Nice video. I think this could also be done without repeat zones by first instancing a the grid on a mesh line, and scale down the grid with each mesh line index.
Thanks a lot! That will also reduce the space between instances I think, but yea that's another way to get something similar! Thanks. It might be a bit harder to get right with a specific weight paint group.
@@NinoDefoq what would be really good would be to pack the objects on top of each other properly, so that they fell between the gaps of the other objects. Bradley Animation has a tutorial on packing using repeat zones, so there's probably a way to do this in the style you have here. Fun project!
Can this approach be used for liquid particle systems in Blender? For making puddles or pouring splashes without FLIP fluids. Or is Molecular the only work around? I'm thinking of how N-particles in Maya work with interpenetration turned off.
I'd use simulation nodes in the geometry nodes to create splashes as you'll be able to animate it nicely. Have a look at Cartesian Caramel, he's a geometry node master and has made some amazing particle system setups.
Hi there, im looking to use this sort of thing to generate trash in trashcans. As the pile is made can we set a shape boundary(volume of trashcan) so as it piles in it wont go past the volume shape. The other thing and maybe abit more complicated is having a difference between hard and soft objects. where soft objects will squish/bend/twist around hard objects. Example a glass bottle being a hard object and a crumpled paper cup being a soft object. The paper cup would squish in-between glass bottles I would be very interested in a part 2 that goes over some of those features
Hello, quick question at 1.59 of your video, you use node distance. Sorry but can not find it when I search it. I activate all addins node in preference but this function does not exist
What if I want to use more than one object? I've tried using a Collection node and then setting Instances to Geometry, but it takes the overall composition and repeats it (meaning the whole collection gets treated like a single object and it repeats regularily, defeating the "natural" feeling)
Is there a way to avoid the geometry overlaping ? Manage to create a pile of coins but they are going through each other and can't figure a way to avoid that
Never worked with geometry nodes before
This was an awesome video
Thank you so much!!
As always, Nino dropping fire content. :D
Appreciate it, thanks!
Man, I was wanting to make a pile of skulls, and this is exactly a tutorial for that. Thank you very much.
That's amazing! Appreciate the kind words, thanks!
Amazing cant wait to play around with it😮😍
fijne tutorials!! thanks voor het delen :)
Bedankt!! 😇
so cool, thanks for sharing
Nice video. I think this could also be done without repeat zones by first instancing a the grid on a mesh line, and scale down the grid with each mesh line index.
Thanks a lot! That will also reduce the space between instances I think, but yea that's another way to get something similar! Thanks. It might be a bit harder to get right with a specific weight paint group.
@@NinoDefoq what would be really good would be to pack the objects on top of each other properly, so that they fell between the gaps of the other objects. Bradley Animation has a tutorial on packing using repeat zones, so there's probably a way to do this in the style you have here. Fun project!
@@zboy303 Awesome, thanks!
Can this approach be used for liquid particle systems in Blender? For making puddles or pouring splashes without FLIP fluids. Or is Molecular the only work around?
I'm thinking of how N-particles in Maya work with interpenetration turned off.
I'd use simulation nodes in the geometry nodes to create splashes as you'll be able to animate it nicely. Have a look at Cartesian Caramel, he's a geometry node master and has made some amazing particle system setups.
@@NinoDefoq 👍
Hi there, im looking to use this sort of thing to generate trash in trashcans. As the pile is made can we set a shape boundary(volume of trashcan) so as it piles in it wont go past the volume shape.
The other thing and maybe abit more complicated is having a difference between hard and soft objects. where soft objects will squish/bend/twist around hard objects.
Example a glass bottle being a hard object and a crumpled paper cup being a soft object. The paper cup would squish in-between glass bottles
I would be very interested in a part 2 that goes over some of those features
Use physics.
great tutorial, thanks for sharing
Hello, quick question at 1.59 of your video, you use node distance. Sorry but can not find it when I search it. I activate all addins node in preference but this function does not exist
found ...it's vector math and you change it into distance
how do i make a pile like this but with various objects? And have the pile grow over time in the animation?
Use simulation zone or #frame in count.
Nice video, thx
Love this man thanks so much! Is it a way that i can make the objects collide with themselves?
omg thank you so much, this is a life saver!
NICE
What if I want to use more than one object? I've tried using a Collection node and then setting Instances to Geometry, but it takes the overall composition and repeats it (meaning the whole collection gets treated like a single object and it repeats regularily, defeating the "natural" feeling)
You should be able to just use the collection input in the modifier panel!
Check pick instance and reset children in collection info then use index to pick instance.
how can I add material to this pile? Anybody knows???
Is there a way to avoid the geometry overlaping ? Manage to create a pile of coins but they are going through each other and can't figure a way to avoid that
I think you change that by tweaking the "Distance Adjustment" parameter (basically the bounding box setting)
Nicely explained, and great video! Looking forward to se what you make next! 1+ sub. Thank you.
Thanks a lot!
🎉
Heads up for anyone like myself using 4.3.0 - Save your work!
Thanks for letting me know! I'll look into it asap😊
very interesting, but you don't show the final preview, the final picture, the final final render.
What are you doing warrior? ))))
Are you dutch by any chance?
Lil bit 😜
a lot of confusion, because blender does not make the nodes simpler like houidni....
Only on your part 😂
It is true, because it is in development mode and Houdini is already an established software.
this is not tiling
Damnnnn bruh, you are a node killer, again a masterpiece
Now i can finally stack my furries on top of each other like a group.....👀🤣🤌🏻