@@DanyaButler I know, but there are some tips and tricks he uses for making that render realistic.I mean look at that surface imperfections, Bokeh, highlights, hardly any blotchy denoising issues.... That's why!!! You gotta learn even if you are an expert 😜
Yo why you need a tutorial if you are a beginner and if you completed 🍩 tutorial series so you can try creating yourself like try to learn thing your self like take references of it and check things and try to create your things your self you can make the train interior design by your self. I checked this and i wanted to make that scene too and I'm trying to create it by myself like different design etc. I almost created the train. For example you can make a short film of LED Lights with a unique story. Try to understand me.
I appreciate how you added the part on how to make it user-friendly. It's good that artists learn not to do everything from scratch all the time, and this helps tremendous with setting up a system you could use in future projects again and again👍😁
A month-and-a-half ago when I started Blender by watching your 3.0 donut tutorial I never thought I'd know WTF you were doing in the Geo nodes section, but now I'm actually able to somewhat anticipate what you're doing and follow along! THANKS BLENDER GURU!!!
"Is Hit" in the Raycast node returns "true" or "false", hence why the connection is pink. When you plug a boolean connection into a number connection (i.e. instance index) it converts true/false into a number: 0 for false, 1 for true. Because arrays (like the collection) are zero-based, the first element is at position 0, second element at position 1, third element at position 2, etc. So whatever element you want to show when there's a hit, needs to be at position 1 (2nd element in the collection) as that's what "true" is converted into.
I really like your more in-depth tutorials. You somehow manage to make this feel just like the older anvil or chair videos even though years passed by now. Thanks
10:20 You can always decrease the resolution of text objects if that's kind of obscuring the bulbs underneath. Just go to the text tab (4 t words in a row!) and change Resolution Preview U or whatever it's called.
Just got access to a huge LED AR setup and I've been learning blender from you for the past fortnight to be able to use it. Just saw this title and thought "Wow, didn't take long for that to come full circle..." Thanks for all you do! If you're ever in Manchester UK, come play with the wall and motion tracking rig.
This is awesome! Glad to see some more fantastic content from our very own Blender Guru. The way you talk out the steps and describe what is going on feels lost in many other tutorials I watch. You're a natural teacher and we are lucky to have you!
I've been itching for a blender guru tutorial for a while now😂😂😂...glad this came at this time because I have rewatched the abundoned house tutorial 7 times already.
i have been going through quite a few tutorials and you are still my fav teacher, take my money sempi, you are the only one that looks to make things unique and functional, BIGGER THAN LIFE. I do wish you were the one to teach me add single vert as it's how i have worked on like CAD and Sketchup n such in the past but nodes are still my most fav thing ever and you taught me this mess so LET's GOOOOOO yay new tutorial
9:05 there is actually a simple reason it is illuminating a block of bulbs here. Ray direction is by default set to -1 in the z direction (as you can see on your node) this means that each bulb will cast a ray straight down in the z direction, so you can imagine any text below a bulb will be a hit, causing a block of bulbs to be illuminated.
Haha loved that sly smile when you said you had no idea how to use the spreadsheet! I've made quite a few GeoNodes tutorials, but... the spreadsheet.. yeah I don't know about that! Great video and loved the result.
"floor" is a common programming function -- it rounds down to the nearest integer. So 2.555 would round to just "2". "ceil" is the same, except it rounds UP to the nearest integer. And the Blender "snap" function is useful to combine the common "floor + multiply" nodes -- instead of Floor(x) to Multiply(0.1), you can just Snap(increment = 0.1).
Dude, I havent really watched a Blender Guru tutorial since I finished the donut tutorial like 1 year ago. I am so excited to come back and learn from this guy again haha
22:19 When you changed "Vertices X" (=vertices per size_x meter) to "Density" (=vertices per 1 meter), you should also change the division below: Change size_x/density to 1.0/density. The "Size Axis" parameter can be completely removed from the nodegroups. The density (per meter) is enough to determine the size of one "pixel".
