Particle Interaction Geometry Nodes Tutorial (Blender 3.5a Simulation Branch)
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- Опубликовано: 4 окт 2024
- .blend file available here: seanterelle.gu...
The Blender 3.5 alpha simulation branch can be downloaded here:
**IMPORTANT** The newer December 10th version of Blender 3.5 alpha will crash with the .blend file from gumroad. Make sure to download the November 24th version! *Update*: There is now an additional .blend file in gumroad that is updated to work with the newer build.
builder.blende...
or here:
builder.blende...
or here:
builder.blende...
That was honestly incredibly helpful. Thank you so much. I like that I'm not just copying what you're doing and getting an output. You're explaining what ever step actually does.
Learn Simulation Nodes they said, it will be fun they said.............OMG what a journey true this system! Thanks a lot
Just finished this in 4.2! Thank you so much, super helpful!
A True Master ! thank you for sharing your experimentation and knowledge.
FYI - I got rid of instancing the icosphere because cycles will render the particles. I added a set material node and all of the attributes work just like before. It also runs a bit faster due to less geometry.
Great Tutorial as always. I got great understanding on collision detection and evasion of particles. I'd like to add something to it. At the last step, you don't need to realize the instances, you just have to change the attribut type to "Instancer" from "Geometry" in shader nodes. It works both in Cycles and in EEVEE. I'm not sure since which version blender stores attributes on instances but it's definitely before simulation nodes. I'm did this test in the version 3.6 stable.
Thank you for this wonderful tutorial.
Dude! This is such a succinct and clear explanation. That's for walking us through it. I'm really looking forward to more.
Before starting, I had to stop and pray "cmon laptop, don't break this looks too cool"
This was another great explanation. I love the trick with the merge by distance to find the midpoint. Brilliant!
Now that's what I call a tutorial, great job. Haven't dived into simulation nodes yet ! am eager to see what people do with them.
Thank you!!! I thought that as of these early versions, particle interaction was impossible.
As of the latest versions, you will be able to store attributes in instances and use them in shading, saving the step of realizing instances. In cycles, you can also directly render the points, without needing to instance spheres onto them. These 2 things should improve performance, but the collision detection is probably still the performance bottleneck. This should improve a lot once proper loops are added, which is a planned feature.
Very excited for loops
I just downloaded 3.4. WTF. I haven't even finished learning the new features of 3 :D Blender is a wonderful animal.
this going to be a sleeper killer channel, nice work man
WHOA ! this is reminding me so much of TyFlow effects....so damn cool that this is possible now in Blender !
Incredible!!!
Thanks for the explanations of everything sim nodes aren't as intuitive as regular geonodes.
Distributing with node groups is so much more optimized than mesh to volume method, seriously sometimes when I try volume method I get slideshow with even points not to mention instances can't wait to see cache node.
so inspiring👌💯 thanks for sharing ❤
goat
Great explanations. Thanks!
Fantastik tutorial thank you, (if you can zoom a little bit more on the node i'll be happy)
This is fantastic. Thank you for the file and then explaining each node group. Is there a way to "skin" (if thats the right term) the isospheres so you get a "metaball" mesh one could output as an ABC file? Thanks again
Wow super cool!
that's some awesome shit right there
Thank you!!!!!!
at the beginning uv sphere to volume points in volume exists
Amazing render...!! Can this be exported as interactive video as exe or in a player where the view angle can be changed or rotated using mouse or touch ? if yes hot to do so .. Thanks
great tutorial ! what if i wanted to have another collision object instead of a sphere? I changed the starting object but can't get to change the collision one..
Did you know you can increase the resolution and font size in blenders preferences, making your videos much more accessible on less than 1080p monitors in full screen?
Great tutorial and wonderful explanations! But I can't figure out how you set the material, since there isn't a "set material" node, how do you link it to the simulation? Thanks!
