Create Dynamic Water Ripples With Geometry Nodes And This Crazy Trick: Blender 3.6

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  • Опубликовано: 24 июл 2024
  • In this video we create some dynamic water ripples. I got the math for adding the gradient to time and plugging it into a texture from ‪@PrismaticaDev‬ video on sin distance fields.
    Also I don't wanna talk about how many ummmms I edited out of the recording and I still didn't get them all (sorry not sorry)
    Project file: benjamin0weimer.gumroad.com/l...

Комментарии • 319

  • @JaredOwen
    @JaredOwen 5 месяцев назад +4

    Very helpful video - thank you!

  • @creeyuwan2733
    @creeyuwan2733 11 месяцев назад +3

    Thanks a lot Benjamin ! It looks as if even i will be ready to follow you. Well explained by you. I learned so much. Thank you ! Greetings from germany

  • @ricardoangra761
    @ricardoangra761 Год назад +54

    The rock's granulated shader looks amazing, would be a nice video showing up how to make it!

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +8

      There are some shorts on my channel that go through the steps

  • @Crits-Crafts
    @Crits-Crafts 4 месяца назад +1

    Amazing effect. Will be using that in a future vid

  • @unboring7057
    @unboring7057 Год назад +1

    Great tutorial, thank you! The result looks awesome. 👍👍

  • @benjaminweimer6327
    @benjaminweimer6327  Год назад +15

    The collection info node may default to Original, Make sure it is set to RELATIVE.
    Edit: I also now have the project file provided in the description

    • @Yuzuru_istg
      @Yuzuru_istg Месяц назад

      you are really helpful man but I need to suggest you need a new mic or get closer to mic I bearly can hear your voice

  • @eshwarthegreat
    @eshwarthegreat Год назад +2

    Underrated bro you deserve more views and subscribers, nice talent 👍

  • @-Belshazzar-
    @-Belshazzar- 5 месяцев назад +1

    Amazing tutorial, subscribed! Thank you

  • @r0tt1ng
    @r0tt1ng Месяц назад

    Speechless! Great stuff.

  • @pterra9
    @pterra9 Год назад

    ive been looking for this everywhere, thank you!

  • @creeyuwan2733
    @creeyuwan2733 11 месяцев назад +1

    Dear Benjamin, i've just subscribed. This Tutorial by you was my entrance to Geometry Nodes. Greetings from good old germany.

  • @polynormal4038
    @polynormal4038 Год назад

    Awesome vid! Thanks for sharing.

  • @StudioHoekhuis
    @StudioHoekhuis 7 месяцев назад

    Thanks for this great tutorial, just what I was looking for!

  • @danfabish
    @danfabish Год назад

    This is genius and exactly, thank you for sharing. 🙏🙏🙏

  • @vizdotlife
    @vizdotlife Год назад

    Great tutorial! Thanks a bunch for putting this together 🙏 I got everything right except the water ripples weren't as circular around the edges, but very pleased.

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +1

      Oh excellent what a great resource, I've assumed something like that was possible, but that is such a clean solution.

  • @reverendschnapps928
    @reverendschnapps928 4 месяца назад

    OMG!! incredible! i love it *O*

  • @notdeibu4177
    @notdeibu4177 Год назад +1

    Thank you so much this is so helpful!

  • @ttmayor
    @ttmayor Год назад

    That change to the name of the MixRGB node always trips me up too.

  • @playererror4044
    @playererror4044 5 месяцев назад +3

    A helpful bit of advice you might need, when I hooked up my Collection Info to the Geometry Proximity the whole mesh went white, the good news is it's easy to fix with a 'Realize Instances' node. Just thought that might help some people.

  • @Orcprincess_ai
    @Orcprincess_ai 4 месяца назад +2

    Hey guys if you scaled up the plane don’t forget to apply the scale! It took me almost an hour to realize that I went wrong there

    • @benjaminweimer6327
      @benjaminweimer6327  3 месяца назад

      Hehe yeah that can get you, glad you figured it out.