You have been always the best teacher. I missed your tutorials. Also i can make more simple LED signs, I mean actually I dont need LED sign tutorial but I learned a lot of different things from this video. Thanks much.
thanks for this! learned a lot about geonodes just from going through this. you can do interpolation mode the same way from timeline though, and you can also set your default mode to linear in the settings. I did that because I use a bunch of modes for my graphics, but like to start with linear while I work. it’s a much better baseline imo
I know how to do this. Its been 7 years since I have watched this man's tutorial and learnt a lot from it. I know how to do this before even watching this whole video but I am still gonna watch it because I started with this. THANKS
Fantastic! Last time I tried a scrolling LED sign like this, was in 2014, 2015. Very tricky! With Geometry Nodes, is "easy" depending on your definition of easy. Once the key principle is in place, the RayCast an InstanceOnPoints, it's all fussing with details. In addition to the X position I added an X Nudge value, to move the pattern of glow fractionally, 0 to 1 from any column to the next. Allows choice of how the text (or whatever shape) gets digitized. Then when the text slides across, it's the same desirable stable pattern.
Raycasts are also ESSENTIAL to games, from FPS shooting, to picking up items. It’s the rays and the intersection. They’re VERY versatile because they are setup the same way here :)
Actually it's quite easy to distinguish between "Instance on Points" (instance, not instances as you said) and "Instances to Points". In the first case you have the imperative form of the verb "to instance", so this node lets you instance something ON points. In the second case it's "instances", the plural form of a substantive, so that's referring to instances you have and converts them TO points. I'm no native speaker but that was always quite clear for me.
Great ideas. The only thing I would add is that you don't actually need keyframes, you can use the #frames value to allow you to control the motion within the Geo-nodes, doing maths on that to allow you to have a flexible animation time.
Very useful and interesting, thanks for sharing! Will probably be tempted to try something like this but without geometry nodes necessarily: Will be interesting to see what alternative implementations are possible.
Truly impressive result, does what realism does. The only thing I wonder, if the same stuff would be possible with a texture. Even if same geometry used, handling the text would be lot easier. Well, there is no build in text node in Blender, there is actually an add-on for that, but if you have to do a lot of these displays, with longer text a shader version could be interesting.
Found a solution to do the same thing you did, but with a very simple setup. Just a mesh and a simple shader. It took a while till I understood how to mimic a ray cast node with a textured shader.. in the end it was so simple, feel almost like an idiot. Now I can simple move the texture and it works perfect.
I would pass the color to the bulbs' texture-emittioncolor. Then I can input a image have that displayed. Haven't tried yet so IDK if it will work as intended or make some bulbs have gradient color (which is not what I want)
Anywhere that can be seen in action? I am trying to avoid using a collection, but i have no idea how to replicate if-else control flow here for its material...
@@yuxuanhuang3523 You can use a mix shader node to change between the reflective and the emission shader and round the factor so you don't have a gradient
@@devgumdrop3700 Geo Nodes: drive.google.com/file/d/1NPnCIXASryVXFh9PRaGunDr3EuCKa11U/view?usp=sharing Modifier: drive.google.com/file/d/1krhElc8tb5zn4n-Zmlxyy2ZICYQFMtdw/view?usp=sharing Material: drive.google.com/file/d/1GVSn3Kj-thoM14Rq5kikq0sMVlGKI8GC/view?usp=sharing Result: drive.google.com/file/d/17YbOD4SEqUQ1XvmxSemAOba2fmroHWZM/view?usp=sharing - You have to realize instances at the end - The output attribute from the geo nodes modifier has to be the same as the input attribute in the shader
*Let me just say, we need a walkthrough/tutorial of that beautiful train scene you made.... please*
Yes please @blenderguru!
@@DanyaButler I know, but there are some tips and tricks he uses for making that render realistic.I mean look at that surface imperfections, Bokeh, highlights, hardly any blotchy denoising issues.... That's why!!! You gotta learn even if you are an expert 😜
That’s too much work. I doubt he would do it.
Credit for that goes to my coworker Mateusz Wielgus who was nice enough to let me use it for the intro 😁
Yo why you need a tutorial if you are a beginner and if you completed 🍩 tutorial series so you can try creating yourself like try to learn thing your self like take references of it and check things and try to create your things your self you can make the train interior design by your self. I checked this and i wanted to make that scene too and I'm trying to create it by myself like different design etc. I almost created the train. For example you can make a short film of LED Lights with a unique story. Try to understand me.
