Blender Destruction Physics | Rigid Bodies, Explosions, Simulation-Nodes, Dust Particles, Smoke

Поделиться
HTML-код
  • Опубликовано: 5 окт 2024
  • ✨(the file) ➟ www.patreon.co...
    🌐 ➟ www.cgmatter.com

Комментарии • 8

  • @blenderheadxyz2418
    @blenderheadxyz2418 5 месяцев назад +3

    Thanks man GREAT ! Your understanding is divine

  • @theblacksolid_fr
    @theblacksolid_fr 23 дня назад

    Cool one !
    To not use this weird simulation stuff you just have to calculate the position of the points in the instances space like a reverse transform kind of... ( as flipping from original to relative stuff).
    - add a capture attribute before realizing the instances and get in here the position and the rotation (don't forget to capture this in Instance domain)
    - subtract the position of the points from the captured position
    - pass the result through a vector rotate node in the vector input (set type to Euler and check Invert)
    - plug the captured rotation in the Rotation socket input
    - plug the resulting rotated vector into the Vector input of the noise tex
    Done !

  • @rohanraval4993
    @rohanraval4993 6 месяцев назад +3

    Really appreciate your work my guru 😊

  • @nikachachkhu2881
    @nikachachkhu2881 6 месяцев назад +3

    So useful!

  • @leiflangford1673
    @leiflangford1673 4 месяца назад +2

    GOATED, I love your videos. I have to lot to learn about geometry nodes, but you are a GREAT tutor. Thank you!

  • @WallyMahar
    @WallyMahar 3 месяца назад

    Why doesn't it affect it directly?
    4o says(true or not?)
    Ambient occlusion (AO) doesn't directly affect smoke volumes because AO is a technique designed to approximate how ambient light interacts with surfaces, particularly in crevices and where objects are close together. AO calculates shading based on the proximity of geometry, which works well for solid surfaces but not for volumetric effects like smoke.Smoke and other volumetric effects are inherently different because they involve particles suspended in a medium, interacting with light in complex ways. Volumetric lighting deals with how light is scattered, absorbed, and emitted within a volume, requiring a different approach:Volume Scatter: Simulates how light is scattered as it passes through the volume, creating a realistic diffusion effect.Volume Absorption: Simulates how light is absorbed by the particles in the volume, affecting the density and color of the smoke.Emission: Adds light emitted from within the volume, useful for effects like fire or glowing smoke.These effects require more sophisticated calculations than what AO provides, hence AO is not used for volumetrics. To achieve realistic smoke effects, focus on using volumetric shaders and lighting setups that account for the physical properties of smoke

  • @husseinali5144
    @husseinali5144 4 месяца назад +1

    wtf is Simulation-Nodes

  • @systudios818
    @systudios818 5 месяцев назад

    hey man, how did you get the quick smoke domain?