Most Blender artists who know how to do this wouldn't share the steps. The good ones might show you the modifier stack and how to achieve the desired result. But YOU, my awesome friend, went to the trouble of showing exactly how to set up an entire node to make a general, reusable and simple tool that everyone can use! Thank you!
I've been spending the whole week trying to create something like this to work in blender that is compatible with animation! Nothing was working ahah This video just saved my sanity! Thank you!!
FANTASTIC setup! I'd been trying to do something similar after seeing CG Boost's video on normal transferring, and the improvements you've made to this setup are great.
This is great dude! Thanks for that tutorial, you earned a subscriber! Going to check your other videos. The tip is very useful and you explained it very well, keep it up my man!
Phenomenal walk through, I'm going to have to gives this a try. How easy is it to get working with multiple separate objects at once? Or does it really only work for two at a time?
I feel like Blender has rewritten half of the workflow since the introduction of geo nodes. I've kept postponing that "new section" but now I feel like I'm loosing out on a lot of flexibility :D Also, SUBBED BEFORE MY SHADOW
The problem is that currently geometry node still can’t over write vertex normal that’s why you had to cheat the normal masking in shader. I wanted the vertex normal writing for other ideas for a long time
Does it handle being 'grown' from inside the mesh with an animation and shapekey'd blinking? I was looking for a clean shapeshifting effect to grow multiple eyes and this looks perfect.
Like... I see it, I see the vision but I'd like to know what limitations I would run into with UVing the objects, rigging, and animating everything. Also has anyone figured out how to do hair simulation really fast in blender using Geo nodes?
so how does this work with exporting? If I were to do this and then export and import it into unreal engine for example. would the UV's transfer? would it treat the objects as one mesh? If i put a bunch of objects together and then join them and export unreal still sees everything as individual objects, does this work differently? I'm trying to find a good workflow for creating a character or objects in blender and then importing it into unreal with as much of the work being done in blender as possible beforehand.
I dont use unreal or unity so I don't know how they handle it. You're probably better off remeshing into fewer objects, or using the same normal transfer procedure in the game engine
I'd say it's potentially fine if you're rendering stills or not needing to export from Blender, also can see it working as a blocking process for sculpting. I think if it was for a legit game asset or animation you'd pretty much have to manually retopologize like anything else as the individual objects are technically all separate and are just being made to 'look' seamless within Blender... I can definitely see tons of uses though.
Go watch this video about my creature creator ruclips.net/video/NNOfOTOZxDQ/видео.html
Most Blender artists who know how to do this wouldn't share the steps. The good ones might show you the modifier stack and how to achieve the desired result. But YOU, my awesome friend, went to the trouble of showing exactly how to set up an entire node to make a general, reusable and simple tool that everyone can use! Thank you!
Sorry about the background noise!
This small inconvenience is absolutely negligible compared to the quality of the content you offer
No, unacceptable. this noise like literally killed my ears and my cat because he was near me. Now my cat is in hospital on a wheelchar :(
@@rug_69 aww, that's a cute visual: a dead cat in a wheelchair.
No problem at all. Thank you for this
did you just find a way of turning everything into metaballs?! this is a game changer!
I've been spending the whole week trying to create something like this to work in blender that is compatible with animation! Nothing was working ahah This video just saved my sanity! Thank you!!
really nice to be able to set this up without Geonodes and volumes which require domains! thanks
Oh my god, I was just gonna search for how to do this when I opened youtube and saw this on my homepage! Thank you!
This is a game changer, you are so smart.
bro just found the holy grail.
FANTASTIC setup! I'd been trying to do something similar after seeing CG Boost's video on normal transferring, and the improvements you've made to this setup are great.
This is very cool. This could work VERY well for a shapeshifting, slime character! I will make great use of this knowledge!
This is great dude!
Thanks for that tutorial, you earned a subscriber! Going to check your other videos.
The tip is very useful and you explained it very well, keep it up my man!
I have been looking a way to do this for a long time, thank you so much! ^_^
I'm now curious about your other works, this leaves me speechless
Now I can remake that "The Thing" Splitface Scene.
That is amazing thank you for sharing!
I was trying this for years and failing hard, Thank you!!!!!!!!
Epic work thanks for sharing this breakdown!
Very cool. Verrrry useful. Nice work
You are the Einstein of blender ❤❤❤
This video is a BLESS
thx my dude
This'll be so helpful! Thanks!
Very nice work keep it up my friend I want to know if I want to connect this with the rigging character
Phenomenal walk through, I'm going to have to gives this a try. How easy is it to get working with multiple separate objects at once? Or does it really only work for two at a time?
I'm sure there is a way but I haven't tried it yet. I would think that you could use an entire collection or multiple object nodes
I feel like Blender has rewritten half of the workflow since the introduction of geo nodes. I've kept postponing that "new section" but now I feel like I'm loosing out on a lot of flexibility :D
Also, SUBBED BEFORE MY SHADOW
very cool thanks!
The problem is that currently geometry node still can’t over write vertex normal that’s why you had to cheat the normal masking in shader. I wanted the vertex normal writing for other ideas for a long time
Does it handle being 'grown' from inside the mesh with an animation and shapekey'd blinking? I was looking for a clean shapeshifting effect to grow multiple eyes and this looks perfect.
Thank you ❤❤
can you make them combine with multiple objects
Reminds me of signed distance fields
thats so cool, thank you very much!!!!
Is it possible to apply the geometry nodes and use this to actually make one single mesh?
nevermind i wasnt at that part of the video where you said you could
really good tutorial though, i might actually use this pretty often
bro I just wake up
Is there an easier way to blend multiple objects together like what metaballs does? Or we should always reference a specific target object?
You could put a mesh to volume, then a volume to mesh in geometry nodes, and it can remesh a whole collection
Awesome, that works nice thank you! @@JoeyC-quel
Like... I see it, I see the vision but I'd like to know what limitations I would run into with UVing the objects, rigging, and animating everything.
Also has anyone figured out how to do hair simulation really fast in blender using Geo nodes?
so how does this work with exporting? If I were to do this and then export and import it into unreal engine for example. would the UV's transfer? would it treat the objects as one mesh?
If i put a bunch of objects together and then join them and export unreal still sees everything as individual objects, does this work differently?
I'm trying to find a good workflow for creating a character or objects in blender and then importing it into unreal with as much of the work being done in blender as possible beforehand.
I dont use unreal or unity so I don't know how they handle it. You're probably better off remeshing into fewer objects, or using the same normal transfer procedure in the game engine
How would you clean up or finalize the topology of this?
I'd say it's potentially fine if you're rendering stills or not needing to export from Blender, also can see it working as a blocking process for sculpting. I think if it was for a legit game asset or animation you'd pretty much have to manually retopologize like anything else as the individual objects are technically all separate and are just being made to 'look' seamless within Blender... I can definitely see tons of uses though.
top
Can anybody tell me how to do the same in maya please
still nice addon
but i Gussie our ideas are only similar by name
but my concept and execution its completely different
Looks like a blob is eating Susan’s brain. Nom nom nom…
Now do it with a transparent shader
It might work with backface culling
This is totally different . What we did and learn in past is totally obsolete.
I wouldn't say the other stuff is obsolete, this is just another tool in the box
UGH X d bro i was going to work on a similar project in blender
Gussie i have to change the name now ...
Suzanne has a huge bald spot 😅
wooow)