Love these kinds of tutorials - thank you Andrew!
Hey jared a big fan of ur vids!
I appreciate how you added the part on how to make it user-friendly. It's good that artists learn not to do everything from scratch all the time, and this helps tremendous with setting up a system you could use in future projects again and again👍😁
20:25 Press crtl+ tab on the timeline and it gets to the graph editor immediately
THANK YOU! I knew there had to be a faster way.
@@blenderguru you can also just press "T" on the timeline to change the interpolation directly.
@@blenderguru And you can use multiple instances of the "Group Input" node. Helps a lot with the overview.
Hey, I'm the one that added those Rounding nodes to Geometry Nodes a couple of releases ago! Always cool to see people finding them useful.
A month-and-a-half ago when I started Blender by watching your 3.0 donut tutorial I never thought I'd know WTF you were doing in the Geo nodes section, but now I'm actually able to somewhat anticipate what you're doing and follow along!
THANKS BLENDER GURU!!!
Olden days are back blender guru tutorial series 😄😄
Helpline 📲📩
QUESTIONS CAN COME IN ☝️☝️..
absolute legend
"Is Hit" in the Raycast node returns "true" or "false", hence why the connection is pink. When you plug a boolean connection into a number connection (i.e. instance index) it converts true/false into a number: 0 for false, 1 for true. Because arrays (like the collection) are zero-based, the first element is at position 0, second element at position 1, third element at position 2, etc. So whatever element you want to show when there's a hit, needs to be at position 1 (2nd element in the collection) as that's what "true" is converted into.
I really like your more in-depth tutorials. You somehow manage to make this feel just like the older anvil or chair videos even though years passed by now. Thanks
10:20 You can always decrease the resolution of text objects if that's kind of obscuring the bulbs underneath. Just go to the text tab (4 t words in a row!) and change Resolution Preview U or whatever it's called.
tried it , did not help wth the obscuration
Video starts n andrew jumps straight to the point without wasting a mili second, crazy how time changes
Just got access to a huge LED AR setup and I've been learning blender from you for the past fortnight to be able to use it.
Just saw this title and thought "Wow, didn't take long for that to come full circle..."
Thanks for all you do! If you're ever in Manchester UK, come play with the wall and motion tracking rig.
This is awesome! Glad to see some more fantastic content from our very own Blender Guru. The way you talk out the steps and describe what is going on feels lost in many other tutorials I watch. You're a natural teacher and we are lucky to have you!
Cool! 👍
I appreciate how you walked it through like, "and now its almost perfect" and then had the solution right after 😁
I've been itching for a blender guru tutorial for a while now😂😂😂...glad this came at this time because I have rewatched the abundoned house tutorial 7 times already.
Thank you for not making the polygon ad too long, i didnt even have to skip it! Please keep it non-annoying like this if you can
Haven't seen a tutorial like this in ages. Great to see these in-depth examples from you mate. Great work!
For anyone looking to remove the background grid plane, remove the join geometry node and plug instances directly into the output.
LIFE SAVER MATE! Thank you!
i have been going through quite a few tutorials and you are still my fav teacher, take my money sempi, you are the only one that looks to make things unique and functional, BIGGER THAN LIFE. I do wish you were the one to teach me add single vert as it's how i have worked on like CAD and Sketchup n such in the past but nodes are still my most fav thing ever and you taught me this mess so LET's GOOOOOO yay new tutorial
9:05 there is actually a simple reason it is illuminating a block of bulbs here. Ray direction is by default set to -1 in the z direction (as you can see on your node) this means that each bulb will cast a ray straight down in the z direction, so you can imagine any text below a bulb will be a hit, causing a block of bulbs to be illuminated.
intro looks amazing
After hundreds of videos you still haven't lost your sense of humor. Always fun to watch even if I don't need to use the particular technique.
Its about time we got a tutorial! Hope we see more in the near future . I feel like its a drought and waiting for the rain lol.
Haha loved that sly smile when you said you had no idea how to use the spreadsheet! I've made quite a few GeoNodes tutorials, but... the spreadsheet.. yeah I don't know about that! Great video and loved the result.
