This will allow me to 1) Have a feathered selection from inside geometry nodes and 2) Move vertices on a mesh without having to actually select the vertices. A great tool.
Yes. In the shader setup, after the attribute node and before the color ramp, add a math-multiply node and use with a suitable factor. Multiplication by 0.5 will spread the area to double of the original radius.
Yes, it can be done. We need to store the height or the color as an attribute of the cubes, using a Store Named Attribute node. Then capture this attribute before we change the property based on the proximity and use it as a cap. The property should change only if the new value is less than (or greater than - as the case may be) the stored value. This will ensure that the cubes hold their changes even when the influencing object is moved away. That is one way to do this, there may be other ways as well.
Can you please mention a timestamp from the video so that I can understand where exactly you are getting this error? Also please let me know which Blender version you are using.
I have a little trouble with this video. When I connect the Result of the Map Range node to the Z value of the Combine XYZ node, the noodle connecting with the Scale of the Transform node turns red and the Scene disappears. May I suggest that you display the entire Geometry Node Tree at the end of the tutorial to serve as a check list. I am using Blender 3.3 and seem to produce different results. Suggestions are welcome. Thanks.
Yes. With the same setup change the z-scale factor to zero when the proximity value falls below a certain threshold. The object will disappear. There are other alternatives as well, but this is closest to the existing setup that we created in this tutorial. You can also use the proximity distance as a mix factor in the shader editor to mix a transparent BSDF with the original material of your objects. So they will fade out and disappear as the proximity increases. You need to also ensure that they don't come back once disappeared. This last part can be done by setting a custom property to your objects (this property will hold the visibility of the object and it won't change once disabled).
Hi, it is there from version 3.3 onward. If your version does not have this node, you can connect the proximity distance to the final output geometry node. Then give a name to this output parameter (either through the geometry node properties panel or in the output list under the modifiers tab ). This name will become the attribute of the object which you can access from any other place as shown in the tutorial - so not much change.
@@Snowfinger Sure. Please let us know where exactly you are stuck. You can give us a timestamp from the video where your results are different from what is shown. We can then understand it better and suggest a solution for you. Thanks!
Hi, I checked this again but could not find a problem. What happens to your node when you connect the map range node to the combine XYZ? Does the wire connecting it to the Scale node just disappear? What if you manually again connect it? It will help if I can see your node setup. Can you please send it over via email to 5minblender@gmail.com?
This will allow me to 1) Have a feathered selection from inside geometry nodes and 2) Move vertices on a mesh without having to actually select the vertices. A great tool.
Great tutorial. Looking forward to your next one....Thank you for your hard work.
Thanks for watching! 😊💝💝
WOW!! I had no idea at all that you could do that in Blender!!!!!! Thanks for sharing...
Glad to know that you found it useful 😊
I have implemented this from other tutorials. However your explanation is great. It enhanced my earlier learning. Thanks
Great to hear! I'm glad that I could help 😊
Awesome tutorial, learned a lot.
Glad to hear that! Cheers! 💝💝
This is useful
This is one step forward to ferofluid geonode
Thank you 💝 Glad you liked it!
It's new things that I learn today ,thanks for sharing this great idea 💡👍
Thank you too! Glad you liked it 😊
Thanks for this!
I'm glad that it helped! 😊
Wow, Its amazing.👍👍👍👍
Thank you so much 💖 Cheers!
Wow this is super cool!!!
Glad you liked it 😊
You are the best! Thank you so much
Thank you too! Glad you found it useful 😊
Ur a genius
Thank you so much bro 💝💝
Extremely amazing ✨✨
Thank you so much bro 😊💝💝
This is a great tutorial. Can I ask, how to increase the size color red or span it more? thanks:)
Yes. In the shader setup, after the attribute node and before the color ramp, add a math-multiply node and use with a suitable factor. Multiplication by 0.5 will spread the area to double of the original radius.
@@5MinutesBlender thank you:)
Hi, grat tutorial but is there a way to maintain the effect in the already affected areas?
Yes, it can be done. We need to store the height or the color as an attribute of the cubes, using a Store Named Attribute node. Then capture this attribute before we change the property based on the proximity and use it as a cap. The property should change only if the new value is less than (or greater than - as the case may be) the stored value. This will ensure that the cubes hold their changes even when the influencing object is moved away. That is one way to do this, there may be other ways as well.
I'm trying to use proximity for height i got red line when connecting Map Range node to Combine XYZ node, is there any way i can resolve the issue?
Can you please mention a timestamp from the video so that I can understand where exactly you are getting this error? Also please let me know which Blender version you are using.
I have a little trouble with this video. When I connect the Result of the Map Range node to the Z value of the Combine XYZ node, the noodle connecting with the Scale of the Transform node turns red and the Scene disappears. May I suggest that you display the entire Geometry Node Tree at the end of the tutorial to serve as a check list. I am using Blender 3.3 and seem to produce different results. Suggestions are welcome. Thanks.
Learned from your other comment that you could resolve it, cheers 😊
Do you think there is a way to make it look like an eraser? instead of making them change size we would make them disappear.
Yes. With the same setup change the z-scale factor to zero when the proximity value falls below a certain threshold. The object will disappear. There are other alternatives as well, but this is closest to the existing setup that we created in this tutorial. You can also use the proximity distance as a mix factor in the shader editor to mix a transparent BSDF with the original material of your objects. So they will fade out and disappear as the proximity increases. You need to also ensure that they don't come back once disappeared. This last part can be done by setting a custom property to your objects (this property will hold the visibility of the object and it won't change once disabled).
@@5MinutesBlender How can this be achieved?Is there a blender source file available for learning? Thank you
store named attribute node is not there what version of blender are you using?
Hi, it is there from version 3.3 onward. If your version does not have this node, you can connect the proximity distance to the final output geometry node. Then give a name to this output parameter (either through the geometry node properties panel or in the output list under the modifiers tab ). This name will become the attribute of the object which you can access from any other place as shown in the tutorial - so not much change.
@@5MinutesBlender Ok thank you soo much
Hello,how to fix this Problem.The Methode fom 5MinutesBlender is not working.Can you help me.Thanks
@@Snowfinger Sure. Please let us know where exactly you are stuck. You can give us a timestamp from the video where your results are different from what is shown. We can then understand it better and suggest a solution for you. Thanks!
when i put my map range into my combine xyz the wire connecting it to the scale does not work
Hi, I checked this again but could not find a problem. What happens to your node when you connect the map range node to the combine XYZ? Does the wire connecting it to the Scale node just disappear? What if you manually again connect it? It will help if I can see your node setup. Can you please send it over via email to 5minblender@gmail.com?
I HATE NODES
Why so? 🤔 It may look tough in the beginning, but with practice you can surely get a good grip on it over time 👍
OOOPS! My Bad, I just discovered that I connected to the Transform Node instead of the Instance on Points node.
Cool. You resolved it, great 👍
Same problem I had 😀