I can see why everyone thinks this is such gold, you explain everything not only with words but visual representations and explain what the attributes can contain etc. This is 100% going to be shared to anyone wanting to know more about geonodes.
Apparently I have been working on this for too long today. But only due to making progress! I made my own assets for simplifying using the shaders etc. I love blender as its the software I have used since 2.49b and how its free just blows me away.
Amazing! Now I became even more interested in learning Geometry Nodes, after following this tutorial I had to go out to buy some cookies because I got hungry
How to do this in 3.0? please I need help. Thank you. Edit: To be specific, I got stuck on Attribute Vector Math, I able to solve the connection of Vectors to Geometry and also on the Multiplying but now I'm stuck somewhere at 17:00, I don't know how to work on the angles, I tried to use Vector Rotate but its function is different from the video so I don't know how to use it.
When i see this, the future of 3d will be happen without me. Unfortunately iam too stupid to check this. Yes, maybe i can follow a tutorial like this, but then, iam not able to recreate something of my own. congratulation to everyone, who can understand the math behind all this to creat awesome 3d.
Appreciate the in-depth explanation (even though I don't even use Blender). Also, you could put that intro alone into a really satisfying RUclips Shorts as a teaser for this full video.
To remember the sin, cos and tan function you can try to remember this phrase. "Some people have curly Brown hairs, turned permanent Black." "Some People Have" for Sin = Perpendicular (y) / Base [x] "Curly Brown Hair" for Cos = Base (x) / hypotenuse (h) "Turned Permanently Black" for Tan = Perpendicular (x) / Base (y)
@@さんハリネズミ I just reopened the file in Blender 3.1 and is still working, one thing I did was to "grid fill" the cylinder before applying the subdivision (used 4 as levels), as far as the geometry nodes, they're all still valid. Try the "grid fill" for the cylinder caps (top and bottom) and see if that helps.
hi! love your kind style and somehow funny humourous phases as well.. very welcomed content on yt! instead of truncate changing float to integer in the node will both simplify the setting and cast out decimals in the exposed slider up front. great example and have a nice day!! u make people wanna learn estonian!
After following this tutorial, I can't find attribute separate, math also vector math. So which could I replace for all these nodes? Any idea why / how to fix?
For contrast, instead of power (which isn't "contrast" - doesn't create an S-curve), try map range node or lookup the math behind fBias and fGain (fGain uses fBias) and create group nodes for those. The reason they are great compared to curves and ramp are they can be controlled with inputs.
8:02 how did you toggle through all the node connections with your keyboard , i only know how to drag connect into node . Not toggle through Nvm found out it's node wrangler and its activated by shift+control + left click . New issue found at 14:58 , my cylinder is showing in wireframe even though I'm on solid view.
In the fitst candy you could have used a gradient texture set to "radial" Edit: and instead of enabling "affect only: origins" you could have just right clicked and choose "origin to 3d cursor"
Yes, true, the radial texture works very well in shaders but since there is no texture like that in geometry nodes, I thought it would be simpler to create it from scratch already in shaders.
Hallo author: first of all, your watch?v=O9qqWfxxoCM is worth a compliment! But this 'old' Blenderuser but beginner of Geometry Nodes (and using Blender 3 alpha on W10) has a number of suggestions: First of all there should be text (eventually what I write now) The tutorial has (to my opinion) 4 parts: 1. Introduction followed by creating a suitable object for candy's ) 2. shader-mode to explain the swirly upper part of a candy (nice done with your annotations used) 3. in geometry mode creation of a (basic) candy ( using part 2!) 4. finishing touch BUT as a beginner a lot of puzzles are not explained (at least for Blender 3 alpha) Example: you attach the input to two GM nodes where numbers are used to change easily the appearance of the candy , how to change the outputnames of the input node, in you tut they are suddenly (nicely) named Number and Curliness in blender 3 alpha I found out that this can (must?) be done by using the properties panel to be pulled out and using Group (with the input node active) where the TWO B's can be changed (e.g. your suggestion). Greets from grandpa PKHG
how to do the same way for candy plate, you are controlling number of triangles, I mean how sine is not effecting to the central area for some radius ?
hey everyone, trying to get the candy tutorial done on blender 3.0 having a bit of trouble, was wondering where can I share a photo of my geomtry nodes and ask for help?
