Simulation Nodes Cloth

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  • Опубликовано: 4 окт 2024

Комментарии • 56

  • @Shadbolt001
    @Shadbolt001 Год назад +12

    Absolutely awesome stuff, I i do hope that simulation algorithms are individual nodes at some point because while this is so cool and provides alot of control it seems somewhat impractical for alot of situations. But then again this can be grouped into node assets so idk. Anyways awesome stuff as always.

    • @seanterelle
      @seanterelle  Год назад +11

      I agree with this so much. Group nodes can help quite a bit, and having built-in nodes optimized for specific types of simulation would be amazing. In an ideal world you'd be able to benefit from the convenience of built-ins while having the ability to pull everything apart for full control.

  • @SolarFlairYT
    @SolarFlairYT Год назад

    I'll be back in two years when you've simulated natural selection with geo nodes

  • @21Ronny12
    @21Ronny12 10 месяцев назад +1

    Man, I just discovered your channel and it's illuminating. Thank you SO MUCH, you're helping me to understand a lot of little but fundamental details.

  • @PCgmesforever
    @PCgmesforever 5 месяцев назад

    I thought I could handle building basic cloth sim solver but it turned out to be way too complex for me. Hopefully I'll get back to it some day (hopefully befor we get GN physics solvers build or packed with default Blender). I feel like I can do this by following this tutorial so thank you a million :)

  • @indrahombuhanje863
    @indrahombuhanje863 Год назад +1

    Yaay! Ive been waititng for this tutorial to drop! This is so cool. Keep up the amazing work ❤ 🔥

  • @no-one3795
    @no-one3795 Год назад +1

    Finally, I've been waiting for this tutorial.

  • @the_devil_1230
    @the_devil_1230 Год назад +4

    2:30 take a shot every time he says neighbor .

  • @Ykulvaarlck
    @Ykulvaarlck 5 месяцев назад

    i'd love to try using something like this to get a dynamic retopo system, where the mesh is simultaneously relaxing and shrink wrapping to the source model, so you could get an even polygon density

  • @josiahgil
    @josiahgil 2 месяца назад

    i would pay for a hair curves simulation version of this.

  • @M4Pxls
    @M4Pxls Год назад

    That's wonderful, I can clearly see all the potential for a tearing system 🤩

  • @katonsitar7374
    @katonsitar7374 Год назад +3

    Changing epsilon to 0.001 in the equality of test_if_neighbor_exists can be simulated normally🤣🤣🤣

    • @haydentremblay6031
      @haydentremblay6031 Год назад +1

      OMG YOU SAVE ME AHHAHA
      I was going crazy lloking for what i diid wrong. it was giving me a teraing effect because i put epsilon to 0 ahahha MANY THANks

  • @roguecherry
    @roguecherry 7 месяцев назад

    I've followed along. I'm getting a pretty cool result but not the simulation effect you have created. I'd say my result has the points acting like a high viscosity fluid that has a really loose distance constraint and those parts of the grid points in the initialization group that don't collide with sphere are not staying constrained, disconnecting and dropping to the ground. Also, I've used Blender 4.0's Repeat Zone inside the simulation zone for the 4 instances of the substep group. I'm sure I've missed something, but I've ran through it several times and am not sure why. Also for a different visualization I added a group before the Set Material and after the Simulation Zone, consisting of a Points to Volume node set to Size connected to a Volume to Mesh node set to Amount

  • @muad_
    @muad_ Год назад +1

    Incredibly detailed and very useful, and a lot to dig into! One small comment from someone who's not the most knowledgeable about these topics, but wants to learn. I had to pause a lot and really often, due to how tightly packed your video is and how most thought sections flow together. Sometimes there is more space left at a comma than between sentences. This makes it challenging to take in the whole video in one continuous viewing, as I had to pause and decipher what was just said (due to complexity of the topic, not because of bad explanation) before moving on, since multiple sentences flowed into one extra long breath. Maybe due to editing, but something I wanted to point out and hope it helps. :)

    • @seanterelle
      @seanterelle  Год назад

      I was hoping to get feedback on this, thank you! Definitely very helpful as I’ve been wondering if condensed overviews or longer form tutorials are the better choice.

