Great idea for simulation nodes! Also looking forward to there being a separate clock on simulations. As it stands currently you can only generate geometry as quickly as your file's frame rate!
Johnny, thank you for putting this together. I love this tutorial to fake static loops. Do you happen to know why the discussion and progress on static loops has stalled? Sim is great, but the static loop use case is a huge step forward in true procedural design that is non-trivial with existing tools.
Awesome tutorial, thanks! I wandering how to instance objects with "mesh boundaries aware"? Something like circle packing but with different objects, instancing different objects closely to each other with no intersections
Another excellent tutorial Johnny! Thank you. I tried this out using a "volume cube" and "distribute points in volume". It also works but has dots in the render. Do you know how to hide them? If I apply the GN modifier the dots disappear though.
thanks again--hopefully this question is not too complicated/ how would I animate the individual 'vases' (random rotation, for instance) rather than as a group, after the simulation output (like ++after a for-loop?)..
Simulation for this type of works is pretty heavy and overkill. I have a solution in my mind that you could make instances of the revolved meshes made of one profile curve, storing spline parameter factor field as an attribute before the curve to mesh node. And then use the factor attribute to make variations. I haven't proved the idea myself though.
For revolved meshes like these vases sure, But what about something like a building generator? where each instance wants to have lots of different options randomized, not just things like radii?
Very clever. I suspect static loops will be a bit more elegant!
Yeah I can’t wait!
Great idea for simulation nodes! Also looking forward to there being a separate clock on simulations. As it stands currently you can only generate geometry as quickly as your file's frame rate!
Yeah, it’ll be worth the wait!
Johnny, thank you for putting this together. I love this tutorial to fake static loops.
Do you happen to know why the discussion and progress on static loops has stalled? Sim is great, but the static loop use case is a huge step forward in true procedural design that is non-trivial with existing tools.
I was thinking this exact method to tryout. Looks like I was late. Great video.🥰
Awesome tutorial, thanks! I wandering how to instance objects with "mesh boundaries aware"? Something like circle packing but with different objects, instancing different objects closely to each other with no intersections
Another excellent tutorial Johnny! Thank you. I tried this out using a "volume cube" and "distribute points in volume". It also works but has dots in the render. Do you know how to hide them? If I apply the GN modifier the dots disappear though.
Inspired 😅😂👏👏👏👏🌊
Thanks :)
Could you share the 'vase generator' node? thanks for your tutorials!
It is in the source files which are available via my Patreon.
www.patreon.com/posts/simulation-nodes-76691632
I'll be damned! What an amazing trick!!!!! :)
Thanks, I thought it was fun 🙂
great and easy and magical thanks :)
Ha! Thanks 😊
thanks again--hopefully this question is not too complicated/ how would I animate the individual 'vases' (random rotation, for instance) rather than as a group, after the simulation output (like ++after a for-loop?)..
Hmm maybe if you add a geometry to instance before it gets joined in, y then you could effect the individual instances later.
Thanks!,will try..
This is not creazy,this is beyond that sir........
haha
The link no longer leads to a simulation nodes build. Is the 'universal' build the right one? I can't find the simulation build any more.
Try builder.blender.org/download/experimental/archive/
The build is old enough that it is not in the top 4 newest biulds anymore.
Simulation for this type of works is pretty heavy and overkill. I have a solution in my mind that you could make instances of the revolved meshes made of one profile curve, storing spline parameter factor field as an attribute before the curve to mesh node. And then use the factor attribute to make variations. I haven't proved the idea myself though.
For revolved meshes like these vases sure, But what about something like a building generator? where each instance wants to have lots of different options randomized, not just things like radii?
nice tutorial, but godammit stop saying "vertiseee"!!!! 😖 (you did actually say "vertex" later on in the video, i'll give you that)
I’m sorry. It’s a mental block. I try not to say it but it just comes out sometimes.