  • @belayarada3235
    @belayarada3235 10 месяцев назад +1

    very cool ,thanks😁

  • @artoonick
    @artoonick Год назад +3

    Thank you for this incredible helpful tutorial. That's the power ob b3d community, quite unique. To find tutorials like this one. Cheers!

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      Absolutely, one of the highlights of using blender is the availability of resources.

  • @ciliaana3389
    @ciliaana3389 Год назад +16

    5:40 Yeah it's the top one because in 3.4 (I think), they removed the mix RGB so now it is the Mix node which include most all type of mix.
    And it's showing in your quick favorite because while you cannot select the old one anymore, it is still there for compatibility reason (To not break literally every material because of that)

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +4

      Yeah I've since figured that out, the new ones cool cause more features but I do wish it defaulted to color settings so it wasn't extra clicks every time I want to use it.

    • @ciliaana3389
      @ciliaana3389 Год назад +2

      @@benjaminweimer6327 Same here. Color settings are more used so it would be better.
      Also, another way to get the old mix node is to use the mix shortcut of node wrangler. This still do the old mix node.

    • @SeeYouInBluffington
      @SeeYouInBluffington Год назад

      @@benjaminweimer6327 I think you can search and pull it in as a “color mix”

  • @drumboarder1
    @drumboarder1 10 месяцев назад +3

    The whole video is great but that array trick solved a problem I had a year ago.. IT'S SO OBVIOUS WHY DIDN'T I THI....
    Great way of showing how to get proximity between objects to affect shaders, cheers

  • @intoovert
    @intoovert Год назад +1

    Superb tutorial, will try to recreate this effect

  • @jumalsam
    @jumalsam Год назад

    This is so cool!

  • @gabrielmoro3d
    @gabrielmoro3d 11 месяцев назад

    Awesome tutorial, thanks a lot!

  • @sungazer7260
    @sungazer7260 Год назад

    Great lesson thanks!

  • @Kosin-zs9il
    @Kosin-zs9il Месяц назад

    I only watched till minute 5 but i can say that getting the shorelines to work does still work in blender 4.0.2, thank you so much!

  • @PointCloud
    @PointCloud Год назад

    Cool tut, saves ressources ;)

  • @strawberriesandcum
    @strawberriesandcum Год назад

    This is so amazing :)

  • @tykuii
    @tykuii 11 месяцев назад

    Great tutorials, thanks for the resources on YT.

  • @GirlsAIFever
    @GirlsAIFever Год назад

    This is awesome!

  • @wilhelmeniabilliedoherty5917
    @wilhelmeniabilliedoherty5917 Год назад

    Beautiful! Now I gotta figure out a good way to make rain to go with it

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      You could try building a point cloud in geo nodes, then the putting rain drops (spheres would work) on the points plug that into the (realize instances before the geo proximity node, and move that down through your water plane, you will need a fairly dense water plane.

  • @jjj-sl2ok
    @jjj-sl2ok Год назад

    Really Appreciate the tutorial🔥, i couldn't remember how to do this

  • @tri-aayam
    @tri-aayam Год назад

    Really informative

  • @marcelop7
    @marcelop7 Год назад

    Just amazing

  • @MioLifeReset
    @MioLifeReset Год назад

    I like people who love their job i will subs

  • @ivanejpg
    @ivanejpg Год назад

    i tried to do this on a shader level starting with the AO node and then work my way up with gradients and noises, but failed miserably, cant wait to see your approach

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      That's an interesting idea, it may not work with water ripples but I feel like you could get some cool effects basing it on ambient occlusion.

  • @alessiochemeri2059
    @alessiochemeri2059 Год назад

    thanks a lot dude!

  • @sobreaver
    @sobreaver Год назад

    And another one ! (I mean, my sub ;)
    Thanks, great tutorial !! Now, let's see if I can manage anything at all :)

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +1

      I believe in you, as long as you learn a single new thing then you're learning.

  • @Rofeu
    @Rofeu Год назад

    Great tutorial!

