I love these Geonode tutorials! I just finished your awesome RiverGen series. After knowing almost nothing about geonodes and then following along with your vids I was able to make my own setup for tree foliage, grass that follows curves, and moss that grows on vertex colors. I understand these are pretty simple things, but like a week ago it was all magic to me that I didn't understand and i think it's starting to all make sense.
There's a lot of stretching on the Z axis at the end of the flag, I mitigated this a little by multiplying the X by 0.5 between the Vector Scale and Vector Length nodes with separate xyz, multiply by .5, into a combine XYZ node
The funny thing is, this kind of fake-it-until-it-looks-right approach is how CG *used* to work. Because of the trend towards physical simulation as a catch-all solution, I've seen more than a few, shall we say, suboptimal solutions to problems even in the professional world. Stuff where it would have been much, much easier to fake it but the team ground out some massive, inefficient physical sim instead.
I’m honestly so grateful I found your channel, helped me out to a level you won’t understand all the other channels don’t explain it like you do, loved the patrion message too and will be joining when I get paid!♥️
i always wanted to use simulations but my laptop isn't capable of running smoothly and thats good to know there is still a way to do that without simulation
if you want you can use a curve that is level with the x axis and add a curve profile to it that is aligned on the z axis and if you squares not rectangles not resampling just use the length and give them the same value.
I hv been following your tutorials closely. This is really cool because with cloth simulation one is limited with a number of key frames. But with this, you can decide how long the animation can last. Thanks for this Bro 😍
It would be cool to add a limit range, somehow, to restrict how much a vert can deviate in X from it's original position. This would reduce stretching when cranking up values.
You could've stored grid uvmap output instead of trying to do math from grid dimensions. Correct vector math would be to divide X & Y vectors by X & Y dimensions and adding 0.5 to bot of them.
Great tutorial! I'm thinking it might be super useful for capes for superhero shots too with a lot less sim hassles/demands. Thanks. Btw, I got your book pdf, but how do I get a lovely printed copy like you show!
one of the best tutorials alltime, sir ! priciate that you showed your skillz. i would love to know how to make this follow a curve so its like waving, or someone waving it. thanks sir ciao
Hey Sir, can you help me quick on this. If i want the bend this flag to a curve ? how do i connect this quick ? where the curve should must be ? would be epic sir. i try this simulation on a character who has the flag in his hand. thank you
i don't have the options you do. my grid node doesn't have the uv map node on it and when you do the gradient test at 2:11 my rectangle is still solid white.
Hello blender genius, always grateful for brilliant and amazing tutorials Btw could you create this ruclips.net/video/jlKNOirh66E/видео.html hatching method in blender as well? Tysm have a wonderful day😉
video: "this may look like a flag (but it's not)"
him: **makes a flag**
me: **confused noises**
It's not a flag, it is nodes.
@@jvsonyt it's not nodes. it's pixels on a screen
@@made.online2149They’re not pixels. They’re individual RGB lightrays coming from your monitor.
I love these Geonode tutorials! I just finished your awesome RiverGen series. After knowing almost nothing about geonodes and then following along with your vids I was able to make my own setup for tree foliage, grass that follows curves, and moss that grows on vertex colors. I understand these are pretty simple things, but like a week ago it was all magic to me that I didn't understand and i think it's starting to all make sense.
Using the uv output of the grid instead of scaling the position attribute makes mapping the image texture way easier! Great vid
Some of the things overlooked in geo node tuts astound me lol
There's a lot of stretching on the Z axis at the end of the flag, I mitigated this a little by multiplying the X by 0.5 between the Vector Scale and Vector Length nodes with separate xyz, multiply by .5, into a combine XYZ node
best chair commercial ever. 10/10 would buy
The funny thing is, this kind of fake-it-until-it-looks-right approach is how CG *used* to work. Because of the trend towards physical simulation as a catch-all solution, I've seen more than a few, shall we say, suboptimal solutions to problems even in the professional world. Stuff where it would have been much, much easier to fake it but the team ground out some massive, inefficient physical sim instead.
