Awesome Tutorial! For those of you using Blender 4.0 like I am, do not check the "individual" box on the "Extrude Mesh" to get the result in the video; otherwise you will have a hair particle effect that looks like repeating columns sticking out. Also use the "Capture Attribute" in place of the "Transfer Attribute," since this is the closest replacement in Blender 4.0.
For the people who will get lost at the Transfer Attribute part, in Blender 3.4, this has been change to Sample Index to which you have to plug an additional Index node.
I discovered this when the face area node was introduced in the alpha builds, but never did anything beyond creating a geonodes tool for it. My generalized method was just duplicating the mesh I wanted the tension map on so it could work for any mesh, but I like the optimizations you have made and will definitely be fixing up my personal tree. Very nice tutorial.
Honestly, you are one of the greatest. Fell in love with this channel because of how you breakdown complex Hollywood type effects into simple processes.
Thanks so much for finally doing a tutorial about Chris Jones saying this is much as you could throw up about this because this is seriously the future hes made the best ones ever ....I promise I'll stay subscribed forever and sing your praises to everyone I meet
This is a clever way of doing this. Thanks! Instead of changing the geometry, you can use the same principle to mix textures, which opens up a lot of new possibilities!
And that should be way less demanding in terms of polycount, if the secondary texture you're going to reveal is a prebaked version of all the possible wrinkles! Wow, yours is very cool intuition!
@@peaolo yeah this method will explode you polycount in real moduls. I rember old threads where we were testing some addon which could this, sort of. Chris didn't like and it was indeed finicky. I believe he still uses maps for this trick, but I'm not 100% sure of that
You should be able to save a bunch of math by skipping the multiply by 200 and remap nodes and just dividing the NewArea by the BaseArea and subtracting 0.5 to get the correct range for the color ramp. If NewArea = BaseArea: NewArea/BaseArea = 1. Minus 0.5 = 0.5. If New Area > BaseArea: NewArea/BaseArea = More than 1. Minus 0.5 makes it between 0.5 and 1 (We'll ignore that there's a possibility for NewArea/BaseArea to be greater than 1.5 because the color ramp clamps everything to a 0-1 range) If NewArea < BaseArea: NewArea/BaseArea = Between 0 and 1. Minus 0.5 makes it less than 0.5
I'm sorry if it's a dumb question, but how do you do that? Do you get the NewArea with a NamedAttribute node? And the same for the BaseArea? And then use a Divide node and a Substract node? I tried that and didn't get the same result.
Hi! Great tutorial! Thank you so much! I have learnt much more than just making the wrinkles! One think I decided to change though, because I felt it would be too difficult to apply these nodes to other models. And I also wanted more outside control over the wrinkles. My solution: Connect the Face Area to map range directly (9:54), and take "From max" value to the Group input (through a multiplier by 0.0003). This input would control the spread of the wrinkles. The result of the map range goes to the ColorRamp, separate RGB and Area output. Additionally, I control the size of the wrinkles and the noise scale. Works very well and can be adjusted for any liking.
hey I'm trying to do it your way but running into few issues. Would love if you could explain this further, especially how to apply this to any object with a mesh! Tia!
Wow! That's a fix. What amazed me most is how you can be so young, so competent at what you do and good at teaching. I have some specific needs so I'll look into you Patreon to see if there is something for me. If so I'll pay up!
great tutorial! Took way longer than 15 minutes, but I suppose that's just a skill issue on my part. got it to work with the cc4 wrinkle system, so now my characters can be more wrinkley than ever before!!:)
So effectively most of the function here is to compare the rest state of a face to the deformed state of the face. If the face gets smaller we generate a proportional output that gets multiplied by a noise map to generate our desired offset that gets applied along the normal map of the face. To be fair, Blender should really just have 1 function to check the size of a face between two points in "time" along the deformation process. (since we might have armature deformation, shape keys, deformation cages, and the geometry nodes, all intermingled in a fancy soup of confusion. One might be interested in taking the size at different points in that process.)