  • @heavenlofi4u
    @heavenlofi4u Год назад

    Really great tutorial

  • @theeddytor3490
    @theeddytor3490 10 месяцев назад

    //BOW//
    arigato sensei

  • @akin4484
    @akin4484 6 месяцев назад

    u are amazing thank you

  • @rhomis
    @rhomis 10 месяцев назад +1

    4:07 I had one heck of a time trying to make the VALUE node to work in Blender 3.6.2
    I deleted the node and inserted a new one, I had the timeline set to frame 1, etc...
    I did this several times.
    It almost seemed like the #frame just wasn't responding at all.
    Then for some reason it started to work. Crazy!

  • @chanruzzi
    @chanruzzi Год назад +5

    So cool and helpful! Thank you for sharing it with us man!

  • @glitch_wurld
    @glitch_wurld Месяц назад

    Looks great! How do you increase the size though? I have a massive boat in the ocean and its making these tiny ripples. I want the actual scale to be much bigger EDIT: Ah I just scaled the plane up and it made the ripples bigger. Seems to have worked fine

  • @AaronKoelker
    @AaronKoelker Год назад

    This is really awesome, thanks! Is there a way to limit the ripples strictly to where the intersection of objects occur? For example I've noticed that if you have a second plane and place it just a smidge above or below the ripple plane, the ripple will interact with the nearby plane, even though they don't intersect, if that makes sense. It's as if the the proximity is searching a little bit into the z axis above and below to find objects to ripple around.

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +1

      The easiest way is to remove it from the collection. I'm not sure if there's a way to make the geometry proximity not check the z axis. You could probably check what's above and below a certain threshold and remove it from the selection.

    • @AaronKoelker
      @AaronKoelker Год назад

      @@benjaminweimer6327 Thanks, I'll give that a try and keep playing around with it.

  • @cluff1n
    @cluff1n 11 месяцев назад

    Hey Benjamin this is some cool tutorials
    everything works thankyou so much for this
    Tho I wanted to know if you know a way to make the ripple stay and fades away when an object is moved?
    Thanks a bunch 👌

    • @benjaminweimer6327
      @benjaminweimer6327  11 месяцев назад +1

      Thanks, I'm not sure how to get that effect specifically, I'm sure you could do it with simulation nodes but I haven't touched them at all. You can also get something kinda like that using dynamic paint for the gradient but it's great, and a gigantic pain to get working. One way I'm sure you could do it with geo nodes is make you cider geo duplicate constantly and have those duplicates shrink over time but not move, so when you move your main mesh away it will leave a trail of shrinking meshes, then make those meshes invisible, it might give the general look your going for. I'm not sure if that would work or not but it seems doable.

    • @cluff1n
      @cluff1n 11 месяцев назад

      @@benjaminweimer6327 hey benji thank you for the respond
      these are good ideas hmm I guess I'll have to find a work around for now then
      again thanks you so much and keep up the good upload my man 🙏

  • @totheknee
    @totheknee 10 месяцев назад

    4:33 - You can also do `#frame/75` in the Value node, but then I suppose it's harder to modify...

    • @benjaminweimer6327
      @benjaminweimer6327  10 месяцев назад

      Yeah, it works great if you know what number you need I like separating it out so it's easy to change.

  • @sungonomia2341
    @sungonomia2341 Год назад

    Thx for the amazing tutorial, I just don't know how you make the ripples glow when your plane is transparent. Could you explain how you made the ripples glow? ^^

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      Sure, so you plug your ripple mask (what would be plugged into the mix RGB to define the colors) into the emission strength on the principled bsdf, then you change the emission color right above that to whatever color you want it to glow. If you want it brighter add a math node set to multiply right before the emission strength input and crank up the amount. Let me know if you're confused about anything

  • @kedarraman6690
    @kedarraman6690 Год назад +12

    if you could re upload with louder audio that would be great but otherwise incredible

    • @DarkSwordsman
      @DarkSwordsman 11 месяцев назад

      To add to this: I usually personally aim for voice to be between -12 dB and -6 dB. It works great for talking content. RUclips normalizes the audio anyways if it's loud enough.

