with a value between 1 and 4. You can plug the value to a map range that maps from 1 to 1.9 to 0-1, and connect that to the first mix factor, and in parallel to that map range another map range that maps from 2 - 2.9 to 0 - 1 and feed that to the second mix node factor, etc. In my latest video ("turning a bird into a flying flock of birds) I mix between three shapes (see around Minute 4:00). That's a bit of a special case because it's fed with a sine node but maybe the example helps clarify the logic a bit. Let me know if that's clear
@@blendergilads5796 I made need a picture, tried to follow but isnt working The idea is to have them blend when each are set to a value just as real shapekeys do
@@speaker6060 Ah I misunderstood your question before. In that case instead of using mix nodes you should use vector math add nodes and since those don't have a factor, you add a vector math scale node to each "shape key" and that controls the factor for each shape. One thing to notice, since we are saving and setting absolute positions of vertices, you need to subtract the base shape every time you add a shape, otherwise the mesh will grow. Here I uploaded a quick and untidy example of what I'm saying: imgur.com/IJ25RVd (You could alternatively save the relative shapes instead, with the base already subtracted, to avoid subtracting each time)
@@blendergilads5796 Hay just saw this, its working perfectly now, this is amazing We can now have instanced meshes that can also use there own shapekeys separate from eachother. If i need to edit the base mesh it updates to all instances. Perfect! I wonder if an addon/script could be made to automate this, like add and option to the shapekey menu to convert to attributes. That would be alot smoother of a workflow for sure. Anyway thakyou so much for showing this off!!!
@@speaker6060 Yeah, I might make a little add-on to simplify this. Though I'm sure a native solution will come not too long from now. For example, the "node operators" devs have been talking about would probably help.
you are save me! thanks a lot bro
Amazing! Thanks a lot! The only thing I'm missing is to have some control over the radius of the circle, am i just missing it or was there no direct way to control it?
Thanks a lot for your comment! Sorry I wasn't that clear about radius. In the map range node I show around minute 7, the To Min value defines the radius, and the to max should then be set in relation to that and the rug thickness so there's no empty space between the folds
@@blendergilads5796 appreciate the quick answer, as i am still trying to figure it out. That's the value i had in mind too, but if you change the To Min to anything other than 1, the mesh starts to deform and loses it aspect ratio, as it gets rolled up. So it's not really working this way. Do you have any other idea to influence the radius of the roll? Without having to have a 20 m long curve.
@@RomanJahns Ah that's right. Let me check
@@RomanJahns I checked it. To add radius control you can do this: Add a value node to define the radius. Add a math multiply node after the map range node to multiply it's value by the radius. Also plug the radius value to the subtract node that feeds the z component of the combine node, replacing the current 1 value. And finally, add a reroute to the links that feed the sine and cosine so you can change both at the same time, and divide the value that's fed to both by the radius. Then the to max value needs to be adjusted to avoid empty space. A bit hard to explain in a short message so let me know if it's clear. Otherwise I could upload a file.
@@blendergilads5796 simply amazing! Works perfectly! And it's a pretty powerful setup. you should maybe consider releasing an updated video including this feature. Thanks a lot for your quick Response!
My scene names are complicated, and I change them all the time. Is there any way to choose scenes from a dropdown menu? I don't want to write names manually.
Hi! This video is very outdated. In more recent versions you indeed select scenes from a list. Check the B-renderon page on blender market to see current screenshots
@@blendergilads5796 Awesome! I am checking it right now.
OMG that gives us also access to vertex groups in GN
You explained everything very well... You got to the main points that made this tutorial short and sweet... You gave me the answer for my first procedural chain... Thanks for sharing...
Thanks a lot for your comment!
Great Video, helped me a lot 👍 Usually a roll gets smaller from the outside when get rolled out or gets bigger from the inside when rolled together. Any solution for this?
Thanks! That's a good point. I'll try to make some time to adjust that
Where can I buy it?
Hi! this was never published but I expect to release an updated version soon
How would you do this if you wanted to have eyes and ears controlled by different facs? Love this method!
Hi! In 3.5 there's a selection socket in the store named attribute (also an exists socket in the named attribute node) so you can mask the parts you save the position of. Another possibility that works in 3.4 also is that each "shapekey" except the base one has the vertices it doesn't mean to affect collapsed at the origin, and then apply each shape key by adding the base to a mix between the shape key and 0,0,0, the fac of that mix working as the shapekey factor.
how to change the size of curve?
it's really hard to tell what shortcuts/keys you're using. how do i add those points to make the chain longer?
ahh nevermind i figured it out! wasnt in edit mode haha. thanks for great tutorial!
@@redmiqo Glad you figured out! Sorry if I go a bit quick, I struggle a bit with English so I try to keep the videos short.
@@blendergilads5796 no worries i can follow it! theres just so many little things to keep track of with blender :) love it though
Very newbie friendly tutorial, thanks for sharing.
Thanks! It's a bit outdated though (for 2.93), thankfully we now have the string to curves node. I made an updated video for 3.0+ ruclips.net/video/nzyz_AyM6oQ/видео.html
all these videos on making chains are great. i got that part down a little bit. what im not finding is how to get the files from blender in the right format to use for fivem gta5. can anyone help with this.
cool, not enough drums though :) here;s my effort ruclips.net/video/jf6Px7zHN0I/видео.html
Do you know why this roll effect is lost without the resample curve node? I'd like to keep the properties of the bezier curve input without having to convert it to a poly spline. Thanks.
Hi! You need to use a curve with enough subdivisions for it to be able to fold. An alternative to the resample node would be a subdivide curve node, maybe that's better for your case?
@@blendergilads5796 Thanks for the reply. I've tried subdividing the curve multiple times before and I believe its simply the property of bezier curves in particular interpolation that prevents the roll effect unlike a poly spline where the control points are evenly distributed. I have one more question regarding controlling the animation if you dont mind answering. I'd like to draw more than one curve but I'd have to keep duplicating empties which makes this process not very procedural. Do you know another way to control the transformation that relies on something like vertex groups and not empties? Or maybe a mesh primitive within geometry nodes that can do what the empty does? Thanks.
@@tsun8267 I used an empty because I like the convenience of animating an object in the viewport, but you can control by value directly by just not using the object info -> separate nodes that bring the x location of the emtpy in my setup.
@@blendergilads5796 Sorry for the late reply but I was hoping there may be a way to drive it similar to an empty but in this case the empty is outside geometry nodes. Thought perhaps there may be an internal way such as creating an object within geometry nodes that can act as the empty. However I don't think GN can do that at the moment.