"To be fair, Blender should really just have 1 function to check the size of a face between two points in "time" along the deformation process." You can already do this, right now: 1. start your modifier stack with a Geo Nodes modifier that does nothing but output FaceArea to an attribute you call BaseArea 2. include all of your deformation modifiers 3. end with another Geo Nodes modifier that receives BaseArea as an input. This works because the BaseArea attribute will be the Area calculated in the very first node, and unchanged by the deformations. On the other hand, the FaceArea node will now compute the area after deformation, meaning that this second Geo Node will have access to both areas, allowing you to do whatever you want with the values.
@@LuisPereira-bn8jq Well, isn't that nice. Makes the whole "importing from a second object that stores our initial face sizes" thing a bit redundant since our object can just do that magic internally.
@@LuisPereira-bn8jqthanks for the idea. I lost my prebaked cash of a heavy cloth sim due to me duplicating the mesh and then Deleting the cloth sim on the duplicate. Blender then seems to delete the cache from the original as well, that feels like a bug. Should not be doing that
@@LuisPereira-bn8jq I was tinkering a bit about. But doesn't he use a base shape without movement to get the default face area. That way he can compare original vs new. If you add the base before in the stack, it would be basically be the same. He actually showed that when he duplicates the curve, because it has same GN setup, the out out is the same once you start moving it. Did you test your method?
I suppose it is better to bake the initial colors into texture, so that you don't have to have the duplicate of geometry and recalculate additional object every frame
Recognized your Estonian accent! Hea töö! I will try this technique soon! :) Just finished Blender Guru’s “Anvil tutorial”. Jätka samas vaimus ja häid pühi! :)
I noticed the whole video you're doing it on the cylinder and stuff... Can you make one specifically designed to show us how to make faces like that guy that made that human add-on for blender? 😎'I would seriously be like 🤠'yayyyyyyy
@@RomboutVersluijs 😎'you mean wrinkle maps right? I looked at human generators node groups and he seem to have some specialized wrinkle nodes haven't bought it yet but I'm going to...
Super cool! Have you already tried this to simulate wrinkles on elbows and knees, with muscle bulges? That should be a possible solution for that ongoing issue.
Funny how I thought about doing this a few days ago and then you post a tutorial about it! I will try to find a way to do it by myself and then compare with you're way, it might be fun
I expect that you could duplicate the node tree that defines the wrinkles, but have it create axial wrinkles instead of radial, and apply that to the blue areas as well, maybe with some additional scaling to flatten it down a little overall.
14:00 Instead of mixing the colour-ramped values, should you not rather have mixed the untransformed numerical values of the face areas? And perhaps even divided instead of subtracted them (with 1 meaning stretching)?
Having waded through this to the end, thank you for posting! But it does kind of confirm my view that visual programming like this is not a good paradigm once one wants to do anything complicated and is actually less ergonomic than an API, and I say this having written a node-based application myself. You always ends up almost having to fool the nodes to do what you want them to do, as with the stage where we're duplicating the object to use as a base state, which is pretty much kludge territory.
@@BadNormals It's really a pity there's no simple way to get a base state from the mesh; Blender knows what it is internally, but it's not exposed apparently?
Because all this video is a continuous improvisation of the author. And Chris Jones uses displacement maps and drivers and the grid is much easier and can be animated without the death of the computer)
In a pure moment of cluelessness and total absence of judgment, here I was, expecting to see someone putting their face in a blender to get wrinkles, somehow.
😎'so badass man...you figured this one out and you're teaching it to us thank you ...his characters that he makes are the guideline I was measuring all mine to o
Looks like the Transfer Attribute node was replaced with the Capture Attribute node instead which is similar but without the index input, and it's just black. After going to the subtract color step, it still has color before it's moved Edit: I just had to go to Group > BaseState and connect the Area output
Id love if u also shared a blend file for these tuts. As not everyone dosnt have the time or wants to set these up themselves, but rather use the tool. id even pay you
I don't think it's appliabe to rigged characters(for now at least). and I don't think it should be, because the most common and simples way to make wrinkles or local deformations is bones, shapekeys, drivers, modifiers displacements, but definitely not geometry nodes. you may find the solution in some cases when geometry nodes can be used with rigged characters (wrinkled cloth for ex.), but it will be so complicated and time consuming, you will do better and faster by making driveable shapekeys or constrained bone. Geometry nodes is good, but not universal solution for everything. I've been clickbaited by this video and thought that this guy will show me some quality face wrinkles, like in the beginning of the video. but I've just waisted my time.