Hallo, is is possible to reproduce the steps in Blender 3.0.0 ?? could not find corresponding nodes you used? as you can see, a complement already sent ;-) for a 2.93.6 version of Blender BUT they behave differently on an (old Macbook resp not new W10 PC)
It's possible. I cannot give you a full guide but the math works essentially the same way and when I write something in the position attribute, use the set position node instead. You can separate the position into XYZ using the position node and separate XYZ node. Hopefully I helped.
Great tutorial, appreciate the method to get the result. I get the impression that the Blender Gods have developed geometry nodes to give mathematicians a hobby in life. It's a bit like saying to Einstein "look you can make pretty pictures using mathematics". I have yet to see a case where geometry nodes produce something that couldn't be done pre geo nodes. Iv'e watched Blender masters create incredible sculpting or shading, even abstract art without the use of geo nodes. These artists within the blender fraternity create incredible 3d graphics with modifiers, their skill, imagination & their heart, & then there are mathematicians who produce pretty pictures with numbers, algebra & trigonometry & think they're graphic artists.
@@BadNormals I think it's like a driver preferring a automatic over a manual. Both drivers can get their cars from A to B but only one is actually "driving" their vehicle. When you're using math, equations & numbers there's a certain satisfaction knowing you got the math right instead of being satisfied your experience checked out. Math really has nothing to do with being a graphic artist, if it did man would never hold a paint brush again. He would simply attach the brush to a CNC & get the math to reproduce a Picasso or Rembrandt. If you want to produce an animated film fine, use all the bells & whistles, if you're producing a product advertising render or a concept of product render then let the human creative touch do the work. Surprisingly, my job is to produce 3d renders of high end cakes for weddings, birthdays etc. I'm employed by several chef's to meet with their client & record what they want for their cake. I then produce a render which I provide to the chef for his/her approval before the client see's it. They are tough on my renders, it can't be so perfect that they can't replicate it & yet it can't be so bad that the client won't accept it. I've tried geo nodes to produce my renders but in my case the "human touch" is what's needed. When a client is spending $10,000.000 - $15,000.00 for their wedding cake the drawing has to look like a human has just put the icing on it & not like it's just come out of a 3d printer.
Not every people can make something from zero with math, don't see the result man. Look at the process when this guy found the answer with math which is geometry nodes, the process itself is an art and the result is even more.
@@pinanwicaksono I'm hearing you Pinan & I agree, the process & result is a wonderful thing, it is art. All i'm saying is before geo nodes the human touch of modelling was real, except for a few modifiers you had to model objects yourself. With geo nodes you just fill in boxes with numbers & it's done, where's the skill in modelling in doing that ? The skill of modelling is replaced by being good at math.
Thanks for pointing that out actually. We can get the length of H from the objects vector length operation and multiplying the resulting gradient with zero on the Z axis so that the cylinder length doesn't matter. We know the X and Y from separating the objects coordinates into three different axises. I sure don't know their exact length, but blender does and these gradients together allow sin and cos operations.
AMAZING work!! But you know you could just do it without explaining EVERY SINGLE math detail, just doing it and showing the results to get a 10 minute and MUCH MORE dynamic video.
awesome mate , what a cool intro
I paused to appreciate the intro and the smooth syncing with the song.
Great job on that presentation! :D
I can see why everyone thinks this is such gold, you explain everything not only with words but visual representations and explain what the attributes can contain etc. This is 100% going to be shared to anyone wanting to know more about geonodes.
Sidenote: I am making a gingerbread world, so the focus being on candy was just.. Icing on the cake.
Can you share this world with me on Instagram once ready?
@@BadNormals will do! I have plans to make it into something a bit more than a render though..
Apparently I have been working on this for too long today. But only due to making progress! I made my own assets for simplifying using the shaders etc. I love blender as its the software I have used since 2.49b and how its free just blows me away.
Thats a real good way to explain the math behind and how to set it up with nodes. Thank you!
Amazing!
Now I became even more interested in learning Geometry Nodes, after following this tutorial I had to go out to buy some cookies because I got hungry
this is perfection! Great Job!