    • @muad_
      @muad_ Год назад

      @@seanterelle I'd say, just a bit more pause between sentences and important thought beats could help a lot with understanding the scope while still keeping it as a "short" overview, without stepping into 20-30 minute long form tutorials. It's just harder for someone on my level to understand the logic if I have to pause (or even go back) every other sentence to let settle what you just explained. And if you ever want to do longer form, explaining all the nitty gritty, I'll eat it up just the same! :D

    • @fergadelics
      @fergadelics Год назад

      perhaps the longer in depth cut on a patreon for those who need it to not only go slower, but get a better understanding on why things work the way they do. i'm always working on my fundamentals but i'm especially working on my fundamentals rn with simulation nodes ;) @@seanterelle

    • @seanterelle
      @seanterelle  Год назад

      That's a good idea! @@fergadelics

  • @joeyvfx_official
    @joeyvfx_official Год назад

    Amazing work once again! I love the auto naming system for the neighbor & distance attributes, very clever. I'm also very curious to see how you set up constraints for the softbody style sims too... I've tried adding additional constraints on the Z axis in the same manner as the X and Y in this tutorial but it always makes the simulation twist out of control & explode immediately upon impact haha.

    • @seanterelle
      @seanterelle  Год назад

      Thanks! You're on the right track with the z-axis constraints for soft bodies. They are a hassle to set up manually but the new repeat zones make it quite a bit easier.

    • @joeyvfx_official
      @joeyvfx_official Год назад

      @@seanterelle Do those softbody sims just require a lot more iterations? I’ve tried up to 16 but the behavior doesn’t seem to change. Still very explodey. Although it’s totally possible that I overlooked something in one of the many nodegroups!

    • @seanterelle
      @seanterelle  Год назад +1

      @@joeyvfx_official I don't believe the explodiness is due to the constraint iteration count but it could be due to a larger delta time. On collision it's possible for a softbody to find the inverted solution to the distance constraints for some of the particles, causing a self intersection where ghost forces arise from distance and collision constraints constantly battling with each other. This becomes less likely with a smaller delta time. But those ghost forces tend to be pretty small. I'd say it was something in the constraint initialization but that doesn't match up with the issues only happening on collision. It could be in the distance constraint update as well. I'd try removing other factors like the collision constraint step and go over the distance constraint update to make sure all the correction vectors are getting calculated and averaged correctly.

    • @joeyvfx_official
      @joeyvfx_official Год назад

      @@seanterelle Looks like I did miss something in one of the node groups - forgot to wire in the Z axis in one of the auto attribute naming setups. It works great now! I don’t have diagonal constraints on the Z yet so it’s pretty wiggly but it is working :) thanks for the help!

  • @FredericoAAndrade
    @FredericoAAndrade Год назад

    Humbling

  • @haeeryhaeery2705
    @haeeryhaeery2705 Год назад

    wow!!!!!!awesome!!!!!!

  • @muad_
    @muad_ 7 месяцев назад

    Hey Sean! Seeing that your simulation nodes explanation "series" stopped at this video for now, not touching (yet) on soft body or 3D constraints and interactions, would it be possible to get those demo files on your gumroad for dissection? Or some other method of moving forward with it, without putting the pressure on you to push out more videos. Much appreciated in advance!

  • @TommyLikeTom
    @TommyLikeTom Год назад

    4:53 so pretty. Fallopian tubes

  • @katonsitar7374
    @katonsitar7374 Год назад

    I don't know why, I follow the nodes in the video, and the end effect is that when the fabric hits the object, the edge particles will bounce off, and there is no fabric pulling effect😂😂😂

  • @STARMEN_TV
    @STARMEN_TV 5 месяцев назад

    How can i pin corner to several empty, pls ?

  • @simonw.1223
    @simonw.1223 Год назад

    Well I tried and somehow my cloth feels too stretchy like it stretches alot

  • @RomanJahns
    @RomanJahns Год назад +1

    Amazing stuff! Thanks a lot! How would you go about turning it from points back into a mesh? I’d guess you need a plane with the same resolution and set the position through a geo-proximity node?

    • @seanterelle
      @seanterelle  Год назад +5

      Thank you! You can take the original grid mesh or one with the same parameters and set the position to the point on the simulated points with the same index. So first you could add a new output to the 'initialize' node group that comes from the grid mesh primitive node before it is converted to points. Then use the sample index node with the simulated points as the geometry input, the position attribute node as the value input, and the index attribute node as the index input. Then set the position of the original grid mesh geometry using the output of the sample index node.

  • @simonw.1223
    @simonw.1223 Год назад

    like in my version I only got three "get_neighbor_attribute_name" 2 times and not 3 like in the tutorial.
    the first I see is at 2:41
    the second I see is at 5:17
    I cant seem to see the third one.

  • @aVersionOfReality
    @aVersionOfReality Год назад

    Great stuff! This is with no Self Collision though, right? And could performance be increased by sacrificing accuracy even more?