Can anyone help me 🙏I'm a rookie and have been following along well up until 8:40 idk how he added the thing, please could someone explain in simple terms
First, thanks for the great tutorial. Second, I was a little put off by needing to keep two copies of the object, and was thinking that maybe "Capture Attribute" could help, but eventually concluded that since you're deforming the mesh via Edit mode, not much can be done in this specific example. However... you don't need two copies if you're deforming the mesh with an armature (or any other modifier; in fact, shape keys probably work too if driven by an armature, though I didn't test it). Here's the setup: 1st modifier: a Geometry nodes modifier that simply outputs the Face Area as an attribute. Call that attribute "BaseArea" (the key is that this attribute is computed before deformation, and will not be changed by the deformation) 2nd modifier: the armature modifier (or whatever else you're using to deform the mesh) 3rd modifier: another Geometry nodes modifier. This Geometry node receives "BaseArea" as input. The reason this works is that the "BaseArea" attribute will be the area before deformation *but* the "Face Area" node inside this second Geo Node will compute "NewArea", i.e. the area after deformation. Then I have this Geo Node output a parameter I call "Deformation" which is computed as Deformation = (NewArea-BaseArea)/BaseArea (note that deformation will be mostly in the -1 to 1 range (though values over 1 are possible), so you'd want to rescale to the 0 to 1 interval before plugging into something like a ColorRamp)
so i if im driving the curve handles with hooks, all i have to do is move the hooks below the Base Area modifier? edit: also how do you bring an attribute from one geometry node to another?
@@InterruptingOctopus GeoNode modifiers can both output custom attributes (i.e. attributes you create and name yourself) and receive custom attributes. And the process is basically identical. Outputing custom attributes is what you see in this video at around 8:10. Getting custom attributes as inputs works the same way except that instead of connecting the attribute to the group output you connect it to the group input (you can just create a (useless) math node and connect the group input to it, then cut the connection and rename the input to whatever you want it to be called). Once you do that you'll see an Input Attribute appear in the GeoNode modifier.
12:52 In blender 3.5, there is NO "transfer attribute" freak sake =( And it does not work with Sample Index instead. My mind is blowing, why they made it so complicated: I need to get sample index from old mesh, then I have to connect sample index to get index from Object info, then I have to connect geometry from old mesh and index from Sample index, and then I have to connect Value from Group Input... who the hell invent this way...
How do I apply this for the character's face I understand the science behind it and how to create the nodes but how do I use that to improve my character's face with wrinkles ... Can you start off with an already made character and make a tutorial on that
Can u make the foundation’s title opening with all those particles and sand color thing or halo opening title with the sand turn into the suit , please please
Chris did this without geometry nodes. Dude is a wizard.
chris did it in blender?
@@nirvanbarketaian Yep
he use scuplt maps as height easy man
Who is Chris
@@orxanr5955 blender magic man, search RUclips for Chris wrinkles model.
Awesome Tutorial! For those of you using Blender 4.0 like I am, do not check the "individual" box on the "Extrude Mesh" to get the result in the video; otherwise you will have a hair particle effect that looks like repeating columns sticking out. Also use the "Capture Attribute" in place of the "Transfer Attribute," since this is the closest replacement in Blender 4.0.
For the people who will get lost at the Transfer Attribute part, in Blender 3.4, this has been change to Sample Index to which you have to plug an additional Index node.
And does it work for 3.5??
:3
Blender and its users never fail to amaze me. Great tutorial.
was literally about to start looking into this subject after watching chris' latest vid, then u posted :)
Perfect!
