How to Select Points Inside an Object with Blender Geometry Nodes

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  • Опубликовано: 1 фев 2025

Комментарии • 25

  • @Xan3D
    @Xan3D  Месяц назад +1

    ⬇ Download all my projects and watch exclusive tutorials on my Patreon www.patreon.com/Xan3D

  • @aidorstimer7914
    @aidorstimer7914 Месяц назад +2

    Why the hell you keep posting the tutorial with the great explanation that I really need it right now?? You're kind of a Psychic or something????? SUPER THANK YOU!!!

  • @dudagfx
    @dudagfx 6 часов назад

    Super useful!

  • @uRick101
    @uRick101 Месяц назад

    - NICE tutorial - many thx!!

  • @manuelpreuss9076
    @manuelpreuss9076 Месяц назад

    I recently needed this effect and spent a lot of time to figure it out. You did a great job explaining it. By the way, you can render points directly without „instance on points“ if you use Cycles.

    • @Xan3D
      @Xan3D  Месяц назад

      Thanks, It's good to know!

  • @pragashtrincomalee934
    @pragashtrincomalee934 Месяц назад +1

    thanks

  • @مصطفیکیهانی-ر5ف
    @مصطفیکیهانی-ر5ف Месяц назад

    good job

  • @Zebra_Blender
    @Zebra_Blender Месяц назад

    点乘应用的一个好教程

  • @ItsWesSmithYo
    @ItsWesSmithYo Месяц назад +1

    I’ve never cared about first comment until I found Xan 3D and it’s just because I’m so psyched to be here 😂

  • @Eikonic_
    @Eikonic_ Месяц назад

    excellent! is there a way to add a falloff from the edge (cube, monkey, etc) so the transition is softer?

    • @Xan3D
      @Xan3D  Месяц назад +1

      Yes, as I show in the second example in the intro and outro, once you have the selection created, simply add a Geometry Proximity node with a Map Range node connected to the Distance output. This allows you to create smoother transitions when the distance is very small, just like I did with the Scale :)

  • @LerosOnline
    @LerosOnline Месяц назад

    Amazing for the explanation...less stupid this evening

    • @Xan3D
      @Xan3D  Месяц назад

      Hahaha now you are smarter 🤓

  • @markdebono1273
    @markdebono1273 Месяц назад

    Great tutorial, thanks! I noticed that towards the end, when you were changing the ray direction, two points inside the object changed colour (from yellow to blue). Do you know why that happened?

    • @Xan3D
      @Xan3D  Месяц назад

      Not sure, but i guess if the points are exactly on the Mesh intersection then if you change the ray direction sometimes you will get a hit and sometimes not. So, that's why they dissappear.
      But that's not a problem because usually you don't have to animate Ray direction :)

    • @markdebono1273
      @markdebono1273 Месяц назад

      That’s what I was thinking. Maybe it is a case where the ray direction will be parallel to the surface of the mesh while going out of it. I will try to use 2 ray directions, one at 90 degrees to the other and “boolean and” the two results.

  • @badejoolatuiyi1365
    @badejoolatuiyi1365 Месяц назад

    nice , but i was thinking isnt this something we can eaily do with ray cast node?

  • @lionelvicidomini6051
    @lionelvicidomini6051 Месяц назад

    Hello ! Great tutorial ! Does it work with a 3d grid ?

    • @Xan3D
      @Xan3D  Месяц назад

      Sure, try it!

  • @Zebra_Blender
    @Zebra_Blender Месяц назад

    Doesn't a raycast node need to be connected to the geometry that emits the ray?

    • @Xan3D
      @Xan3D  Месяц назад +1

      Raycast is one of the most confusing Nodes. I recommend you to watch my tutorial to learn how it works: ruclips.net/video/z9ZvnqBHgkk/видео.html
      But basically, it cast rays when you connect it to a selection. So, the Geometry that have this Selection node will be the raycaster.

  • @NjonGloks
    @NjonGloks Месяц назад

    I'm trying to make a poof smoke out of this. how do you make the particle inside the object(suzanne) have velocity direction that comes from the object(suzanne) normals? so when suzanne touches the grid, the poof comes out to all direction then go up then disappear.

    • @Xan3D
      @Xan3D  Месяц назад +1

      This is a more complex setup, and you should use Simulation Nodes to create specific conditions. For example, if the proximity is very close, delete the instance and apply a new animation (e.g., a poof effect).
      In this tutorial, I explain how to delete objects based on proximity: ruclips.net/video/Id6oOp8-ZE8/видео.html. However, to achieve your desired effect, you'll need to create an additional condition to apply your custom animation. I haven’t covered that yet, but I plan to in a future tutorial :)

    • @NjonGloks
      @NjonGloks Месяц назад

      @@Xan3D Thank you for replying, I look forward for your future tutorials. I learn a lot from your channel. It's quite easy to understand. From your reply, I got new direction to test. I guess I don't have to use old particles. just delete it and make new one. Thanks again!