I’m honestly so grateful I found your channel, helped me out to a level you won’t understand all the other channels don’t explain it like you do, loved the patrion message too and will be joining when I get paid!♥️
i always wanted to use simulations but my laptop isn't capable of running smoothly and thats good to know there is still a way to do that without simulation
if you want you can use a curve that is level with the x axis and add a curve profile to it that is aligned on the z axis and if you squares not rectangles not resampling just use the length and give them the same value.
I hv been following your tutorials closely. This is really cool because with cloth simulation one is limited with a number of key frames. But with this, you can decide how long the animation can last. Thanks for this Bro 😍
Great one!!! AND your cam in circle mask ;) btw I'm waiting for the OSL tutorials AF!!!! you made me addicted to it sir walter White:D
It would be cool to add a limit range, somehow, to restrict how much a vert can deviate in X from it's original position. This would reduce stretching when cranking up values.
Im not good at this, but can you do that with map range on the Z axis ?
try tanh or sigmoid functions
You could've stored grid uvmap output instead of trying to do math from grid dimensions.
Correct vector math would be to divide X & Y vectors by X & Y dimensions and adding 0.5 to bot of them.
Great tutorial! I'm thinking it might be super useful for capes for superhero shots too with a lot less sim hassles/demands. Thanks. Btw, I got your book pdf, but how do I get a lovely printed copy like you show!
@@romanoban You are correct! I don't know why it never occurred to me check there. Thanks.
Cool. I expected you to make also the pattern of the flag with geonodes. 😄
I love your lessons, thanks to you I learned a lot.
Fine education Mr. Matter. May your talents lead you to wealth beyond the dreams of avarice.
Insanely Amazing!!!!!!!
That's so cool!!!
Always love your tutorials! FYI, the US internment flag is 9.5’ x 5’ for reference 😁 … which I realize is pretty much 2:1 so carry on 😅
one of the best tutorials alltime, sir ! priciate that you showed your skillz. i would love to know how to make this follow a curve so its like waving, or someone waving it. thanks sir ciao
I wonder if a bit if trickery with a distance to mesh node could make a poor man’s collision
Yeah that looks like a flag.
Hey Sir, can you help me quick on this. If i want the bend this flag to a curve ? how do i connect this quick ? where the curve should must be ? would be epic sir. i try this simulation on a character who has the flag in his hand. thank you
i don't have the options you do. my grid node doesn't have the uv map node on it and when you do the gradient test at 2:11 my rectangle is still solid white.
Hmm, I tried a checker texture and unfortunately it looks like the noise is distorting the texture on the X axis...
no way you can even sit in the chair 🤯
It's a good chair😅😅😂
Is the chair CG?
I did that but how can i use loop animation with this?
best. chair review. EVER
Idk man that kinda looks like a flag.
yeah i think thats a flag
but it's not
@@ahmedelesari TIS BUT A PARADOX!
but can it loop seamlessly?
i think each W value is different, not sure tho
yes with a bit of extra efford you can build a loop noise node group. you basically blend two noises with an offset over time.
@@hyruleorchestra4339 the two noise going in the other direction and blending in the middle ?
not with the W value but, you can rotate the texture coordinates
I would like to purchase a physical book like the one you show off in the video @cgmatter. Where can I do this?
First link under the video
why go through all the trouble of calculating uv coordinates when you literally have a "UV Map" output straight out of the grid node?
Ceci n'est pas un drapeau. 😁 Great tutorial, thanks!
This may look like a comment (but it's not)
Why not use uv coordinates?
freedom aint free
But the US flag shoulf be 19:10 instead of 2:1! -- Try the Nepal flag :)
What happened to the OpenSL series?
Hey ...do you have a discord server of your own
no way he got off chatgpt
This may look like a comment but it's not.
NAME REVEAL!
You have missed the opportunity of not making it the us flag 😅😭
Не флаг, а матрац
Hello blender genius, always grateful for brilliant and amazing tutorials
Btw could you create this ruclips.net/video/jlKNOirh66E/видео.html hatching method in blender as well? Tysm have a wonderful day😉
this is fire1!11!!!1!11!!111!11 (also pin me boi)
🇺🇲
People making US flag are a red flag for me.