[Blender] Let's Launch Fireworks with Geometry Nodes! Ep.5 Spark Shader
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- Опубликовано: 24 сен 2024
- Why not make some flashes and bangs with Geometry Nodes.
In this tutorial series, I'll be making a physics based fireworks with realistic movements.
I'll be covering topics like making simple physics engine with simulation nodes, spawning system, spark shader, etc. everything you need to make fireworks.
At the end you'll be star mining your scene like it's New Years' Eve!
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For this episode, I'll be making a spark shader to imitate flame particles
Realistic enough to pass as actual particles but very light weight
Back Issue
Ep. 1 Physics Engine • [Blender] Let's Launch...
Ep.2 Spawning System • [Blender] Let's Launch...
Ep.3 Emulating Combustion • [Blender] Let's Launch...
Ep.4 Tail Formation • [Blender] Let's Launch...
Blender Ver. Used: 4.1
please more, is beautifull ( how can istance a grid with a lot of point and have a fireworks for each point and all randomly different?) thank you.
Thank you!
I'm not sure if I should answer this now since the formation of Node tree is going to change in the future episode. One thing I can say is that if you instance an object on multiple points, since they are linked instances, the only random control you have over is location, rotation, scale, and things defined in shader. One way to circumvent that is to have multiple object to spawn in collection and when doing Instances on Points, have the node select randomly. I am not going to address that directly in the future episode, but in episode 7, I will be separating out Shell design portion from the main Firework node tree so you might get a better idea then
can I know how to set the delay to fire? Thank you.
You are in luck! The next episode will show you how to set launch timing for the fireworks (which should come out in 9 hours)
@@BlenderStudioS-bs8mr Really appreciate this wonderful tutorial. TIA