"floor" is a common programming function -- it rounds down to the nearest integer. So 2.555 would round to just "2". "ceil" is the same, except it rounds UP to the nearest integer. And the Blender "snap" function is useful to combine the common "floor + multiply" nodes -- instead of Floor(x) to Multiply(0.1), you can just Snap(increment = 0.1).
thank you, Patrick, you saved us a thorough google search!
thank you!
Heck yeah I spent 3 days figuring this out. Thanks Andrew👍. I'm gonna use it in a short
Dude, I havent really watched a Blender Guru tutorial since I finished the donut tutorial like 1 year ago. I am so excited to come back and learn from this guy again haha
22:19 When you changed "Vertices X" (=vertices per size_x meter) to "Density" (=vertices per 1 meter), you should also change the division below: Change size_x/density to 1.0/density. The "Size Axis" parameter can be completely removed from the nodegroups. The density (per meter) is enough to determine the size of one "pixel".
i appreciate how you jumped streight to the buisness after intro pls keep it this way!!!
Finally new tutorial i was starving for it.
I definitely prefer quality over quantity. But I can't get enough of your tutorials.
Amazing tips ! His tutorial never let me down.
Wonderful video!!! You always manage to inspire!!! Keep up the good work!!!
Straight to the point. Awesome job!
Thank you for you efforts ☺️
You really inspire me to continue learning 😊
May God protect you❤️
Or his insurances. Bodyguards. At least something should protect, yes.
coolest guy... coolest ideas with coolest donut😊
Never miss blenderguru tutorials...
27 minute video - I'll spend 3-4 weeks trying to repeat this ;)
Thanks, btw!
thank you so much, this is the first time a tutorial actually works !
I just recently got blender, I gotta say your help is amazing!! I give thanks to you for giving us tips. :)
All I really need help on is making a vtubing model. :/
brilliant, and love the pace of your tutorials Andrew :)
I love these walkthrough tutorials
Andrew thank you! Been needing something like this for months for a project.
Edit:- Think I will return to this repeatedly.
You have been always the best teacher. I missed your tutorials. Also i can make more simple LED signs, I mean actually I dont need LED sign tutorial but I learned a lot of different things from this video. Thanks much.
Very nice ~~~~ Thank you! my Guru!!! 😍
As always, well explained and easy to understand. Thanks for that.
thanks for this! learned a lot about geonodes just from going through this. you can do interpolation mode the same way from timeline though, and you can also set your default mode to linear in the settings. I did that because I use a bunch of modes for my graphics, but like to start with linear while I work. it’s a much better baseline imo
Thx for the tutorial! I always wanted to make realistic LED screens!
I've missed yr tutorial sir .❤️
Right in time I was thinking about Making a led sign in blender this came out thanks Andrew!
I know how to do this. Its been 7 years since I have watched this man's tutorial and learnt a lot from it. I know how to do this before even watching this whole video but I am still gonna watch it because I started with this. THANKS
Fantastic! Last time I tried a scrolling LED sign like this, was in 2014, 2015. Very tricky! With Geometry Nodes, is "easy" depending on your definition of easy. Once the key principle is in place, the RayCast an InstanceOnPoints, it's all fussing with details.
In addition to the X position I added an X Nudge value, to move the pattern of glow fractionally, 0 to 1 from any column to the next. Allows choice of how the text (or whatever shape) gets digitized. Then when the text slides across, it's the same desirable stable pattern.
Thank you so much for this! I've used your account alot for my games design course at college! legit lifesaver
Raycasts are also ESSENTIAL to games, from FPS shooting, to picking up items. It’s the rays and the intersection.
They’re VERY versatile because they are setup the same way here :)
I'm just happy you got me into blender, sir 🥺❤️
You really made me very, very, very hyped for GeoNodes!
Thank you so much for these tutorials truly the best out there
Great tutorial as usual. I tried this with a dot matrix font. It opened a passage to another dimension.
This tutorial was simply awesome. Thanks!
i actually love the opening.
Thanks a lot for the contribution! Have a nice day Andrew Price! Love from Poland❤️
The definition of GURU is made for you ❤
Actually it's quite easy to distinguish between "Instance on Points" (instance, not instances as you said) and "Instances to Points". In the first case you have the imperative form of the verb "to instance", so this node lets you instance something ON points. In the second case it's "instances", the plural form of a substantive, so that's referring to instances you have and converts them TO points. I'm no native speaker but that was always quite clear for me.