Thanks!
I discovered this when the face area node was introduced in the alpha builds, but never did anything beyond creating a geonodes tool for it. My generalized method was just duplicating the mesh I wanted the tension map on so it could work for any mesh, but I like the optimizations you have made and will definitely be fixing up my personal tree. Very nice tutorial.
Damn, I would never think to use Index as a vector for texture coordinates...
Nice!
Honestly, you are one of the greatest. Fell in love with this channel because of how you breakdown complex Hollywood type effects into simple processes.
Bro please do muscle sim through soft body sim for human or animal character
Yes. Please do this
yea it would be handy
Yeah bro please usually you need Houdini and we've seen you do great stuff without Houdini
Por favor 🙏
yeeesss!!!! pleeaaassseeee
The quality of this RUclips channel is unparalleled. And thanks, I had a wonderful day!
One of the reasons that i love youtubers like this is that he not only knows tons of information, but is willing to share and democratize it.
Man you just saved my life with this video! Thank you so much man, keep up the good work!
Thanks so much for finally doing a tutorial about Chris Jones saying this is much as you could throw up about this because this is seriously the future hes made the best ones ever ....I promise I'll stay subscribed forever and sing your praises to everyone I meet
Our hero returns when we need him most
At your service
This is a clever way of doing this. Thanks!
Instead of changing the geometry, you can use the same principle to mix textures, which opens up a lot of new possibilities!
And that should be way less demanding in terms of polycount, if the secondary texture you're going to reveal is a prebaked version of all the possible wrinkles! Wow, yours is very cool intuition!
@@peaolo yeah this method will explode you polycount in real moduls. I rember old threads where we were testing some addon which could this, sort of. Chris didn't like and it was indeed finicky. I believe he still uses maps for this trick, but I'm not 100% sure of that
You should be able to save a bunch of math by skipping the multiply by 200 and remap nodes and just dividing the NewArea by the BaseArea and subtracting 0.5 to get the correct range for the color ramp.
If NewArea = BaseArea: NewArea/BaseArea = 1. Minus 0.5 = 0.5.
If New Area > BaseArea: NewArea/BaseArea = More than 1. Minus 0.5 makes it between 0.5 and 1 (We'll ignore that there's a possibility for NewArea/BaseArea to be greater than 1.5 because the color ramp clamps everything to a 0-1 range)
If NewArea < BaseArea: NewArea/BaseArea = Between 0 and 1. Minus 0.5 makes it less than 0.5
Thanks, your way gave more realistic results
I'm sorry if it's a dumb question, but how do you do that? Do you get the NewArea with a NamedAttribute node? And the same for the BaseArea? And then use a Divide node and a Substract node? I tried that and didn't get the same result.
Hi! Great tutorial! Thank you so much! I have learnt much more than just making the wrinkles!
One think I decided to change though, because I felt it would be too difficult to apply these nodes to other models. And I also wanted more outside control over the wrinkles.
My solution: Connect the Face Area to map range directly (9:54), and take "From max" value to the Group input (through a multiplier by 0.0003). This input would control the spread of the wrinkles. The result of the map range goes to the ColorRamp, separate RGB and Area output. Additionally, I control the size of the wrinkles and the noise scale. Works very well and can be adjusted for any liking.
hey I'm trying to do it your way but running into few issues. Would love if you could explain this further, especially how to apply this to any object with a mesh! Tia!
hands down the best demonstration of how to set up a tension map I've ever seen in any software
words can not express how grateful I am for this video
I think many people have been waiting for this tutorial) Thank you!
Wow! That's a fix. What amazed me most is how you can be so young, so competent at what you do and good at teaching. I have some specific needs so I'll look into you Patreon to see if there is something for me. If so I'll pay up!
