" I vas ae cleveh beeg boy!" 🤣👍 This is my new favorite Blender channel!! 🙌 Seriously though, your examples and presentation are top-notch! ✌️😳 Thanks for sharing!!
@@Kammerbild Also the strange Icon on the input field of the previous tutorials is the icon of the "spreadsheet" windows. You can see in that panel the info of points/faces/edge creases and more. ( ruclips.net/video/SZ1X0ADyONE/видео.html ) the left top windows. The arrow on the top right of the panel show you only the selected item. (don't work with instances only real geo)
Is there a way to rotate the instances so that they are always facing in the direction of travel, instead of towards the camera? I would have thought that could be obtained from the current position, but would require a previous position to get a vector to rotate to. Not sure if that is the right way, or indeed if possible.
@@Kammerbild I don't think you understood. I'm asking did you managed to make first and last frame the same, seamlessly looping and this isn't in previous video.
@@genesis2303 Ah! Well - thats a little niche... I think usually people wouldn't need to loop it. Its not a very intuitive thing. However: If you've setup everything exactly like me, the "gravity" value should reflect the distance a particle falls every 100 frames. So a value of 2.4 would mean a Particle has fallen 2.4 meters after frame 100. The 'looping' of a particle is dependent on its speed, the point where it wraps around (the size of the cube) and the length of your timeline. So you could turn down wind and noise movement, so the particle only moves by gravity, scale the cube to be i.e. 2.2 meters high, set the gravity to 2.2 or -2.2 (or a multiple like 4.4) and the composition length to 100. Then it should wrap around to its original location. You could automate that process by measuring your cubes height using math and its bounding box and adjusting the speed when you scale it up. Looping on the other axes is more difficult, if your wind direction isn't 'straight' to one direction. but assuming it is going straight towards the x axis, you can do the same process as above - measuring the cube, asjusting the speed. Its all possible, but as you can see it would've dragged on the tutorial a bit without adding all that much usefulness :)
@@Kammerbild First - looping is not niche, looping is what makes people watching at your renders longer, generating more views and feeding the algorithms, and it's just so cool to have infinite sequence ant stare it after render. Second - I have my own solution for looping 'straight' with modulo vec math instead of wrap, but I was really curious how hard it can be with this method and is it even possible with this wind factor.
mom, I swear I had to look for despicable me vector rule34 for my blendertutorial...
" I vas ae cleveh beeg boy!" 🤣👍 This is my new favorite Blender channel!! 🙌 Seriously though, your examples and presentation are top-notch! ✌️😳 Thanks for sharing!!
I just finished the previous tutorial and you upload this....Mom, I will not sleep today. I put like before see the video.
There is a node called: Scene time - With frame or second output. I think there is any difference with value (#frame)
@@MartinNicolasGrasso Oh damn, thats gotta be more recent? Never heard of it! Cool that the devs added it tho! Thanks for the Info!
@@Kammerbild Also the strange Icon on the input field of the previous tutorials is the icon of the "spreadsheet" windows. You can see in that panel the info of points/faces/edge creases and more. ( ruclips.net/video/SZ1X0ADyONE/видео.html ) the left top windows. The arrow on the top right of the panel show you only the selected item. (don't work with instances only real geo)
great
Beautiful 🔥... also also new subscriber
Is there a way to rotate the instances so that they are always facing in the direction of travel, instead of towards the camera? I would have thought that could be obtained from the current position, but would require a previous position to get a vector to rotate to. Not sure if that is the right way, or indeed if possible.
Love it !
Did you manage to loop it with this wrap method?
Indeed. If you are interested in the specifics, you can see how I did everything in the previous video!
@@Kammerbild I don't think you understood. I'm asking did you managed to make first and last frame the same, seamlessly looping and this isn't in previous video.
@@genesis2303 Ah! Well - thats a little niche... I think usually people wouldn't need to loop it. Its not a very intuitive thing. However:
If you've setup everything exactly like me, the "gravity" value should reflect the distance a particle falls every 100 frames. So a value of 2.4 would mean a Particle has fallen 2.4 meters after frame 100.
The 'looping' of a particle is dependent on its speed, the point where it wraps around (the size of the cube) and the length of your timeline.
So you could turn down wind and noise movement, so the particle only moves by gravity, scale the cube to be i.e. 2.2 meters high, set the gravity to 2.2 or -2.2 (or a multiple like 4.4) and the composition length to 100. Then it should wrap around to its original location. You could automate that process by measuring your cubes height using math and its bounding box and adjusting the speed when you scale it up.
Looping on the other axes is more difficult, if your wind direction isn't 'straight' to one direction. but assuming it is going straight towards the x axis, you can do the same process as above - measuring the cube, asjusting the speed.
Its all possible, but as you can see it would've dragged on the tutorial a bit without adding all that much usefulness :)
@@Kammerbild First - looping is not niche, looping is what makes people watching at your renders longer, generating more views and feeding the algorithms, and it's just so cool to have infinite sequence ant stare it after render. Second - I have my own solution for looping 'straight' with modulo vec math instead of wrap, but I was really curious how hard it can be with this method and is it even possible with this wind factor.