New Find Shortest Path node in Animation Nodes in Blender - Tutorial

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  • Опубликовано: 4 сен 2024
  • I have added the new Find Shortest Path Node in the Animation Nodes + Extra Nodes for Blender. This node is based on Dijkstra's algorithm which is a single source. However, I have implemented it in such a way that it can not only handle the multiple-sources and a mesh that has multiple-islands. It can be used in many areas of CGI.
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    Blend file download link: / 48407102
    Procedural Materials with UV Nodes in Animation Nodes in Blender - Tutorial: • Procedural Materials w...
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    #3dsinghvfx
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Комментарии • 72

  • @3DSinghVFX
    @3DSinghVFX  4 года назад +1

    Hi. The latest version of this node is faster and has three types for output path: Stroke, Spline, and Mesh.
    twitter.com/3DSinghVFX/status/1232036271913979904

  • @bluefoxcreation
    @bluefoxcreation 4 года назад +5

    Are you reading my mind ? This is what I was trying to do these days with no success 😄...thanks a lot

    • @3DSinghVFX
      @3DSinghVFX  4 года назад +2

      Ha ha :), there are many things on my list. You're always welcome :)

    • @Photonface
      @Photonface 4 года назад +1

      @@3DSinghVFX Hi there, how did you do disconnect the mesh at 4:98. Thanks I am a noob.

    • @3DSinghVFX
      @3DSinghVFX  4 года назад

      @@Photonface Hi :) Specify the index of the vertex of mesh islands. Sorry, 4:98?

    • @Photonface
      @Photonface 4 года назад

      @@3DSinghVFX sorry I meant at 4:48

  • @CrossMindStudio
    @CrossMindStudio 4 года назад +1

    That's really useful. Thanks.

  • @cultless3547
    @cultless3547 3 года назад

    Nice 👍 very useful!!

  • @abhaykumarsharma
    @abhaykumarsharma 4 года назад

    Awesome!

  • @labangithiaka6542
    @labangithiaka6542 4 года назад +1

    very nice.........

  • @Polyray3D
    @Polyray3D 3 года назад

    Singh Ji, these contributions of yours are really awesome to Blender Community. Keep them coming. Love from India. 😍

  • @jeffg4686
    @jeffg4686 4 года назад +1

    Really nice, thanks for sharing

  • @MrFrgtme
    @MrFrgtme 4 года назад +1

    Fantastic !!! love you!

  • @RoN43wwq
    @RoN43wwq 4 года назад +1

    great. thanks

  • @ChrisAllenMusic
    @ChrisAllenMusic 4 года назад +1

    Amazing!

    • @3DSinghVFX
      @3DSinghVFX  4 года назад

      🙏😊

    • @ChrisAllenMusic
      @ChrisAllenMusic 4 года назад

      @@3DSinghVFX I recently made a node group which iterates an entire vertex list, finding the next vertex which is closest. Instead of branching, however, it returns a single list of vertices which you can put into a (sequential) single spline loop. Is this possible with your new node?

    • @3DSinghVFX
      @3DSinghVFX  4 года назад

      @@ChrisAllenMusic Find Shortest Path node finds the paths from a given vertex(vertices) to the rest of the vertices of the mesh. Right now this node gives the paths in the form of mesh which you can convert into splines.
      Paths are not branches, they are line meshes for one vertex to another vertex. However, with the Weld Modifier, you can convert into the mesh which has branches.

    • @ChrisAllenMusic
      @ChrisAllenMusic 4 года назад

      @@3DSinghVFX Yes, thank you. I loaded the node and am having fun playing with it. I meant to ask whether it could find a single path (with no branching) through all of the vertices?

    • @3DSinghVFX
      @3DSinghVFX  4 года назад +1

      @@ChrisAllenMusic Not yet.

  • @sukhsaggu2613
    @sukhsaggu2613 4 года назад +1

    Great work 💓❤️ keep it going bro..🤫💓🤘

  • @mrdr9534
    @mrdr9534 4 года назад

    Fantastic work thanks for sharing !!