My brain fried a bit from all this mind blowing stuff, but I think it was worth the loss of a few useless cells ;)
Thanks a bunch !
this is INSANE 👁️👁️👃👃👁️👁️
The way you play GeoNodes just opened my mind! Thank you so much!
great tutorial! Took way longer than 15 minutes, but I suppose that's just a skill issue on my part. got it to work with the cc4 wrinkle system, so now my characters can be more wrinkley than ever before!!:)
Thats a really complex way of working out polygon size change when if you know the the extremes of size you can base map changes from these extremes.
Holy fking shit...mind blown, this is way too amazing and advanced, the person who invented this technique is a fucking genius !
Underrated blender channel
I have been waiting 3 years for this video
HE KNOWS TOO MUCH
The best and most interesting GN Tutorial to understand the Power of Blender GN fields.. Thanks a lot for sharing with us yout Knowlege!
So effectively most of the function here is to compare the rest state of a face to the deformed state of the face. If the face gets smaller we generate a proportional output that gets multiplied by a noise map to generate our desired offset that gets applied along the normal map of the face.
To be fair, Blender should really just have 1 function to check the size of a face between two points in "time" along the deformation process. (since we might have armature deformation, shape keys, deformation cages, and the geometry nodes, all intermingled in a fancy soup of confusion. One might be interested in taking the size at different points in that process.)
"To be fair, Blender should really just have 1 function to check the size of a face between two points in "time" along the deformation process."
You can already do this, right now:
1. start your modifier stack with a Geo Nodes modifier that does nothing but output FaceArea to an attribute you call BaseArea
2. include all of your deformation modifiers
3. end with another Geo Nodes modifier that receives BaseArea as an input. This works because the BaseArea attribute will be the Area calculated in the very first node, and unchanged by the deformations. On the other hand, the FaceArea node will now compute the area after deformation, meaning that this second Geo Node will have access to both areas, allowing you to do whatever you want with the values.
@@LuisPereira-bn8jq Well, isn't that nice.
Makes the whole "importing from a second object that stores our initial face sizes" thing a bit redundant since our object can just do that magic internally.
@@LuisPereira-bn8jqthanks for the idea. I lost my prebaked cash of a heavy cloth sim due to me duplicating the mesh and then Deleting the cloth sim on the duplicate. Blender then seems to delete the cache from the original as well, that feels like a bug. Should not be doing that
@@LuisPereira-bn8jq I was tinkering a bit about. But doesn't he use a base shape without movement to get the default face area. That way he can compare original vs new. If you add the base before in the stack, it would be basically be the same. He actually showed that when he duplicates the curve, because it has same GN setup, the out out is the same once you start moving it.
Did you test your method?
That starting animation is terrifying
I love your videos. Super easy to understand, super clear, and most of all. so creative. Thank you for making videos
I suppose it is better to bake the initial colors into texture, so that you don't have to have the duplicate of geometry and recalculate additional object every frame
Recognized your Estonian accent! Hea töö! I will try this technique soon! :) Just finished Blender Guru’s “Anvil tutorial”. Jätka samas vaimus ja häid pühi! :)
Amazing! i love wrinkle maps
killer tutorial. thanks so much for the detailed breakdown
Super tutorial: Deep, easy to follow, full of smart solutions. Fantastic as usual.
i didnt understand a thing but still liked the tutorial for pushing the possibilities of what we can do in blender
Even Loreal would be proud of how quickly you remove wrinkles!
Yus! This is what I needed. I love sculpting wrinkles by hand, but it is time consuming.
I'm sorry, I shouldn't be doing this but, the thumbnails is so funny, it made me laugh so much 😂😂😂
I noticed the whole video you're doing it on the cylinder and stuff... Can you make one specifically designed to show us how to make faces like that guy that made that human add-on for blender? 😎'I would seriously be like 🤠'yayyyyyyy
I think it won't be ideal, because uses super high poly. That would explode the polycount
@@RomboutVersluijs well eventually you have to use this on a human face if you're going to advance as a VFX artist right?...🙂
@@toapyandfriends No, it can be done with maps and looks better than his end result.
@@RomboutVersluijs 😎'you mean wrinkle maps right? I looked at human generators node groups and he seem to have some specialized wrinkle nodes haven't bought it yet but I'm going to...
