These are very clever solutions. Bonus thumbs up for goat 4:28 :) I hope adaptive subdiv gets better, at the moment it has so many flaws - it has to be last modifier, it uses tons of ram, it wastes resources on faces that are outside the camera view, and the issues you cover in this video. It has been the same since v2.8, I hope it gets better soon. Thank you for this video, it is very helpful!
Ow but w i get why it only shows then. Just posted a Question why it only shows if i add another one. Seems they find rgot about it. Had been in a experimental fave for almost a decide orso
But then again, displacement on render time have always been cpu breakers. I guess it still running on cpu or so. Though I've have cpu disabled in blender it still works, but uses lots of computing power. It's always better to do it mesh based, but that needs tons of geo. So both have plus and negatives effects
You couod have bumped it a bit uo by show rotstion and follow normals of that displced plane. Stipl cant wrap my head around geo nodes. I have not actually tried it
Though when you dhowed that house with the reaise path and grass. You shoulr model that path already raised and than instance the grass on it. You wont need this work around then. The grass can be offset and it does need this setup. At least i think. I do wonder, if you ise that plane which jas the afaptive subdiv on it, doesnt that also i out a super hi rrs mesh for the geo nodes than?
It is because the scene becomes very large and heavy for your GPU to handle. In the Render Properties > Subdivision, the final Render rate would be set around 1 by default (the lower, the more details it is gonna be subdivided), set it to something higher like 5 or maybe 8 and try not using textures above 4k resolution.
Hello CG Obaid! Thank you for the tutorial! Where would you plug the attribute, for the case you have a path curve on the plane? You don’t have the proper input since you deleted it and than dropped the object in the geometry tree. In this case it is not possible to „mask out“ the path for example (to not distribute on this path)? Or am I wrong? If I‘d like to have subdivided surface to displace it, it needs to have modifier „subdivision surface“ on it. But in this case I have a subdivided geometry object, where I should not make „distribution on points“, because pc would crash. That’s what I learned in your courses. But how is this Problem to manage?How can I keep displacement of the surface and in the same time can use „attribute input“ on the „input node“? Best regards and thank you!
At work i have an old Mac pro and it can only run up until bl2.83 I've noticed couple times that the adaptive option won't show, when the subdivision mod is at the top. If i make that have 1 and then add a second it does show the option adaptive subdivisions? Kinda weird
In Proximity node, when nothing is plugged in source position, which position is considered to calculate distance between target geometry and source position????
That is actually a really good point! I went ahead and tried it out and it turns out that the particles Do not Subdivide when using a particles system before the the Adaptive Subdivision. Thanks a lot for sharing your idea and watching the video :D!
Hahaah 🤣 First I didn't understand what you meant, but I asked my sister and she said they call Ronaldo the Goat :D Yeah, we had very cute goat pets back in the day 🥹 I love goats
These are very clever solutions. Bonus thumbs up for goat 4:28 :) I hope adaptive subdiv gets better, at the moment it has so many flaws - it has to be last modifier, it uses tons of ram, it wastes resources on faces that are outside the camera view, and the issues you cover in this video. It has been the same since v2.8, I hope it gets better soon. Thank you for this video, it is very helpful!
4:28 Hehe 🤣. Glad it was helpful 😊
Ow but w i get why it only shows then. Just posted a Question why it only shows if i add another one.
Seems they find rgot about it. Had been in a experimental fave for almost a decide orso
But then again, displacement on render time have always been cpu breakers. I guess it still running on cpu or so. Though I've have cpu disabled in blender it still works, but uses lots of computing power. It's always better to do it mesh based, but that needs tons of geo. So both have plus and negatives effects
This thing is verry big game changer.... But he need more options, and need to be implemeneted in eevee-next !
Holy crap! That just solved several issues for me
So glad that I can help 😊
Wish I'd found this a few months ago, couldn't figure it out for the life of me.
You couod have bumped it a bit uo by show rotstion and follow normals of that displced plane. Stipl cant wrap my head around geo nodes. I have not actually tried it
great video
keep up the good work
Thanks, will do!
Though when you dhowed that house with the reaise path and grass. You shoulr model that path already raised and than instance the grass on it. You wont need this work around then. The grass can be offset and it does need this setup. At least i think.
I do wonder, if you ise that plane which jas the afaptive subdiv on it, doesnt that also i out a super hi rrs mesh for the geo nodes than?
my adaptive subdivion not woking why its ahow gpu out of memory
It is because the scene becomes very large and heavy for your GPU to handle. In the Render Properties > Subdivision, the final Render rate would be set around 1 by default (the lower, the more details it is gonna be subdivided), set it to something higher like 5 or maybe 8 and try not using textures above 4k resolution.
Thanks 😊
No problem 😊
damn its always amazing to find someone with same name 🤣
Wow! 😀😂
thank you
No problem
Hello CG Obaid! Thank you for the tutorial! Where would you plug the attribute, for the case you have a path curve on the plane? You don’t have the proper input since you deleted it and than dropped the object in the geometry tree. In this case it is not possible to „mask out“ the path for example (to not distribute on this path)? Or am I wrong?
If I‘d like to have subdivided surface to displace it, it needs to have modifier „subdivision surface“ on it. But in this case I have a subdivided geometry object, where I should not make „distribution on points“, because pc would crash. That’s what I learned in your courses. But how is this Problem to manage?How can I keep displacement of the surface and in the same time can use „attribute input“ on the „input node“?
Best regards and thank you!
Shouldn't attributes be preserved in geometry and not require any exposing?
Yeah, I also thought that.
At work i have an old Mac pro and it can only run up until bl2.83
I've noticed couple times that the adaptive option won't show, when the subdivision mod is at the top. If i make that have 1 and then add a second it does show the option adaptive subdivisions? Kinda weird
For the Adaptive subdivision to work, the subdivision modifier needs to be the last one.
@@CGObaid yeah, that is a big probably. If there is just 1 modifier
Yeah, there are currently a lot of issues and limitations with the Adaptive subdivision feature
In Proximity node, when nothing is plugged in source position, which position is considered to calculate distance between target geometry and source position????
It uses the "Position" attribute. If you hover the mouse pointer on any socket it shows additional information.
@@CGObaid that's where I m confused!
Position attributes of which geometry,???
Does it subdivide with just a particle system without nodes? For instance a plane with subdivision and just a regular particle system modifier on top?
That is actually a really good point! I went ahead and tried it out and it turns out that the particles Do not Subdivide when using a particles system before the the Adaptive Subdivision. Thanks a lot for sharing your idea and watching the video :D!
What is your pc specs
Processor - i5-9400F 2.90GHz
RAM - 8gb
GPU - Nvidia GeForce GTX 1660
VRAM - 6gb
We can hear ronaldo in the back
Hahaah 🤣 First I didn't understand what you meant, but I asked my sister and she said they call Ronaldo the Goat :D Yeah, we had very cute goat pets back in the day 🥹 I love goats
i wish they had nanite and umen
😀 That'd be freaking awesome. It's *lumen
04:28 dafuq izdat
What are you trynna say ? I didn't understand. What language is this ?
@@CGObaid it was a way to say "wtf is that" 😂