  • @canalpixkat
    @canalpixkat 4 года назад +2

    Thank you!, AN needs create primitives nodes, voronoi scatter... to beat Houdini.

    • @3DSinghVFX
      @3DSinghVFX  4 года назад +3

      You're welcome :) I'm aware of Voronoi scatter. Btw, there are already some primitives nodes Mesh > Generators category.

  • @JasbirSingh-zf8ic
    @JasbirSingh-zf8ic 3 года назад

    🔥🔥🔥

  • @MrPaceTv
    @MrPaceTv 4 года назад +6

    Its so powerful its not even funny ~ 2 min Papers.

  • @Zikwaga
    @Zikwaga 4 года назад +1

    Very awesome work! Many thanks for sharing. :) I was wondering how is it possible to make the end of the splines sharper like the first example in your video?

    • @3DSinghVFX
      @3DSinghVFX  4 года назад +1

      Thanks :)
      Methods:
      1) Use taper object (another curve) in the Curve Object Output node to taper the path- splines (simple, non-procedural).
      2) Or set the radius of per points of the path-splines (complex, procedural).

  • @ChrisAllenMusic
    @ChrisAllenMusic 4 года назад

    Could you do a tutorial on the basics of how to use the expression and script nodes in AN? I know that many of AN nodes are based on built-in blender utilities, but it would be great to understand how to access these data and utilities via expressions or scripts for blender capabilities which are not yet nodes.
    For instance BMesh has some great built-in types, utilities and operators that could really amplify AN if I could use them in an AN context...

    • @3DSinghVFX
      @3DSinghVFX  4 года назад +1

      I'll try as soon as possible.

  • @afrosymphony8207
    @afrosymphony8207 2 года назад +1

    Can you control the number of splines this creates?? i have a mesh with 17,000 tris and this creates a curve with 800k vertices. its just too damn much

    • @3DSinghVFX
      @3DSinghVFX  2 года назад

      Not yet. However, you can either first reduce the poly counts with a modifier or you can select the number of curves using the List node.

  • @spartan5760
    @spartan5760 4 года назад +1

    This is awesome! Im curious to ask if there is a way to set up obstacle inputs?

    • @3DSinghVFX
      @3DSinghVFX  4 года назад +1

      There is no direct method yet. However, for the time being, you have to hide (delete) the part of the mesh (input for the Find Shortest Path node) which is inside the obstacle. This approach I used for the Blender logo.

    • @spartan5760
      @spartan5760 4 года назад +1

      @@3DSinghVFX that is still a fascinating approach! this gives me so many ideas.

  • @aaayerus
    @aaayerus 4 года назад

    Really awesome! Does 'vertex indices' (source) exist in any other nodes or just this one? Cause I really needed them.. if you could implement it in Mesh Object Input, it would be awesome!

    • @3DSinghVFX
      @3DSinghVFX  4 года назад +2

      Thanks :) Vertex Index is a integer or Vertices Indices are a integer list. So, for sources you just have to input integer list. If you want to select particular vertex index then use KD Tree node.

  • @genesis2303
    @genesis2303 3 года назад +1

    Awesome effect, but why bevel does not work? Do I need some list, or make a loop? What exactly information is missing here?
    Edit: Dummy me - radius was set to 0
    Edit2: Now I have no idea why smooth bezier node is not working xD
    But it look awesome anyway on icosphere!

    • @3DSinghVFX
      @3DSinghVFX  3 года назад +1

      Thanks. The Smooth Bezier node works for Bezier Splines. However, the Shortest Path node creates Poly Spline, so you have to change the type of the spline with the Change Spline Type node.

    • @genesis2303
      @genesis2303 3 года назад

      @@3DSinghVFX I'll try it when I get sober, till then thx anyway : ༼(╭ರ╭ʖ╮⊙)༽⊃━☆゚. * ・ 。゚

    • @genesis2303
      @genesis2303 3 года назад

      @@3DSinghVFX Yep it's kind off working now, but this generates or rather enlarges another issue, there are some connections between pipes, like a telescope ones, smaller pipe inside bigger. Can I affect resolution of this spline somehow?

