Press against surfaces with Geometry Nodes in Blender!

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  • Опубликовано: 26 ноя 2024

Комментарии • 87

  • @VenetinOfficial
    @VenetinOfficial Год назад +17

    The only issue I'm seeing is if the mesh is highly detailed and gets too "pressed" into the boundary, the geometry completely errors and spikes to infinity. Is there a way to clamp the geometry at the boundary when in contact with it?

  • @tiavstudio
    @tiavstudio 4 месяца назад +1

    Robbie, this is awesome work. I am going to have to watch this video a few more times to fully understand what is happening within geometry nodes, but this is great. Your knowledge shared is welcomed. Thanks again!

  • @Ajg0r
    @Ajg0r 10 месяцев назад

    You can skip the smooth modifier, add set position + blur attribute with position attatched

  • @sidekick3rida
    @sidekick3rida Год назад +2

    Would be great if you explained the math behind this

  • @man_art_man
    @man_art_man Год назад +2

    Very interesting! This raycast node quite complicated one.. but with your way of explanation it became easy to understand👍🏻👍🏻👍🏻

  • @fleaspoon
    @fleaspoon 3 месяца назад

    Thank you very much for this tutorial, it was quite useful

  • @ian2593
    @ian2593 Год назад +6

    can you make it so the spheres don't intersect but use the same method to not cross each others' boundaries?

    • @jamesriley5057
      @jamesriley5057 6 месяцев назад +1

      use the same method but treat the realized instances as the new mesh you want to raycast.

  • @menmie
    @menmie 7 месяцев назад +1

    hey man, at 3:47 can't we recalculate normals for the boundaries so that the blue faces be inside and the red faces be outside ?

  • @DesignerNetanel
    @DesignerNetanel Год назад +2

    Can u make a way that the inner spheres will smoosh with each other ,like when using cloth sim ??

  • @mertcanurcan
    @mertcanurcan Год назад

    Wouw thanks! I was be able to squish some objects - it was fun.

  • @jmdenisme
    @jmdenisme Год назад +2

    This is amazing, thanks for sharing!

  • @awkward14
    @awkward14 9 месяцев назад

    great video

  • @spinav
    @spinav 6 месяцев назад

    that's so smart! Awesome tutorial

  • @MaxSonicUA
    @MaxSonicUA Год назад

    Thank you!

  • @uzaykisi1863
    @uzaykisi1863 Год назад

    super, thank you

  • @doriandargan
    @doriandargan Год назад

    this is awesome

  • @MaxPuliero
    @MaxPuliero Год назад

    wooo! thanks

  • @pZq_
    @pZq_ Год назад

    Amazing. Thank you!

  • @im_Dafox
    @im_Dafox Год назад +2

    Thanks a bunch for that ! With a bit of tweaking, "it works well with characters" too 👉👉

    • @DJhardsmile
      @DJhardsmile 11 месяцев назад

      Did u place a character into a shape?

    • @im_Dafox
      @im_Dafox 11 месяцев назад

      No,shape is only for collision @@DJhardsmile

  • @yesterwhere
    @yesterwhere Год назад

    Great tutorial! Thank you!

    • @RobbieTilton
      @RobbieTilton  Год назад

      glad you liked it! thx for the comment :)

  • @MedicoVisual
    @MedicoVisual Год назад +1

    Awesome tutorial. This is exactly what I was looking for, to create peritoneum (I am a doctor and I create 3D medical lectures in Blender).
    BTW, I am confused about Dot product. What is it? How it works?

    • @RobbieTilton
      @RobbieTilton  Год назад +3

      glad to hear it. dot product compares 2 vectors and tells us how much the two vectors point in the same direction

    • @MedicoVisual
      @MedicoVisual Год назад +2

      @@RobbieTilton Thank you so much. One suggestion! Please try to explain some theory behind the each node in the tutorials.

  • @Guljaca
    @Guljaca 4 месяца назад

    How do I do the opposite thing? So that a sphere enters a cube and the cube changes?

  • @primodragoneitaliano
    @primodragoneitaliano 6 месяцев назад

    Is there a way to apply that effect only to one or several specific vertex groups ?

  • @osilvinista584
    @osilvinista584 Год назад

    eu precisava muito desse vídeo, o addon collision and cloth não me satisfazem por causa dos controles, obg, virei teu fã! thank you very much!

