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!!!
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.
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 :)
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?
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 :)
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.
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.
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.
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 :)
@@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!
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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!!!
Super useful!
- NICE tutorial - many thx!!
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.
Thanks, It's good to know!
thanks
good job
点乘应用的一个好教程
I’ve never cared about first comment until I found Xan 3D and it’s just because I’m so psyched to be here 😂
excellent! is there a way to add a falloff from the edge (cube, monkey, etc) so the transition is softer?
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 :)
Amazing for the explanation...less stupid this evening
Hahaha now you are smarter 🤓
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?
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 :)
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.
nice , but i was thinking isnt this something we can eaily do with ray cast node?
Hello ! Great tutorial ! Does it work with a 3d grid ?
Sure, try it!
Doesn't a raycast node need to be connected to the geometry that emits the ray?
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.
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.
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 :)
@@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!