  • @serpent7553
    @serpent7553 2 месяца назад

    12:50 came for the water effect, rushes to my desktop to try and make the accidental kamehameha

  • @RebelliousTreecko
    @RebelliousTreecko 3 месяца назад

    So it works fine for me in viewport (textured mode) and EEVEE render, but in Cycles render the plane just changes to a solid color.
    And I tried downloading your Gumroad file but it didn't give me a zip to download after "purchasing".
    Using version 3.1.0. The "color attribute" node is a merged "attribute" node, with a "color" socket, but that worked the same way as in your vid.

  • @ghostt8930
    @ghostt8930 Год назад +1

    Hi there! this tutorial is amazing thank you so much! i guess i only have a problem where my collection info node keeps being in instance instead of geometry and i don't know if it's affecting the results ? i cant seem to change it

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +2

      You should be able to stick a realize instances node after your collection node which will turn the objects in the collection from instances to real geometry.

  • @jokybones
    @jokybones Год назад

    Wow😮

  • @josephbrandenburg4373
    @josephbrandenburg4373 Год назад +1

    I would use Geo nodes into another color attribute for encoding the "time" instead of a value node with a driver. Drivers are a bit less reliable moving from file to file, especially in materials which don't have library overrides yet.

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +2

      That's an interesting idea, another option is use keyframes with linear extrapolate but your probably right, what you said would probably be pretty reliable for switching projects.

    • @josephbrandenburg4373
      @josephbrandenburg4373 Год назад +1

      @@benjaminweimer6327 and you could even extend the idea to include more settings (like wave size or frequency) in the Geo Nodes, just to make it easier to adjust!

  • @pixel-ink
    @pixel-ink 11 месяцев назад

    This is cool. A displacement node would add that extra touch

    • @benjaminweimer6327
      @benjaminweimer6327  11 месяцев назад

      Tis true, can't that in Eevee and I like keeping tutorials fully in Eevee if possible but it could add a lil flare

    • @pixel-ink
      @pixel-ink 11 месяцев назад

      @@benjaminweimer6327 Yeah, I get it. I am going to go through this tut and see what I come up with. Thanks

  • @BlaBla-sf8pj
    @BlaBla-sf8pj Год назад

    genial !

  • @witchqueen4193
    @witchqueen4193 14 дней назад

    'collection contains current object'
    i see this error under To min option in modifier tab..

  • @spaideman7850
    @spaideman7850 9 месяцев назад +1

    sound is very soft despite max all volume.

  • @zweg7917
    @zweg7917 Год назад +1

    If this was imported onto Unity would it still work? awsome stuff btw!!!

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +2

      You would have to rebuild the functionality in unity using unities systems. But the overall technique and math should be the same in other programs. The biggest thing is that you will have to do the mesh proximity in a different way, I have seen it done though so I know it's possible.

  • @ninjanate6297
    @ninjanate6297 Год назад +3

    what do i do if the whit circle does not show up at 3:50 also what do i do if the floor is changing colors and not making the rings

  • @anishavwr
    @anishavwr 4 месяца назад

    hellos! was just wondering what would you use/how would you render this?
    im not sure if i missed anything, but when i looked at it in the fully rendered view in eevee and cycles, the whole plane was just too blaringly bright. (i was only attempting the water ripples effect, not the cool ripples at the end.) i hope you could help me out here! thank you!
    (ps. overall, nice tutorial btw :D appreciate the video)

    • @benjaminweimer6327
      @benjaminweimer6327  4 месяца назад +1

      The only thing I can think of that would make it too bright is if you have the emission turned up too high. Check the emission strength in the material and make sure it's not too high if you have a node driving the emission strength add a math node right before the emission strength and set it to multiply with a number that's less then 1. If it's not an invasive material make sure you don't have any lights in the scene that are too bright. If none of these fix it lemme know.

    • @anishavwr
      @anishavwr 4 месяца назад

      @@benjaminweimer6327 hey there, tried it both things out! but it turns out i had an extra light in the scene, and it had reverted to a ridiculous number (1000+W oof) without my knowledge, must have fumbled with it along the way on accident haha. thanks again for the tips :D

  • @cammyfoo
    @cammyfoo Год назад

    Love it. How the heck did you figure this out? Just mess around and find out? XD

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +1

      I based it on some of the math from prismatitadev's distance field tutorials for unreal, (it's where I got gradient + time into a texture) but the rest is just figured out.