@@toapyandfriends Nodes would be even better perhaps. His models are insanely good in terms of details.the rigs are out of this world
Life changing thing, if you type .05 this is equal to 0.05
Super cool! Have you already tried this to simulate wrinkles on elbows and knees, with muscle bulges? That should be a possible solution for that ongoing issue.
Funny how I thought about doing this a few days ago and then you post a tutorial about it!
I will try to find a way to do it by myself and then compare with you're way, it might be fun
What's easy about those wrinkles?? XD
Great video, man!!
This link from Geonodes to Shader editor is very important! I didn't know it! Thanks!
i’ve wait for it for longgggggggg time bro
I expect that you could duplicate the node tree that defines the wrinkles, but have it create axial wrinkles instead of radial, and apply that to the blue areas as well, maybe with some additional scaling to flatten it down a little overall.
You are just simply a genius!
14:00 Instead of mixing the colour-ramped values, should you not rather have mixed the untransformed numerical values of the face areas? And perhaps even divided instead of subtracted them (with 1 meaning stretching)?
Having waded through this to the end, thank you for posting! But it does kind of confirm my view that visual programming like this is not a good paradigm once one wants to do anything complicated and is actually less ergonomic than an API, and I say this having written a node-based application myself. You always ends up almost having to fool the nodes to do what you want them to do, as with the stage where we're duplicating the object to use as a base state, which is pretty much kludge territory.
It is true, luckily geometry nodes are constantly developing and some things from this video can already be done better.
@@BadNormals It's really a pity there's no simple way to get a base state from the mesh; Blender knows what it is internally, but it's not exposed apparently?
Thanks man I was searching for this for years
I am at 5:11 and wondering from the start "why not use displacement maps?". It saves computing time drastically.
Because all this video is a continuous improvisation of the author. And Chris Jones uses displacement maps and drivers and the grid is much easier and can be animated without the death of the computer)
@@cg-denis yes, actually what matters in the video for the effect is just the second half of the procedure
In a pure moment of cluelessness and total absence of judgment, here I was, expecting to see someone putting their face in a blender to get wrinkles, somehow.
Mindblowing!
Your the best kid. Keep up the good work. Your going far.
Macs are underrated for blender
😎'so badass man...you figured this one out and you're teaching it to us thank you ...his characters that he makes are the guideline I was measuring all mine to o
Bro this is insane
I geuss they say, we learn something every day 💛
Stretch maps used to be a feature in blender but was removed. I believe there’s actually an addon for stretch maps.
Niko from Corridor Digital! THE PORES STRETCH!
Yes! haha
this is beautiful
Thanks for your awesome tutorials!!
pure genius... thank you
plz make tutorial about camera cinematic movement
Chris jones somewhere - I'm feeling disturbance in force....
I usually scale the normal (not mix it) also you can subtract the mid-level from hight and multiply by scale (I made a node for reuse like this)
Looks like the Transfer Attribute node was replaced with the Capture Attribute node instead which is similar but without the index input, and it's just black. After going to the subtract color step, it still has color before it's moved
Edit: I just had to go to Group > BaseState and connect the Area output
Wtf, this is so creative! Thank you for that one!
Love to see a method to create a wave similar to ones in Surfs Up in blender and isnt a sim.
BRILLIANT TUTORIAL!!!!
“Sponsored by l’Oreal Paris”. Make me lol on the bus 😂
Thanks a lot! From the moment I saw that video of the wrinkled face I wished I could learn how to do it :D
I hope you know you're a genius and I hope it never goes to your head.
Your tutorials are amazing. You are a master :D
Just brilliant! Absolutely brilliant! Your tutorials are master classes. THANK YOU! Dg
Id love if u also shared a blend file for these tuts. As not everyone dosnt have the time or wants to set these up themselves, but rather use the tool. id even pay you
They are perfectly available on my Patreon.
@@BadNormals Takktakk, så ikke noe informasjon om det ^^
Awesome tutorual, are there any good tutorial that shows on how to apply nodes like this one to a rigged character?