Great in depth tutorial, love the intro
Very well made intro! You obviously put in a lot of effort in your videos. Good job 👍🏻
How to do this in 3.0? please I need help. Thank you.
Edit: To be specific, I got stuck on Attribute Vector Math, I able to solve the connection of Vectors to Geometry and also on the Multiplying but now I'm stuck somewhere at 17:00, I don't know how to work on the angles, I tried to use Vector Rotate but its function is different from the video so I don't know how to use it.
When i see this, the future of 3d will be happen without me. Unfortunately iam too stupid to check this. Yes, maybe i can follow a tutorial like this, but then, iam not able to recreate something of my own. congratulation to everyone, who can understand the math behind all this to creat awesome 3d.
that's what i call awesome renders
No words for that intro❤️
Liking a video before it even begins because you know it's about to be some dank stuff
Appreciate the in-depth explanation (even though I don't even use Blender).
Also, you could put that intro alone into a really satisfying RUclips Shorts as a teaser for this full video.
You are so good man.
To remember the sin, cos and tan function you can try to remember this phrase.
"Some people have curly Brown hairs, turned permanent Black."
"Some People Have" for Sin = Perpendicular (y) / Base [x]
"Curly Brown Hair" for Cos = Base (x) / hypotenuse (h)
"Turned Permanently Black" for Tan = Perpendicular (x) / Base (y)
I wish I was smart. My brain can't cope with nodes and maths. It looks amazing and inspiring.
"what kind of a powder has opacity settings?" awesome tutorial
A quality presentation right there!👍👏
Amazing tutorial, I liked the way of your explanation, keep going👏
Managed to get it to work in 3.0, if Bad Normals agrees I can post a picture of my geonodes.
No problems. Post it twice if you want.
@@BadNormals Thank you, here is my node tree: ruclips.net/video/N8FI7uA7NDU/видео.html
You deserve more upvotes. Thanks again!
why i cant this on blender3.0..... i tried your node perttern ,but Cylinder remains Cylinder!!! so sad...
@@さんハリネズミ I just reopened the file in Blender 3.1 and is still working, one thing I did was to "grid fill" the cylinder before applying the subdivision (used 4 as levels), as far as the geometry nodes, they're all still valid. Try the "grid fill" for the cylinder caps (top and bottom) and see if that helps.
Felt like went into a Math class, nice job!
Could you, please, remake this tutorial for blender 3.0+ versions?
That's an awesome intro. Nice work man🔥🔥#
I dont even do blender but this is entertaining
What an amazing tutorial. Keep them coming! Subscribed
Thank you very much for the detailed explanation!!!
hi! love your kind style and somehow funny humourous phases as well.. very welcomed content on yt!
instead of truncate changing float to integer in the node will both simplify the setting and cast out decimals in the exposed slider up front.
great example and have a nice day!! u make people wanna learn estonian!
Thanks for the tip, I had been ignoring that integer option until now. I believe learning Estonian is harder than all the math combined 😁
Very nice. Thank you. The thought process is very helpful.
Thanks for such a good tutorial
Very good explained! Great tutorial. Keep it up!
Very very nice, thank you! And they look so delicious!
Beautiful
I am a dumbass in math but this tutorial is so interesting to me that I watch full video and trying to do something with these math node. 😜😆😜
Those look delicious. Now I'm hungry.
Thanks. Really intreresting
amazing
Awesome! Thank you for sharing :)
After following this tutorial, I can't find attribute separate, math also vector math. So which could I replace for all these nodes? Any idea why / how to fix?
For contrast, instead of power (which isn't "contrast" - doesn't create an S-curve), try map range node or lookup the math behind fBias and fGain (fGain uses fBias) and create group nodes for those. The reason they are great compared to curves and ramp are they can be controlled with inputs.
8:02 how did you toggle through all the node connections with your keyboard , i only know how to drag connect into node . Not toggle through
Nvm found out it's node wrangler and its activated by shift+control + left click .
New issue found at 14:58 , my cylinder is showing in wireframe even though I'm on solid view.
Do you have the X-Ray mode on?
Excellent !! Thanks
I know all these math principles but it seems crazy coming up with all this, deciding what I want to do and choosing what to use. Good job dude.