  • @user-vr5xj3mj5w
    @user-vr5xj3mj5w Год назад +5

    I love how literally everyone started using geometry nodes for motion design, forgetting that a lot of it can be done without them.
    I also love the quality of excuses my brain makes for not learning geometry nodes.😅

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +1

      Yeah, I've still barely touched them.

    • @amsrremix2239
      @amsrremix2239 Год назад

      yeah but using only modifiers you don't get the data flow and it's hard to transfer attributes. Obvi you can use wave sims to do the same thing... but you wouldn't really have access to the data. It's lower level creating.... which can be more work but gives you more power. Houdini FX has something to say about that concept for sure...

    • @amsrremix2239
      @amsrremix2239 Год назад

      I should say... you might be able to do something very similar with the dynamic paint set to waves... but once again if you use this method and kept tweaking after some time building it you could eventually be more powerful. or it would be cool if you could get dynamic data in geo nodes. Which you actually can... anyway procedurals is def. the hardcore method for creating effects.... idk. When people talk about proceduralism i don't know if they really understand the power it has. It's control from bottom up

  • @keyeyey
    @keyeyey Год назад

    Hey awesome tutorial! I want to implement it in my environment but I'm not sure how I can change the size (or rather the radius) of the ripples. Currently they spread over the whole plane, can I add a Node somewhere to have control over the size? (changing the "To Min" doesn't work). Thanks!

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      Make sure you have scale applied on both your plane and objects effecting the plane. Also make sure your plane have enough geometry. Make to max is also set to 0.ley me know if you check these and still have the issue.

    • @keyeyey
      @keyeyey Год назад

      @@benjaminweimer6327 Sorry for the late reply! Do you mean applying scale with Strg+A? That helped with the size of the ripples, but they still go too far into the water. (From object to object I mean) Adding more subdivisions doesn't change anything and To Max is already set to 0.0

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +1

      @@keyeyey Hmmmm. if nothing else you should be able to select everything with ctrl + a, then scale it all up then apply scale, and then just repeat playing around with the overall scale till you are happy with the size.

    • @keyeyey
      @keyeyey Год назад

      @@benjaminweimer6327 Okay I think I figured out the problem. The shader works but because I'm trying to make a RIVER that flows though a sculpted landscape Blender doesn't understand that the part inside the landscape also should have ripples. Even if I delete the faces under the water with the Boolean modifier (applied) and even separate the Islands it doesn't work. I'm not sure if this is fixable but thanks for the help! :D

  • @bagwan904
    @bagwan904 3 месяца назад

    hello im following your tutorial. Great video btw. There is a issue when I trying to view in render cycle mode, the ripple wont effect the surrounding object, unlike material preview and eevee render

    • @benjaminweimer6327
      @benjaminweimer6327  3 месяца назад

      It works in cycles in the project file. Are you using transparency at all? If yes try just adding a math node set to multiply right before the transparency mask is used and crank it up. It might just be an issue with values mapping slightly differently between the renderers and it just needs to be a bit higher.

  • @aurafireheart
    @aurafireheart Год назад

    I may have missed it somewhere but is there a way to use it with alpha transparency? What I mean is that in the intro part you showed it was possible to get the ripple effect but with transparency instead of the water colour.

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +1

      I believe I explained it towards the end of the video, but if not. You just take the ripple mask that would go into the mix rgb where you set the colors and instead plug it into the alpha slot in the principled bsdf. You may also have to set the blending mode to either alpha clip (recommended) or alpha blend. I then also set the emission color to purple and turned up the emission strength to make it glow. Let me know if you have any other questions.

    • @aurafireheart
      @aurafireheart Год назад

      @@benjaminweimer6327 That did it thanks!

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +1

      Glad you figured it out!!

  • @TripFontain
    @TripFontain 3 месяца назад

    Hello is there a way to let the ripples interact with Caustics if you wanted to?

    • @benjaminweimer6327
      @benjaminweimer6327  3 месяца назад +1

      Plug the ripples mask into a bump node and then that into the normal, make the whole material transmissive by setting the transmission weight to one.

