Press against surfaces with Geometry Nodes in Blender!

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  • Опубликовано: 23 фев 2023
  • This technique shows you how to constrain any mesh to any other mesh boundary to give that smoosh or squish effect all using Geometry nodes.
    Patreon: / robbietilton
    Twitter: / robbietilton
    Instagram: / robbie.tilton
    Discord: / discord
    #blender #3D #geonodes
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Комментарии • 77

  • @spinav
    @spinav Месяц назад

    that's so smart! Awesome tutorial

  • @jmdenisme
    @jmdenisme Год назад +2

    This is amazing, thanks for sharing!

  • @VenetinOfficial
    @VenetinOfficial 9 месяцев назад +11

    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?

  • @MaxSonicUA
    @MaxSonicUA 8 месяцев назад

    Thank you!

  • @mertcanurcan
    @mertcanurcan Год назад

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

  • @yesterwhere
    @yesterwhere Год назад

    Great tutorial! Thank you!

    • @RobbieTilton
      @RobbieTilton  Год назад

      glad you liked it! thx for the comment :)

  • @pZq_
    @pZq_ Год назад

    Amazing. Thank you!

  • @_blender_man_
    @_blender_man_ Год назад +2

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

  • @uzaykisi1863
    @uzaykisi1863 Год назад

    super, thank you

  • @awkward14
    @awkward14 4 месяца назад

    great video

  • @MaxPuliero
    @MaxPuliero Год назад

    wooo! thanks

  • @doriandargan
    @doriandargan Год назад

    this is awesome

  • @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!

  • @DesignerNetanel
    @DesignerNetanel Год назад +2

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

  • @Ajg0r
    @Ajg0r 5 месяцев назад

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

  • @Aaws424
    @Aaws424 Год назад

    Very Cool😍

  • @ian2593
    @ian2593 9 месяцев 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 Месяц назад +1

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

  • @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.

  • @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

  • @why__die
    @why__die 9 месяцев назад +1

    firstly, great video! worked perfecly with the icosphere.
    When I tried doing it with a mesh (like suzanne for example), I started getting weird geometry spraying everywhere instead of it smoothly squishing. Is that a limiation of this method?
    my objective is to have a face squish up like it's squishing up against some glass.

    • @gabrielastepanikova5522
      @gabrielastepanikova5522 6 месяцев назад

      Im trying to do the same thing. :( Nothing works so far. Did you manage to make it work?

  • @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.

  • @Ximuish
    @Ximuish 8 месяцев назад

    any idea how to keep voulme of those spheres constant?

  • @sidekick3rida
    @sidekick3rida 7 месяцев назад

    Would be great if you explained the math behind this

  • @menmie
    @menmie 3 месяца назад

    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 ?

  • @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 6 месяцев назад

      Did u place a character into a shape?

    • @im_Dafox
      @im_Dafox 6 месяцев назад

      No,shape is only for collision @@DJhardsmile

  • @speedtripvfx
    @speedtripvfx 9 месяцев 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?🤔

  • @patdimitri
    @patdimitri 10 месяцев 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  10 месяцев назад

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

  • @primodragoneitaliano
    @primodragoneitaliano Месяц назад

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

  • @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!

  • @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.

  • @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

      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?

  • @justy256
    @justy256 5 месяцев назад

    1 vertex, 2 or more vertices.

  • @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

  • @matthewmounsey-wood5299
    @matthewmounsey-wood5299 Год назад

    😻

  • @Sumo3D
    @Sumo3D 10 месяцев назад

    would this work for existing mesh?

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

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

  • @namdoyle
    @namdoyle 10 месяцев назад

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

    • @RobbieTilton
      @RobbieTilton  10 месяцев назад

      ooo. that would be way simpler!!!

  • @bdissl4310
    @bdissl4310 5 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?

  • @LiveKingPoker
    @LiveKingPoker Год назад

    LFG

  • @myslef7636
    @myslef7636 Год назад +1

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

  • @scyther5607
    @scyther5607 8 месяцев назад

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

    • @RobbieTilton
      @RobbieTilton  8 месяцев 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.

  • @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. ^_^

  • @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 5 месяцев назад

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