New blender doesn't have attribute separate xyz among others, how to approach?
the math has blown my mind cause I didn't get any of it.
One day you will. A few years ago I couldn't understand anything about math nodes.
@@BadNormals Yeah but Im not even out of high school. Not even learned sine and cos and anything. So maybe 5-6 years until I properly know this.
made it to my recommended
In the fitst candy you could have used a gradient texture set to "radial"
Edit: and instead of enabling "affect only: origins" you could have just right clicked and choose "origin to 3d cursor"
Yes, true, the radial texture works very well in shaders but since there is no texture like that in geometry nodes, I thought it would be simpler to create it from scratch already in shaders.
@@BadNormals ok
@@BadNormals there actually is in the texture tab
Awesome video.
But I'm not able to find some attribute node like separate xyz in blender 3.0
Can someone help with the same ?
Use the position node and separate it with just a separate XYZ
Thanks
i love this channel!
Wwooowww ! The animation in the beginning is really impressive !!!
Love it so much , wish to see more
Nice tutorial, btw I think this kind of chocolate candy is called a praline.
I call this kind of chocolate candy tasty
Just call it chocolate 😂 no one gives a fuck what its name is 😂
Praline involves almonds if I am not mistaken, following @Shivam on calling these chocolates also ^^
I couldn't find the attribute seperate node
2:07 "This is where the fun begins.."
not able to see attribute separate xyz node in blender 3.1.2
I use blender 3.2 but can not find the "attribute saperate XYZ" in geometry nodes
me too
Hallo author: first of all, your watch?v=O9qqWfxxoCM is worth a compliment!
But this 'old' Blenderuser but beginner of Geometry Nodes (and using Blender 3 alpha on W10) has a number of suggestions:
First of all there should be text (eventually what I write now)
The tutorial has (to my opinion) 4 parts:
1. Introduction followed by creating a suitable object for candy's )
2. shader-mode to explain the swirly upper part of a candy (nice done with your annotations used)
3. in geometry mode creation of a (basic) candy ( using part 2!)
4. finishing touch
BUT as a beginner a lot of puzzles are not explained (at least for Blender 3 alpha) Example: you attach the input to two GM nodes where numbers
are used to change easily the appearance of the candy , how to change the outputnames of the input node, in you tut they are suddenly (nicely) named
Number and Curliness in blender 3 alpha I found out that this can (must?) be done by using the properties panel to be pulled out and using Group (with the input node active) where the TWO B's can be changed (e.g. your suggestion).
Greets
from grandpa PKHG
i feel like i am again student at school LoL
how to do the same way for candy plate, you are controlling number of triangles, I mean how sine is not effecting to the central area for some radius ?
hey everyone, trying to get the candy tutorial done on blender 3.0 having a bit of trouble, was wondering where can I share a photo of my geomtry nodes and ask for help?
You can join my Discord, the link is in my video descriptions.
0:00 hl2 flashbacks🥲
Dude...wow!
13:35 Attribute seperate isn't showing in Blender 3.1. BTW, cool video bro.
Got the geonodes video of maremmus. Problem solved.
ruclips.net/video/N8FI7uA7NDU/видео.html
Thanks for that Tip! I'll just link that video here if someone else ist looking for it too.
How do you have so little reach? You make awesome content
Thanks! I'm a quite new channel so I haven't had time to grow yet, I only started in this year's January
@@BadNormals Thats awesome man. I can see you on the same stage as CG Matter soon
Hallo, is is possible to reproduce the steps in Blender 3.0.0 ?? could not find corresponding nodes you used?
as you can see, a complement already sent ;-) for a 2.93.6 version of Blender BUT they behave differently on an (old Macbook resp not new W10 PC)
It's possible. I cannot give you a full guide but the math works essentially the same way and when I write something in the position attribute, use the set position node instead. You can separate the position into XYZ using the position node and separate XYZ node. Hopefully I helped.
We need a video for how you animate and whats the workflow is like 🙂🙂please
Good Normals
Over-the-average normals
I heard of making candy in a blender but making candy with blender?
