This was extremely useful to me on a project where I needed an effect like this but didn't want to use a lot of memory and computational work, I learned a lot!
The shading for the wave in the thumbnail is the "metal_shiny' matcap (in the workbench render engine) tinted blue. I found it post recording and found it works quite well. (The 'toon' matcap also looks cool)
for those wondering about coloring the waves without rendering, add a mix rgb node between map range and material output, set the color to a dark-ish blue, and set the factor to 0.275
Wow..i was searching the sample texture node in 3.0 ans...it disappeared ! And then I saw your video and...the evidence of using texture to displace became so simple now. Great job. 👍good continuation.
An amazing tutorial, but it looks like this is for the super experienced users, very fast and many things are not explained. There is something missing when at the end the texture and shadows were added, where does the Map Range connect? Thank you.
Well done, just like in the cartoon - the car hit the boy and stopped in the most interesting place. and now sit and guess through which bundle to combine the noise and wave height to a heap.)))
Your explanation is pretty straightforward. I'm new to nodes and your video helped me better understand wide range of things that can be achieved using them. Thank you
Really cool! Would it be possible to add the nodes in such a way that the waves build up in height then curl over like a breaking wave before becoming flat again ? It could then be applied to a spline, duplicated then skinned to a surface. Currently achieving this using morph targets in 3ds max but would be so nice to have procedural surfing waves!
Hi. I am doing this now. You would follow the steps in the video first. Then, create a separate object, say a sphere. Add the subsurf mod (use less than 7 for sphere, it already has geometry). With that sphere, you can go into sculpt mode and use the Snake Hook sculpting brush to mold the sphere into the shape that you actually want (Maybe a tongue like shape for a single wave). Then, go back to your modifier stack >> add "Geometry Nodes" under the subsurf, from the drop down menu. In that modifier, select the geometry node wave pattern you just created from it's drop-down menu, and Voila! It applies beautifully. Correction: it's better to use a plane, instead of a ball. Make sure the plan has enough faces. Just use the sculpt tool, to pull a tongue like shape up out of the plane
Excellent ! you make such an impressive work !!! now, animating the blend file from gumroad i get a flickering exposition in the render. Is there a way to avoid it?
What would it take to create a breaking wave that a surfer would ride? The wave would peel off a point thus creating a barrel where the lip of the wave throughs out.
hi i am totally zero level beginner some of those items that you connect them together with wires... i cannot find them. Should i exclusively download those features?
When I downloaded it, not being a Blender expert, just a beginner, it looks great. But there's an weird image behind it? All a bit confusing. What I'd like is a file I can just edit quickly into a tsunami.
Using only #frames will make the waves move very fast... so dividing it with any number helps to slow it down... In the tutorial, the FPS is set to 24. So frame/48 gives a value of 0.5 per second. Instead of using any random number, dividing it based on the fps of the file gives a precise and predictable value for every second of the animation. To understand this better, you can create a sphere and enter #frame in X location value. Then divide it by 24 and 48 (assuming your fps is 24), and you'll see how it works.
I don't have an exact answer but I would start by playing with the outputs from the Separate XYZ nodes so that the wave is applied in a different direction. And explore from there. Sorry I can't say more rn!
I am having lots of trouble. I can't find the set position node in the geometry node editor. Anybody know why? It would be really really helpful to figure this out
This was extremely useful to me on a project where I needed an effect like this but didn't want to use a lot of memory and computational work, I learned a lot!
The shading for the wave in the thumbnail is the "metal_shiny' matcap (in the workbench render engine) tinted blue. I found it post recording and found it works quite well. (The 'toon' matcap also looks cool)
Fantastic tutorial. Super easy to follow and you did a great job showing what you were doing and why in a concise manner.
for those wondering about coloring the waves without rendering, add a mix rgb node between map range and material output, set the color to a dark-ish blue, and set the factor to 0.275
This is incurable tutorial, thank you so much
and all of this is in REAL TIME!?? this is magnificent!!
Wow..i was searching the sample texture node in 3.0 ans...it disappeared ! And then I saw your video and...the evidence of using texture to displace became so simple now. Great job. 👍good continuation.
This is the best ocean tutorial on youtube ever!!!
still is, really great work
This effect is epic and easy to understand
An amazing tutorial, but it looks like this is for the super experienced users, very fast and many things are not explained. There is something missing when at the end the texture and shadows were added, where does the Map Range connect? Thank you.
Well done, just like in the cartoon - the car hit the boy and stopped in the most interesting place. and now sit and guess through which bundle to combine the noise and wave height to a heap.)))
Your explanation is pretty straightforward. I'm new to nodes and your video helped me better understand wide range of things that can be achieved using them. Thank you
Great tutorial!