  • @ondrej_hrdina
    @ondrej_hrdina Месяц назад

    Huh, it works, but the gradient seen at 3:50 is smooth and mine is not, it has resolution based on the subdivisions of the plane. On 4.1

  • @muajin
    @muajin 9 месяцев назад

    When I added a collection info node, it shows instance not geometry. How to fix that?

    • @benjaminweimer6327
      @benjaminweimer6327  9 месяцев назад

      Make sure the collection is set to relative, and add a realize instances node right after it

  • @RenderMeTV
    @RenderMeTV Год назад +1

    how can i add this effect to the asset library? both the material en the geometry nodes tree!

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      You should be able to add the water plane to the asset library. I believe it will also bring dependencies so it might bring your collider collection as well but I'm not sure.

  • @blenderinc.4402
    @blenderinc.4402 Год назад

    with the blur attribute note u can make it better

  • @Taunt1ng_u
    @Taunt1ng_u 9 месяцев назад

    How do I scale the size of the ripples. they are way to big for my project

    • @benjaminweimer6327
      @benjaminweimer6327  9 месяцев назад

      Try adjusting the values of the remap range in geonodes, and making sure the scale is applied.

  • @bortas2006
    @bortas2006 10 месяцев назад

    Hi nice tutorial, just wondering if you can do this in maya?

    • @benjaminweimer6327
      @benjaminweimer6327  9 месяцев назад

      Maybe, if Maya has a shader editor and someway to detect proximity then probably I don't have any experience in Maya to know.

  • @narutoninetails9
    @narutoninetails9 Год назад

    Would something like this also work for making ripples on a character model that is like a water spirit or even say a slime character?

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      I'm not sure exactly what you mean, but you can theoretically add the ripples to any mesh, you might even be able to plug the ripple mask into displacement and get the mesh to have ripple deformations which could be what you're thinking for a slime character.

    • @narutoninetails9
      @narutoninetails9 Год назад

      @@benjaminweimer6327 First thank you very much for the quick response.
      Second, the context on type of slimes, like what are found in say dragon quest for an example. Imagine someone poking one questioningly/inquisitively. I am curious if it was possible to utilizing the above info for making ripples in on non flat surfaces.
      Since you demonstrated on a flat plane I was unsure this technique would work on a non flat kind of shaped surface. (since some past tutorials I have followed rarely show on a non flat surfaces.)

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      Oh yeah you could totally use it for something like that!!

  • @lutzilutz9123
    @lutzilutz9123 Месяц назад

    6:05 There is something wrong with how you used the noise. It offsets the center of the ripples (bottom right is ok, top left is different). Not sure how to improve (multiply instead of mix ?). Besides of that, great tutorial !

  • @harigovinds7726
    @harigovinds7726 Год назад

    Hi, Is it possible to bake and export the animation as png sequence, so that I can use it in some other software?

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +1

      Ideally you would recreate it in the other program. For instance If you're working in unreal you could use sin distance fields instead of the geo nodes stuff, and the rest of the material would be largely similar. That being said you could set it up to render out as a black and white map by just plugging the color ramp before the mix node into the material output then turn all your collider objects black. Then you could point an orthographic camera down at the water plane (I have a short on my channel about rendering a texture off a plane that shows this) then just render that out as an image sequence. I can't really think of a way to render it on a large scale but you could render out single ripples and manually place them where you want them.

    • @harigovinds7726
      @harigovinds7726 Год назад

      @@benjaminweimer6327 okay. Thanks

  • @PhilCoati
    @PhilCoati Год назад +1

    Does the number you divide by effect the speed of the effect?

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +2

      Yes the number you divide the #frame value node by will change the speed of the ripples.

    • @virgilhawkins3390
      @virgilhawkins3390 Год назад +1

      The more you divide the #frame by, the slower the animation.

  • @KurtVFX
    @KurtVFX Год назад

    Can the wave ripple movement be reversed so that the waves look like they're moving towards the objects?

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +2

      Sure, just flip the sign in the divide node so if it's a positive number make it negative and If it's negative make it positive, that should work lemme know if it doesn't.