Absolutely incredible tutorial! Very informative and easy to understand))
intro looks so cool!
Great ideas. The only thing I would add is that you don't actually need keyframes, you can use the #frames value to allow you to control the motion within the Geo-nodes, doing maths on that to allow you to have a flexible animation time.
NO one can do better than you. Love from India
At least 0.5% of Blender users know how to use that spreadsheet.
Very useful and interesting, thanks for sharing! Will probably be tempted to try something like this but without geometry nodes necessarily: Will be interesting to see what alternative implementations are possible.
Super future of Blender is Geometry node ! Yeah I enjoyed from tutorial ! Thank you very much !
Great tutorial as always Andrew! Thanks!
i just finished donut and coffee tutorial. please make another tutorial series, something like light bulb, mirror effect, etc.
Thank god you went back to tutorials hahaha
Looks like we have to discuss real shadow caustics and realtime compositor... 🔥🔥🔥
i really love your tutorials, thank you
That is some complex node setup right there, I'm still trying to figure out a use case thou for this in one of my videos. 🤔
Instead of modeling tutorial all of the time, i like this kind of tutorial. I hope you jump into motion graphic for the next.
Truly impressive result, does what realism does. The only thing I wonder, if the same stuff would be possible with a texture. Even if same geometry used, handling the text would be lot easier. Well, there is no build in text node in Blender, there is actually an add-on for that, but if you have to do a lot of these displays, with longer text a shader version could be interesting.
Found a solution to do the same thing you did, but with a very simple setup. Just a mesh and a simple shader. It took a while till I understood how to mimic a ray cast node with a textured shader.. in the end it was so simple, feel almost like an idiot. Now I can simple move the texture and it works perfect.
Dis so cool! And a good watch after your Geometry Nodes tutorial 😌
superb! thank you!
OMG. Brilliant tutorial thank you 🙏
What a jolly good fellow this guy is
You are best at blender
Well I guess completing a tutorial at 5am is reasonable, I’ll just sleep after
thank you soo much very direct link n works for me love the way you expressed the installation .
Beautiful tutorial! Please keep making more.
That was excellent. Thanks, Andrew.
Back to tutorials.. We've missed you dude
Thanks for your Tuts, the reason i started 3d
cool video it helped out a ton with starting out and composing my first soft
Can't wait to get started on my LED donut sign!
Oooh Raycast node, thank you. Will be very useful for my fence with pilars geonode.
Thanks, this tutorial was very helpful.
that scene looks cool!
Helpline 📲📩
QUESTIONS CAN COME IN ☝️☝️..
big up Ian Hubert fi dis one
Amazing! Love your tutorials 🤩
You don't have to do 2 balls, you can just pass the on/off state to the ball instance with an attribute
But I'd like to keep my 2 balls.. Please don't take them away.
I would pass the color to the bulbs' texture-emittioncolor. Then I can input a image have that displayed. Haven't tried yet so IDK if it will work as intended or make some bulbs have gradient color (which is not what I want)
Anywhere that can be seen in action? I am trying to avoid using a collection, but i have no idea how to replicate if-else control flow here for its material...
@@yuxuanhuang3523 You can use a mix shader node to change between the reflective and the emission shader
and round the factor so you don't have a gradient
@@devgumdrop3700
Geo Nodes: drive.google.com/file/d/1NPnCIXASryVXFh9PRaGunDr3EuCKa11U/view?usp=sharing
Modifier: drive.google.com/file/d/1krhElc8tb5zn4n-Zmlxyy2ZICYQFMtdw/view?usp=sharing
Material: drive.google.com/file/d/1GVSn3Kj-thoM14Rq5kikq0sMVlGKI8GC/view?usp=sharing
Result: drive.google.com/file/d/17YbOD4SEqUQ1XvmxSemAOba2fmroHWZM/view?usp=sharing
- You have to realize instances at the end
- The output attribute from the geo nodes modifier has to be the same as the input attribute in the shader
I missed you, man! Good to see you again