    • @seanterelle
      @seanterelle  Год назад +1

      All the particles collide with each other so there are self collisions! And yes tuning the delta time, number of sub steps, and strength of the distance constraints can produce different mixes of speed/quality. The biggest factor for me is whether or not the tuning prevents the cloth from passing through itself.

    • @aVersionOfReality
      @aVersionOfReality Год назад

      @@seanterelle Oooh okay, neat. I guess I had a settings combination that wasn't handling it well in my tests. I hope you continue to develop this! I've wanted to work with cloth more, but the current clunkiness of Blender's cloth system makes it very tedious.

  • @TommyLikeTom
    @TommyLikeTom Год назад

    Are you a good coder? I ask because I could probably code this but my mind kind of boggles when it comes to doing this with nodes

  • @SamiElHyadi
    @SamiElHyadi 10 месяцев назад

    Are we able to make softbody simulations in geonodes?

  • @HopeSparkle.3D
    @HopeSparkle.3D Год назад

    Wow! AMAZING !! Could this be done in hair curves? I've been looking for a way to do it for a long time but I can't, any help? thank you.

    • @josiahgil
      @josiahgil 2 месяца назад

      i am wondering the same thing

  • @radicant7283
    @radicant7283 Год назад

    How does it compare to the native cloth sim though?

  • @amrtahtawi
    @amrtahtawi Год назад

    I love your exploration here, but can I use this geometry nodes setup on a t-shirt mesh for example?

    • @seanterelle
      @seanterelle  Год назад +1

      I believe you could but the distance constraint initialization would have to use the existing mesh topology to create constraints between the mesh vertices

    • @amrtahtawi
      @amrtahtawi Год назад

      @@seanterelle and does that allow me to have a good result, cause I'm thinking to buy this product from your gumroad store, but want to make sure it'll give good results with my t-shirt mesh

    • @seanterelle
      @seanterelle  Год назад +1

      @@amrtahtawi It would require a lot of customization, so I would try out Blender's built-in cloth simulation first. It has some nice features for stitching meshes together for clothing simulations so you might have better luck there.

    • @amrtahtawi
      @amrtahtawi Год назад

      @@seanterelle Thanks for your honestly and suggested, I was looking forward to purchase your product thinking I could save my laptop from the danger of the cloth sim lol, it can't handle the built in sim for some reason. Yet I will definitely love to study your amazing creation, so I will invest in it anyway soon in time.

  • @Andrey-kh9ef
    @Andrey-kh9ef Год назад +1

    You're undeniably cool, that's not up for debate.
    This project could be a term paper at university or something like that.
    Unfortunately, even the cloth stimulation engine built into the blender kernel is not capable of producing acceptable results in terms of speed and detail.
    Until the Blender kernel is rewritten for highly polygonal tasks, until it is capable of processing polygonal scenes comparable to such packages as Zbrush, Houdini, Clarisse, we will not be able to increase the detail of projects.
    There will be no responsive work with any environments in which detail is critical, and this is any simulation of anything, cloth, liquids, this is really uncompromising sculpting, this is the assembly of large-scale scenes....
    Unfortunately there is no prospect of such a change happening with blender in the near future...
    Until then, such themes can only be realized in low-detailed/low-polygonalized motion design mode...and it's downright infuriating... You can't throw in f***ing subdives as much as you need, it's infuriating that the whole blender architecture is so retarded arrrrg

    • @fergadelics
      @fergadelics Год назад

      Yep. I’m having to scale everything up for an fx shot that I’ll have to match later. It’s frustrating

  • @simonw.1223
    @simonw.1223 Год назад

    3:34 why did you turn the epsilon to 0 or is it a really small one? as that was my whole problem plus I used the wrong sphere for collision....

    • @seanterelle
      @seanterelle  Год назад

      It's just a really small one! I can see how that would be confusing. I'm going to put a note in the description. Thanks for pointing it out!

  • @alexvith
    @alexvith Год назад

    I am trying to implement a cloth simulation system as well, albeit with a lot more stuggle and a lot less success, mainly because it is not clear to me how to properly translate the physics equation into nodes. One question, what integration model did you use (Euler, Verlet etc.)?

  • @nBoxes
    @nBoxes Год назад

    Would it be possible to adapt this to arbitrary meshes, not just a grid?

    • @seanterelle
      @seanterelle  Год назад

      I can't say 100% for sure, but I believe yes especially with the serial loops that are coming in 4.0

  • @binyaminbass
    @binyaminbass Год назад

    ...what?