  • @hwc4096
    @hwc4096 2 месяца назад

    Could we control the wave's frequency? thanks.

    • @benjaminweimer6327
      @benjaminweimer6327  2 месяца назад

      You should be able to increase the scale of the nose texture and then tweak the factor of the mix to make it more circular again

  • @kaffxp
    @kaffxp Год назад

    how to mix the shader so it can fill the area of water that doesnt have the effect?

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      I'm not exactly sure what you're asking. Do you mean you want to make the ripples bigger? Do you want ripples where the final effect has just blue water?

  • @Corza
    @Corza Год назад

    👀

  • @gart2922
    @gart2922 Год назад

    Hello there Benjamin, I have some question. I found this example on twitter that show a ripple sim with geo node. Any chance you might be able to share some tips?

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      Do you have a link or something?

    • @gart2922
      @gart2922 Год назад

      @@benjaminweimer6327 yes I have but my comments keep get deleted. I seams I can't share any direct link

    • @gart2922
      @gart2922 Год назад

      Can I reach you out somewhere else? wait I will try comment outside this thread. Hope sharing the name of the tweet person would be enough.

  • @Diego-A053
    @Diego-A053 Год назад

    I did all and it didn't work for me and I already checked and I repaired the relative and the group and put it in the nodes and did all again but it didn't work, can someone explain pls 🥲I really want to make this tutorial on my blender

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      What specifically isn't working? Also I have the project file available if you want to poke around in and see how it's set up.

  • @VCSoldier_
    @VCSoldier_ Год назад +2

    trying this in 3.5 blender and its just a fully coloured plane, (subdivided, applied, everything has been followed, set to relative) the "color" input just changes the color from black to white

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      Your plane might be too small. Try scaling everything up and applying scale.

    • @sasori2425
      @sasori2425 Год назад

      I have the same issue.
      Edit: nevermind, I was using blender 3.1 instead of the newer one.

    • @benjaminweimer6327
      @benjaminweimer6327  3 месяца назад

      Weird I'm surprised the version made a difference it should all be mostly cross compatible, glad you figured it out tho

  • @IndustrialJones
    @IndustrialJones Год назад

    I made a sphere after getting the plane water rippling, added the effect to the sphere and it works, but as soon as I move it in any direction, the rings on the sphere don't update. If I change the origin to 3D cursor, then it updates the location of the rings. Seems like you didn't have to do that for yours. Any ideas?

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      Are you talking about when you use an array to layer the sphere?

    • @IndustrialJones
      @IndustrialJones Год назад

      @@benjaminweimer6327 Just when creating a new sphere and linking the material and copying the modifier before adding an empty and an array

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      Weird, I can't find anything that replicates that problem. Have you tried just deleting the sphere and trying again? The only thing I can think of it's some weird issue where the material stops updating frame by frame but I have no idea why that would happen.

  • @dpope9001
    @dpope9001 11 месяцев назад

    I have followed every step of this and for some reason the nodes dont seem to be working is there anything you could suggest?

    • @benjaminweimer6327
      @benjaminweimer6327  11 месяцев назад

      It depends which part isn't working? Do the geo nodes make the circles? I also have the project file available for free if you want to compare them.

  • @Ezydae
    @Ezydae 9 месяцев назад

    Idk what I did wrong but the ripples are traveling on the whole plane, not close to the object like in the video. If that makes sense?

    • @benjaminweimer6327
      @benjaminweimer6327  9 месяцев назад

      It means something is probably going wrong with either the geometry proximity or the remapping of it. so play around with the map range node. Also make sure scale is applied. Let me know if you keep having issues.

  • @gart2922
    @gart2922 Год назад

    Sorry for the trouble, the page I mention is under user HotdogNugget

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      Ok I'll check it out it's probably deleting comment with links to prevent spam

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      So I had a look and what I do know is that he is using simulation nodes that are in some of the alpha branches of blender. I personally haven't played around with them at all but he does have a screenshot of the nodes he used on his twitter

    • @gart2922
      @gart2922 Год назад

      @@benjaminweimer6327 yes I there is the node example. Do yo think it still use proximity to calc the object and surface collision. Like your tutorial, but with spread and fade with simulation loop?