  • @petneb
    @petneb Год назад +1

    If you can make the objects inside the container object also conform to each other as they move and grow it will be a clothless implementation of your "Inflated Objects using Geometry Nodes". Do you think that is doable?

    • @RobbieTilton
      @RobbieTilton  Год назад +1

      when you say 'conform to each other' - i imagine it would just take the avg position of the intersection. to make it look like cloth you would also need to deform the areas outside the intersection to compress/expand which is mathematically harder, but still possible

    • @petneb
      @petneb Год назад +1

      I probably almost like writing a new geonodes system for softbody or cloth.

  • @Aaws424
    @Aaws424 Год назад

    Very Cool😍

  • @CyrilCommando
    @CyrilCommando 4 месяца назад

    This was really close, but it wasn't quite what I was looking for. I need something that will just simply deform a part of a mesh (body, ideally) around another object, without letting it pass through. This got awfully close, I just had to swap the negative values for positives, but it ended up just looking wrong. It was doing what it was intended to do clearly, but just wasn't what I was looking for.
    I'm left really befuddled. I'd think it's babby's first workflow to just deform a mesh around another mesh with collision, soft body, rigid body, surface deform, mesh deform, or et cetera, but those don't work at all for my use case.

    • @audi6x9
      @audi6x9 2 месяца назад

      geometry proximity node might be your answer, but depends exactly on what you want, you can achieve things with bones and shrink wrap constrain

  • @zawad1981
    @zawad1981 4 месяца назад

    Trying to follow the video. 'Raycast Node' doesn't show up in my nodes search...

  • @Ximuish
    @Ximuish Год назад

    any idea how to keep voulme of those spheres constant?

  • @TomDub20
    @TomDub20 Год назад

    Could you use the same ray cast technique to deform the spheres against each other? Creating self collision without a simulation.

  • @patdimitri
    @patdimitri Год назад

    is there a way to do this with particles? IE effectively boxing in particles in a container as if it were a fluid? doing this exact method didnt yield usable results and i'm hitting my head against the wall

    • @RobbieTilton
      @RobbieTilton  Год назад

      you'd have to make the particle system in geometry nodes using the simulation node. not easy tho

  • @umarcga7823
    @umarcga7823 Месяц назад

    How to preserve volume???

  • @speedtripvfx
    @speedtripvfx Год назад

    When I used more complex objects like Suzanne instead of the ico Sphere, the collision results were not very satisfactory. How can I make them better?🤔

  • @tranthikhanhlinhk17hcm29
    @tranthikhanhlinhk17hcm29 Год назад

    great tutorial, thank you for sharing! But can i change the ico sphere mesh with object?

    • @RobbieTilton
      @RobbieTilton  Год назад

      yeah- you can. just drag it into the geo nodes. you may need to sub-D it to make sure it has enough verts

  • @mater5930
    @mater5930 Год назад

    Great tut. Is there a reason why you didn't flip the normals of the cube to avoid the backward raycast problem?

    • @RobbieTilton
      @RobbieTilton  Год назад +1

      could do that as well. i just assume ppl would likely use models or meshes with normals facing outward.

    • @mater5930
      @mater5930 Год назад

      @@RobbieTilton You're right, smart take. I'm working with your node setup to create bouncing balls. I'm trying to find an intuitive way to make the object maintain it's volume while it presses against a surface. Your setup looks cool if the object is something like putty. But a balloon or ball would react differently. Again, great tutorial and very useful setup.

    • @RobbieTilton
      @RobbieTilton  Год назад

      @@mater5930 true. would be interesting to find a way to make it maintain volume as it squeezes. goodluck!

  • @dreamsprayanimation
    @dreamsprayanimation Год назад

    How do you make it so that if a sphere were to completely go out of the the box then it would just delete itself. Currently with this setup if a sphere goes completely outside it just glitches out really weirdly. I am trying to create a jar with fireflies inside that bump against the jar when they try to fly outside the bounds, they are points being animated with 4d noise. I can't seem to find a good way of acheiving this.

    • @RobbieTilton
      @RobbieTilton  Год назад +1

      you can do 'delete geometry' node based on distance for sphere - or for cube you can compare position and delete based on each side of cube

    • @dreamsprayanimation
      @dreamsprayanimation Год назад

      @@RobbieTilton Could you make it so that the sphere squishes and bounces back like a simulated collision?