Очень интересное видео правда надо будет пересмотреть чтоб лучше понять
When I tried this, it looked fine in the viewport, but in the render the swirl ended up being a lot less intense. Any idea why / how to fix?
It is probably because of the subdivision surface modifier. Crank up the render subdivisions and it should work
@@BadNormals Thanks, didnt notice
I had a maths lesson, ha ha
Can I ask you to make tutorial spruce tree this metod?
Could be an idea.
@27:36 Are you sure that's chocolate. It's says right there: "Poo Value".
That's why you should never use grease pencil with a mouse
If you told someone that this animation was made in Houdini, they'd believe it.
My studio kinda pushes me to learn Houdini but I've been squeezing things out of Blender until now
Did you use unreal engine to render the scene?
No, I did it in Blender as well
Great tutorial, appreciate the method to get the result.
I get the impression that the Blender Gods have developed geometry nodes to give mathematicians a hobby in life. It's a bit like saying to Einstein "look you can make pretty pictures using mathematics". I have yet to see a case where geometry nodes produce something that couldn't be done pre geo nodes. Iv'e watched Blender masters create incredible sculpting or shading, even abstract art without the use of geo nodes. These artists within the blender fraternity create incredible 3d graphics with modifiers, their skill, imagination & their heart, & then there are mathematicians who produce pretty pictures with numbers, algebra & trigonometry & think they're graphic artists.
Do you believe artists using maths aren't "real" artists?
@@BadNormals I think it's like a driver preferring a automatic over a manual. Both drivers can get their cars from A to B but only one is actually "driving" their vehicle. When you're using math, equations & numbers there's a certain satisfaction knowing you got the math right instead of being satisfied your experience checked out. Math really has nothing to do with being a graphic artist, if it did man would never hold a paint brush again. He would simply attach the brush to a CNC & get the math to reproduce a Picasso or Rembrandt. If you want to produce an animated film fine, use all the bells & whistles, if you're producing a product advertising render or a concept of product render then let the human creative touch do the work.
Surprisingly, my job is to produce 3d renders of high end cakes for weddings, birthdays etc. I'm employed by several chef's to meet with their client & record what they want for their cake. I then produce a render which I provide to the chef for his/her approval before the client see's it. They are tough on my renders, it can't be so perfect that they can't replicate it & yet it can't be so bad that the client won't accept it. I've tried geo nodes to produce my renders but in my case the "human touch" is what's needed. When a client is spending $10,000.000 - $15,000.00 for their wedding cake the drawing has to look like a human has just put the icing on it & not like it's just come out of a 3d printer.
Not every people can make something from zero with math, don't see the result man. Look at the process when this guy found the answer with math which is geometry nodes, the process itself is an art and the result is even more.
@@pinanwicaksono I'm hearing you Pinan & I agree, the process & result is a wonderful thing, it is art. All i'm saying is before geo nodes the human touch of modelling was real, except for a few modifiers you had to model objects yourself. With geo nodes you just fill in boxes with numbers & it's done, where's the skill in modelling in doing that ? The skill of modelling is replaced by being good at math.
@@nigellill3222 Maybe we're just have a different perspective towards that, lets just agrree to disagree
A(sq) + B(sq) = Hypotenuse
In your case, x squared plus y squared = result
A squared and B squared should give hypotenuse squared, no?
you craize//
A little bit yes
Yeah i'm too dumb for this
I do not understand why you do not know "h" and why you know "x".
Thanks for pointing that out actually. We can get the length of H from the objects vector length operation and multiplying the resulting gradient with zero on the Z axis so that the cylinder length doesn't matter. We know the X and Y from separating the objects coordinates into three different axises. I sure don't know their exact length, but blender does and these gradients together allow sin and cos operations.
why you like 6 so much? are you Illuminati?
Always will be
AMAZING work!!
But you know you could just do it without explaining EVERY SINGLE math detail, just doing it and showing the results to get a 10 minute and MUCH MORE dynamic video.
Yes, I'll think of making longer tutorials on Patreon and shorter fast paced on RUclips
That'll be good for views, but not for information nerds like me😄. Since there very rarely are any tutorials that explain such things.
I like when i understand, so I vote for explanations version
i was enjoying the video at first cause i want to learn about blender, until you started the math stuff, then i lost interest