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      Maybe in all honesty I don't know what he's doing well enough to say, if you're just wondering if you could combine the effect then yeah probably. You could probably use the mask of his effect as a color attribute and use it instead of the gradients

    • @gart2922
      @gart2922 Год назад

      @@benjaminweimer6327 thank you, sorry if my question is confusing. Just want to discuss it with someone. Thank you for your effort in helping.

  • @sly_cat
    @sly_cat Год назад

    This would be perfect for a super sayain effect

  •  Год назад

    Everything works and the tutorial is reall good, but I can't seem to find the reason why after adding the principaled bsdf node it just won't glow, I have blender 3.6 if that changes anything for the situation.

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      Did you set both the emission color to not black and made sure the value you are inputting into emission strength is greater then one?

    •  Год назад

      @@benjaminweimer6327 Yes, but it just makes the water look whiter, it doesn't have that glow. I'll look around, maybe I'll find my mistake 😄

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      If your in Eevee make sure that bloom is turned on in render settings. If your using cycles you will have to add the bloom in compositing with a glare node set to fog glow.

  • @C05m1c03
    @C05m1c03 9 месяцев назад +1

    Does this still work? I've followed this to a T restarting multiple times and cannot get the geometry to affect the shading, the only difference I've found is my collection reference outputs a instance instead of geometry, any help would be greatly appreciated!

    • @benjaminweimer6327
      @benjaminweimer6327  9 месяцев назад +1

      When I open the file in 3.6.4 it still works, although blender might be doing behind the scenes stuff to keep it compatible. I have the project file available if you want it, but as for your issue I cant think of anything specific that would cause it. make sure your collection info node is set to relative, make sure you have a realize instances node after it. Make sure the name in output attributes is exactly the same as the name in the color attribute node (including caps). Also check if scale is applied and play with the values in the map range to make sure that the gradients aren't too small to see.

    • @C05m1c03
      @C05m1c03 9 месяцев назад

      @@benjaminweimer6327 I really appreciate the reply! I will continue giving you watch time by trying until I succeed brother! Thank you so much!

  • @gijs-jc1of
    @gijs-jc1of 9 месяцев назад +2

    i follow it stap bij stap but i dont get the ring around je object sombody know how to fix that but great video zo far i can follow

    • @benjaminweimer6327
      @benjaminweimer6327  9 месяцев назад +1

      Is that when you plug the attribute node directly into output color in the shader? Make sure the attribute names match including caps, and play around with the values on the map range.

  • @jokybones
    @jokybones Год назад

    How did you get the ian hubert scans?

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      You can get a ton of his assets, as well as a bunch of tutorials on his patreon totally worth it in my opinion.

  • @fahmidafaramadhani4480
    @fahmidafaramadhani4480 Год назад

    Why aren't the color attributes in my Shader editor options?

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      Is the the color attribute just not appearing in the list on the node or is there no node at all?

    • @fahmidafaramadhani1296
      @fahmidafaramadhani1296 Год назад

      ​@@benjaminweimer6327 when I add the SHIFT A node, there is no color attribute option in the search menu

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      Weird I just checked and it's definitely a thing in the latest version of blender. You may also be able to just use the "attribute" node but I'm not sure. I guess make sure it's spelled correctly. You can also check the add drop down under input, for me it's the fifth one down.

  • @adityasemwal008
    @adityasemwal008 Год назад

    bro how your water effect is glowing that much can u please tell me

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад

      Have you tried using an emission shader? You could also try plugging your mix rgb with the colors into the emission slot on the principled shader and playing around with the strength.

  • @Btomaek
    @Btomaek Год назад +2

    i wonder how easy that would be to make in unity?

    • @benjaminweimer6327
      @benjaminweimer6327  Год назад +1

      I've seen it done, I know in unreal you can use sin distance fields, unity might have something similar.

    • @Btomaek
      @Btomaek Год назад

      @@benjaminweimer6327 maybe, cool video anyhow 👍