Good question! The material needs to be linked to 'Object' rather than the default 'Data'. You can set this property in the material properties tab in a drop down located to the right of the material selection drop down. Using a 'Set Material' node is also a great solution 🙂
Great video, is there any easy way to place a collision object for the particles to move around?
sadly the way this tutorial was made is not beginer friendly, as it was made beforehand and is explained instead of making it while explaining.
im sure this tutorial is great, but i have no idea how to add those objects at the beginning
btw try hsv far as a rainbow
like that how oyu get a rainbow
could you replace this with any model you wished instead of the cube?
sean i wanna git gud at geonodes, can you recommend any learning resources that helped you get this far?
In my opinion the most helpful underlying knowledge is a basic understanding of linear algebra. 3b1b's "Essence of Linear Algebra" is a great place to start: ruclips.net/p/PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab . In general the best path I've found is to learn by doing! I'd recommend finding things you like and trying to recreate them. Look for key words and search for explanations online. Don't worry about understanding everything fully at first, often times written descriptions and tutorial videos won't be able to describe everything you need, they are just a piece of the puzzle. You'll learn the most by researching for a short time, messing around for a long time, and repeating the cycle. Eventually all of the inscrutable concepts will become clear, and there is always something new to learn so make sure to enjoy the ride 😄. Endless curiosity is your best friend!
@@seanterelle thanks for taking the time
@@itestthings5337 this is great thanks, gonna try it out
Unfortunately blender crashes when I open the file (i'm using the blender version from December 10), I downloaded the November 24 version and it works
thanks for the heads up! I'll put a warning in the description as I look into getting a .blend file that works with the newer build
Ok there is an updated .blend file in the gumroad now that works with the December 10 build!
very nice i have taken a look at your file looks great, how would you go about adding rotation as well, I switch out the ico-sphere for and actual object, but there is no rotation in the movement
The rotation of the simulation object is done with a driver expression on the z component of the object's rotation property. If you select the simulation object from the gumroad file and look in the object properties tab, you'll see the z-component of the rotation highlighted in purple. This indicates that it is being controlled by a driver, if you left click on that value it will show the driver expression which in this case is "-frame/200", which means that the object will rotate by a small amount each frame. Generally, you can set expression drivers on properties by clicking on a property field and entering '#' followed by the expression you'd like to drive that property. Alternatively you can animate the simulation object with keyframes rather than a driver expression 🙂
@@seanterelle I don't think i'm fully understanding this : -( do i need to add something to the simulation loop to get my individual particles to rotate? I can only seem to get them to rotate exactly the same as all the rest of the particles.
@@fireme2008 Hmm maybe I misunderstood your question. This simulation doesn't simulate individual particle rotations unfortunately, it only changes their position and reduces collisions between them.
@@seanterelle how would you recommend going about rotating the individual particles? to add some randomisation to it. as currently if you change the particles to and object other than a ico-sphere you can clearly see its not rotating.
@@fireme2008 you can use the rotation input of the instance on points node to set rotations as desired. If you want random rotations, use a random value node set to 'Vector' and set it as the source of the rotation input of the instance on points node. If you'd like to simulate physically accurate rotations based on collisions you can research rigid body simulations as well as extended position based dynamics.
When I press play, all my points just move to the outer bounds of the sphere and vibrate there. I’ve gone through all my nodes multiple times and my setup seems to be identical to yours. What am I missing?
Check your values
Very nice job ! Thank you for sharing !
But I've a problem : I've downloaded 3.5 beta for Apple silicon and opened the file on Gumroad but instead of input simulation node (the one that goes after the "Delete geometry node") , I have a red undefined node...And it's the same for the simulation output...So I guess simulation node was not working ? When I roll over the mouse on it says : "Unknown socket value. Either the socket was not used or its value was not logged during the last evaluation" I don't nderstand what's going on ???
Yes I noticed this the other day when I downloaded 3.5 beta. It looks like the simulation nodes won't be included in the main branch yet, but there are geometry nodes simulation branch builds available on this page: builder.blender.org/download/experimental/archive/ . I'm on windows so I haven't tested it but I do see an apple silicon version there!
@@seanterelle Thank you for your answer...Yes, that's what I thought ! But I'll wait until they decide to include the simulation nodes in the main branch because it seams that it's not stable yet ! 😉