Blender Tutorial: Use Image Texture on Simulations
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- Опубликовано: 14 май 2023
- Blender tutorial showing you how to use image texture on simulated pointclouds. With this workflow you can basically UV map or unwrap pointcloud by using a geometry nodes.
Download the simulation file:
drive.google.com/file/d/1v5pK...
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#blender #blendertutorial #blender3d Кино
0:30 "so, here we are in a blender" 😂 lovely work and great presentation!
Спасибо за то что Вы делаете, ваши уроки потрясающие. С Наступающими праздниками и Счастливого Рождества!
вас тоже
This is an insanely powerful effect!
Awesome tut!! You could apply the cache to the last frame, that way your final animation will reveal the image instead of distorting it
Thanks! You're right, thats what I did in the car animation example here.
Thank you for this, was stuck on it for a long time!
Please keep going with these video, you're amazing
Amazing my friend. I’m gonna make a video using this knowledge. Thank you so much ❤️❤️
Awesome!
you are life saver ❤❤
superb
if you want to get around only having only one color per point then you want to store the position of the fist frame (as you do it or as a said in my previous comment) and also store the position of the current frame (just a regular active store attribute). you subtract the current frame from the fist frame (either in GN or shader), and subtract that from the object coordinates (in the shader).
what this dose is, get the offset from its original position and moves the **gradient** coordinates back to where they were on your fist frame attribute.
Do you have a node set up for this? Trying to use this effect to create the mona lisa in a massive Fluid Sim
@ZacFarmer well I'm not sure how fluid sims work; I think they keep changing points, so it won't work if you don't have the same points as the beginning of the simulation.
that being said, if you do have the same points, then I think what I described is pretty self explanatory and I don't really have anything to add.
just a quick tip: you don't have to duplicate the object. you can just store the position on the points and apply the GN modifier
Okay, thanks for letting me know. I'll look into this if I can get it done like that.
That's Awesome! Just wanted to ask about your pc specs and render times. Thank you.
Render times/frame:
1st example: ~13s
2nd: 6s
3rd: 20s
4th: 10s
Hardware specs:
AMD Ryzen 9 3900x
Asus ROG Strix GeForce RTX 2080 Ti OC
DDR4 3200MHz 64GB (4x16GB)
Woops, I meant RTX 3090. I copy pasted the list and forgot that I updated it while a time ago.
Hey Tomi, amazing tutorial, It shows that you have a lot of experience in Houdini and Blender, do you have any advanced blender courses?
Thanks Sebastian. Unfortunately not yet. But I have couple ideas of advanced scenes which I would love to execute, 100% in Blender.
@@tomiviitanen Great, I'll be waiting for those tutorials.🙂🙌🏻
i guess you could bake uvs for each instance and this will give you multicoloring
Thanks! Really interesting! Is it possible to project a texture on a smoke simulation?
I would probably just use spot light pointing towards the smoke and use image texture on the color input.
Thank you for this very good tutorial,
I'm working on an art project.
I would like to know, to confirm myself:
1-is it work on an animated fluid mesh?
2-Could colors in my image blend together ?
(I can't find a way to apply this to a mesh fluid)
I haven't try but I'm pretty sure this will not work with fluid meshes because this is using points instead of deforming mesh. Not really sure how to do that with fluid.
great video but i feel like just uv unwrapping using project from view and then using an image texture mapped to uv will work easier. This would also work as you said, in reverse where you just unwrap it at the end of the animation.
UV unwrapping requires polygons, so it's doable only for 3D meshes. You can't UV unwrap pointcloud which is seen in this video.
@@tomiviitanen oh thought you started with a mesh based physics sim
for some reason i have trouble with mesh to point. they dont really turn into spheres and i can see any material
Hi Tomi, is it possible to make a portrait from a simple object? Lets say from a Nut?
I tried to make this approach with an exported abc form flip fluids addon, but its not working well.. the mesh just goes crazy
The alembic won't import, using 4.0. Any ideas, or is this now possible to make in Blender itself? This looks like the coolest tutorial I've come across yet!
Does it give some error message or how does it not import? I just tested with 4.0 and with 4.1 and I had no problems importing it.
@@tomiviitanen it just didn't import. I honestly don't know what else to say. I did try a tutorial about making a point cloud in blender. I exported it as an alembic but that wouldn't import either.
When you add mash to points, they turn into squares)
Yeah, it looks kinda weird shaded square in solid mode, but if you check rendered mode those should look like spheres
Hey
Blender version of this great video??
why i dont see character animation in the Blender 4.0 version
Only the simulated pointcloud is included in the file. You can however download the character animation from mixamo.com if you want to.
After applying meth to point, when I press Z 8, the point does not appear on me.
Hey, that is an awesome tutorial, would you like to work on some projects together?
Thanks for the offer buddy, but unfortunately can't find any spare time at this very moment.
bruh your audio has phase issues, its really annoying to listen :( You should make it mono.
Yeah, I'm sorry about that. Had to use mic which isn't really designed this kinda use. I'll make it mono in the future or buy better mic. Thanks for the feedback.