  • @avallow1
    @avallow1 Год назад

    Sensational, following the tutorial and I got the desired result, I just couldn't apply the material

    • @RobbieTilton
      @RobbieTilton  Год назад

      with geo nodes you'll have to use the 'set material' node in the node graph. If that doesn't work you can also use the 'realize instance' right before the set material node. both of these should be right before the output/end of graph

  • @justy256
    @justy256 10 месяцев назад

    1 vertex, 2 or more vertices.

  • @myslef7636
    @myslef7636 Год назад +1

    as soon as i saw the preview i thought of 🍑 pressing against window 😄

  • @namdoyle
    @namdoyle Год назад

    4:55 Why not use" is hit" for selection?🤔

  • @1Straydog
    @1Straydog Год назад

    would this work for existing mesh?

  • @bdissl4310
    @bdissl4310 10 месяцев назад

    So lets imagine I have 5 water balloons and I want to squish them into a certain geometry (boundry) so they start to resemble the geometry in an ensemble.
    I have a specific design and I want to 3D print it. But I am a total beginner in Blender.
    Can anyone help me and recommend me videos or key words I have to google to reach my goal?

  • @BBB-vb2fn
    @BBB-vb2fn Год назад +1

    Was i the only one who thought about a pair pressed up against a sheath of glass?🤔😁

  • @scyther5607
    @scyther5607 Год назад

    It didn't work on my rig. Did I miss something?

    • @RobbieTilton
      @RobbieTilton  Год назад

      i just shared my file on my discord under the help section. feel free to download it there if you want to compare what might've went wrong.

  • @matthewmounsey-wood5299
    @matthewmounsey-wood5299 Год назад

    😻

  • @LiveKingPoker
    @LiveKingPoker Год назад

    LFG

  • @eclecticgamer5144
    @eclecticgamer5144 Год назад +1

    This is very similar to how I did "self-intersection fix" I have for my humanoid I made in geometry nodes. ^_^
    ruclips.net/video/Y7ReyoxfraM/видео.html

    • @RobbieTilton
      @RobbieTilton  Год назад

      am i seeing this correctly that you made an entire human out of GEO NODES O_0!?

    • @eclecticgamer5144
      @eclecticgamer5144 Год назад

      @@RobbieTilton More than just "an" entire human. "All" humans and some humanoids. ^_^

    • @eclecticgamer5144
      @eclecticgamer5144 Год назад

      @@RobbieTilton And this was when 3.0 first came out... very few tutorials were out back then... even had to create an new usage for "RGB Curves" node. 😆 It's crazy. I wrote a math formula to graph a humanoid in 3 dimensional space. Working on Wing/Tail now, after that hooves, then "quadruped half-breeds" like centaurs.

    • @RobbieTilton
      @RobbieTilton  Год назад

      @@eclecticgamer5144 you are an absolute legend

    • @eclecticgamer5144
      @eclecticgamer5144 Год назад

      @@RobbieTilton Haha... You should see my 20-year business plan. 😂
      Step 1: Create geometry node groups to represent everything that exists (and most of what doesn't), so that any game dev can click a single button to create a *fully* populated planet, with roads, cities, every building can be entered and explored.
      That's just the start.
      By 2040, I want to have early testing of a Full Dive System using Neuralink up and running.
      Anyway, have fun. ^_^

  • @commodore6467
    @commodore6467 Месяц назад

    I can't find the things you searched for...

  • @pcy113
    @pcy113 26 дней назад

    isn't this just basically a boolean ? 😂😅

  • @jUppers
    @jUppers 17 дней назад

    0:49 ??????????? I don't understand this. why don't you this on something that already exists, what do you mean you delete the object I want to squish???? I don't want to squish ico spehere I want to squish the thing that you deleted that is supposedly my object... what????
    this tutorial be like: "ok so i dont need the object i want to squish we'll instead squish ico spheres" WHAT??????????
    please.. please someone explain to me why you even made a spehere if you are just going to delete it and make another object... i don't understand this at all

  • @CassiaConvolution
    @CassiaConvolution Год назад

    The singular of "vertices" is "vertex". "Vertice" is not a word.

  • @CassiaConvolution
    @CassiaConvolution Год назад +1

    You are not "smudging" anything here.

  • @betalars
    @betalars 10 месяцев назад

    Sorry, but this is just shrinkwrap with extra steps. ;)