Great video. It is so easy to follow along with your tutorials and repeat step by step.
Man, that's just great! Thank you for the very useful tutorial!
Really cool! Would it be possible to add the nodes in such a way that the waves build up in height then curl over like a breaking wave before becoming flat again ? It could then be applied to a spline, duplicated then skinned to a surface. Currently achieving this using morph targets in 3ds max but would be so nice to have procedural surfing waves!
Really nice bro. Now we need to find a way to put particles in it
Thanks! This was actually super helpful, just, do you know how I could make it only one wave?
Could you also explain where to connect shaders nodes from the end of video for noobs like me? :)
Super useful information here! Thanks.
Wonderful!! Nice job👍
The wave is good. How can I make it so there is only one wave?
Hi. I am doing this now. You would follow the steps in the video first. Then, create a separate object, say a sphere. Add the subsurf mod (use less than 7 for sphere, it already has geometry). With that sphere, you can go into sculpt mode and use the Snake Hook sculpting brush to mold the sphere into the shape that you actually want (Maybe a tongue like shape for a single wave). Then, go back to your modifier stack >> add "Geometry Nodes" under the subsurf, from the drop down menu. In that modifier, select the geometry node wave pattern you just created from it's drop-down menu, and Voila! It applies beautifully. Correction: it's better to use a plane, instead of a ball. Make sure the plan has enough faces. Just use the sculpt tool, to pull a tongue like shape up out of the plane
very useful, thanks !
this just blew my mind
Thanks for sharing this amazing knowledge, and for your everyday dedication and love for blender! 🌟
Very nice tutorial!
This video is so helpful, Thx a lot!
Excellent ! you make such an impressive work !!!
now, animating the blend file from gumroad i get a flickering exposition in the render. Is there a way to avoid it?
Hey
Small tutorial for Rocks?
What would it take to create a breaking wave that a surfer would ride? The wave would peel off a point thus creating a barrel where the lip of the wave throughs out.
Is there any way to make only one wave and make it actually fall on the surface again instead of moving forward?
Hey is anyone having issues when plugin the noise texture ? For some reason the noise doesn’t display on the viewport
great video thank you so much
well done. thanks
I made the same thing in shader useing displacement.
hi
i am totally zero level beginner
some of those items that you connect them together with wires...
i cannot find them. Should i exclusively download those features?
its soo easy when you explain..
Nice in depth tutorial.
Could you consider making a tutorial on the Phantom flame test.
It is similar to the flaming sword tutorial, but I may give it it's own video.
@@CartesianCaramel Thanks so much
great video is there anyway to make this effect 3d printable?
The "#frame/48" in the add/subtract node doesn't auto-animate the waves for me. Any idea why?
I was having the same issue, but I found out I had "#frames" and not "#frame" which is EXTREMELY IMPORTANT
Don't put #, just do frame/48
@@nicolaslongpre45 That worked! Thank you. :-)
Amazing. 👏👏👏👏👏
Thank you for your tutorials, they are really helpful! But in the future could you please show how to make them look more realistic?
When I downloaded it, not being a Blender expert, just a beginner, it looks great. But there's an weird image behind it? All a bit confusing. What I'd like is a file I can just edit quickly into a tsunami.
The #frame/48 worked for a second and then never again?
I'm having so much fun with your node tree. I have a question. Why do you divide amount of frames by 48? Is there some meaning behind it?
Using only #frames will make the waves move very fast... so dividing it with any number helps to slow it down...
In the tutorial, the FPS is set to 24. So frame/48 gives a value of 0.5 per second. Instead of using any random number, dividing it based on the fps of the file gives a precise and predictable value for every second of the animation.
To understand this better, you can create a sphere and enter #frame in X location value. Then divide it by 24 and 48 (assuming your fps is 24), and you'll see how it works.
@@adisage That makes so much sense. Thank you for replying!
This isn't available for download?
is it possible to measure curvature in the vertices?
at 6:13 how you see that shade editor where it is?
Is the wave texure in geometry node?
This is crazy!!!!
Why does your timeline keep going?
How do you make circular waves like the ripple effect you get with the wave modifier?
I don't have an exact answer but I would start by playing with the outputs from the Separate XYZ nodes so that the wave is applied in a different direction. And explore from there. Sorry I can't say more rn!
love ya😍😍
Wowzerz
Love itt
I am having lots of trouble. I can't find the set position node in the geometry node editor. Anybody know why? It would be really really helpful to figure this out
yea bro took me a while to find it you gotta go to the “Add” or “Shift A” then type it in the search bar
👍👍👍👍
🤯🤯🤯 wow
👍
5:11
It's just 'hash'