    • @3DSinghVFX
      @3DSinghVFX  3 года назад

      @@genesis2303 What is the "telescope" connection?
      You can change the Resolution in the Curve Object Output node. If you still experience a problem, please report on AN GitHub: github.com/JacquesLucke/animation_nodes/issues

  • @pictofilmo
    @pictofilmo 4 года назад

    Hi fantastic node ! But I try to redo the render like the beginning of the video and splines haven't perfect gradient along them, specifically at the branchs nodes (no continuity of the gradient). How do you do that ? thks ;)

    • @3DSinghVFX
      @3DSinghVFX  4 года назад

      Hi, thanks. The current version of this node has three types of output: Stroke, Spline, and Mesh.
      1) First set the output path mode to Spline. It will generate a spline for each path.
      2) Then in the shader nodes, use UV node (red color) for proper gradient along the length of the spline.
      3) To hide the overlap of splines (path), add small taper to the splines.

  • @Aepi9
    @Aepi9 4 года назад

    is there a way to start the pattern grow from certain points?? for example with a vertex group?
    thanks for your great work!!!

    • @3DSinghVFX
      @3DSinghVFX  4 года назад +1

      You can get the Vertex Indices (Sources) with Vertex Group with the help of Vertex Group Input node and Mask List node, then use those Vertex Indices as Sources for the Find Shortest Path node.

    • @Aepi9
      @Aepi9 4 года назад +1

      @@3DSinghVFX Thank you very much!!!

  • @vektor77777
    @vektor77777 4 года назад

    How to make a bas-relief from the stage ??? The Blender does not have PERSPECTIVE DEFORMATION, as in Zbrush. Can this be done using node animations? How to set the viewing angle or focal length?
    I apologize for my English.

    • @3DSinghVFX
      @3DSinghVFX  4 года назад

      Hi :)
      1. "bas-relief from the stage", this is possible with Voxel Modifier (Blender build: blender.community/c/graphicall/kdbbbc/). Make the individual models of bas-relief then combine them with the Voxel Modifier.
      2. " PERSPECTIVE DEFORMATION" I did not completely understand this. But you can set ViewPort Focal Length, 3D View > N-Panel(Properties Panel) > View. You can also change the Focal Length of the Camera by going to the camera-properties.
      It is okay :)

    • @ronnetgrazer362
      @ronnetgrazer362 4 года назад +1

      Not sure what you want to do, but would a well-placed orthographic camera that renders a depth map not give you what you need to do a mesh displacement on a subdivided surface? Don't forget to set your color mgmt to raw.

  • @LORDSofCHAOS333
    @LORDSofCHAOS333 4 года назад

    Well they are will they work in Eevee render too.

  • @ghobii
    @ghobii 4 года назад

    So how do you render it?

    • @3DSinghVFX
      @3DSinghVFX  4 года назад +1

      Actually, the "Blender crash with Animation Nodes" is fixed. Please try the latest version of Animation Nodes + Extra Nodes.

    • @ghobii
      @ghobii 4 года назад +1

      @@3DSinghVFX I mean, I'm new to AN and don't know how to render this. When I look at the render view there is nothing there.

    • @3DSinghVFX
      @3DSinghVFX  4 года назад

      @@ghobii In Blender 2.8x, in the header, there is a "Render" drop-down menu which shows you the option for Render Image (shortcut is F12) or Render Animation (shortcut is Ctrl F12).

    • @ghobii
      @ghobii 4 года назад +1

      @@3DSinghVFX Yes, I know this. I'm saying when I do this with your demo blend file, nothing shows up but a faint shadow of the plain. The branches do not render. Is there another step? I'm using the latest version of AN, and Blender 2.81A

    • @3DSinghVFX
      @3DSinghVFX  4 года назад +1

      @@ghobii Just add some "Bevel Depth" in the Curve Object Output node.

  • @riatiamaria
    @riatiamaria 3 года назад

    Amazing!

  • @tcheadriano
    @tcheadriano 4 года назад +1

    Awesome!!!