I don't think it's appliabe to rigged characters(for now at least). and I don't think it should be, because the most common and simples way to make wrinkles or local deformations is bones, shapekeys, drivers, modifiers displacements, but definitely not geometry nodes. you may find the solution in some cases when geometry nodes can be used with rigged characters (wrinkled cloth for ex.), but it will be so complicated and time consuming, you will do better and faster by making driveable shapekeys or constrained bone. Geometry nodes is good, but not universal solution for everything. I've been clickbaited by this video and thought that this guy will show me some quality face wrinkles, like in the beginning of the video. but I've just waisted my time.
It's time to use it on my characters, thank you
Need a node wrangler help
9:16 how to turn off a node?
Can anyone help me 🙏I'm a rookie and have been following along well up until 8:40 idk how he added the thing, please could someone explain in simple terms
You are breathtaking!
Pls, camera x axis rotation -10º :,D. Great video as always!!
Brilliant. Thank you!
This is really great for making clothes
Brilliant mate
First, thanks for the great tutorial.
Second, I was a little put off by needing to keep two copies of the object, and was thinking that maybe "Capture Attribute" could help, but eventually concluded that since you're deforming the mesh via Edit mode, not much can be done in this specific example.
However... you don't need two copies if you're deforming the mesh with an armature (or any other modifier; in fact, shape keys probably work too if driven by an armature, though I didn't test it). Here's the setup:
1st modifier: a Geometry nodes modifier that simply outputs the Face Area as an attribute. Call that attribute "BaseArea" (the key is that this attribute is computed before deformation, and will not be changed by the deformation)
2nd modifier: the armature modifier (or whatever else you're using to deform the mesh)
3rd modifier: another Geometry nodes modifier. This Geometry node receives "BaseArea" as input. The reason this works is that the "BaseArea" attribute will be the area before deformation *but* the "Face Area" node inside this second Geo Node will compute "NewArea", i.e. the area after deformation. Then I have this Geo Node output a parameter I call "Deformation" which is computed as
Deformation = (NewArea-BaseArea)/BaseArea
(note that deformation will be mostly in the -1 to 1 range (though values over 1 are possible), so you'd want to rescale to the 0 to 1 interval before plugging into something like a ColorRamp)
so i if im driving the curve handles with hooks, all i have to do is move the hooks below the Base Area modifier?
edit: also how do you bring an attribute from one geometry node to another?
@@InterruptingOctopus It should work, yes. I only tested it with an armature, but it's the same principle.
@@LuisPereira-bn8jq and how do i grab the output of one geomod for another geomod?
@@InterruptingOctopus
GeoNode modifiers can both output custom attributes (i.e. attributes you create and name yourself) and receive custom attributes.
And the process is basically identical. Outputing custom attributes is what you see in this video at around 8:10.
Getting custom attributes as inputs works the same way except that instead of connecting the attribute to the group output you connect it to the group input (you can just create a (useless) math node and connect the group input to it, then cut the connection and rename the input to whatever you want it to be called). Once you do that you'll see an Input Attribute appear in the GeoNode modifier.
That's exactly what I need. Thanks
Guys how to know which node use for which function :(
Can you do it on a character face please . Merci beaucoup
12:52 In blender 3.5, there is NO "transfer attribute" freak sake =( And it does not work with Sample Index instead.
My mind is blowing, why they made it so complicated: I need to get sample index from old mesh, then I have to connect sample index to get index from Object info, then I have to connect geometry from old mesh and index from Sample index, and then I have to connect Value from Group Input... who the hell invent this way...
They just keep updating it, breaking everyone's tutorials, and making it more complicated. Why are they doing this?
Excellent
excelllent, love your work
How do I apply this for the character's face I understand the science behind it and how to create the nodes but how do I use that to improve my character's face with wrinkles ... Can you start off with an already made character and make a tutorial on that
Can u make the foundation’s title opening with all those particles and sand color thing or halo opening title with the sand turn into the suit , please please