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Pedro Henrique
Registrace 12. 01. 2018
Blender - Plexus Generator
Download Link: phcgm.gumroad.com/
30%OFF Discount Code: 0hiw4dx
30%OFF Discount Code: 0hiw4dx
zhlédnutí: 71
Video
Blender - Ivy Generator
zhlédnutí 107Před měsícem
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Blender - Ivy Generator 2
zhlédnutí 91Před měsícem
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Blender - Procedural Moss
zhlédnutí 427Před měsícem
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Pixel Hologram
zhlédnutí 472Před 2 měsíci
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Procedural Clouds
zhlédnutí 427Před 2 měsíci
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Procedural Chain Asset Bundle
zhlédnutí 124Před 2 měsíci
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Blender - Adaptive Subdivision - Demo 2
zhlédnutí 654Před 2 měsíci
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Greener - Procedural Vegetation Generation - Demo
zhlédnutí 199Před 2 měsíci
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Blender - Procedural Foam
zhlédnutí 367Před 3 měsíci
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Procedural Spider Webs
zhlédnutí 428Před 5 měsíci
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Ultimate Reprojection Tool
zhlédnutí 999Před 6 měsíci
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Procedural Scales and Spikes for Blender.
zhlédnutí 687Před 7 měsíci
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Procedural LED Screen
zhlédnutí 196Před 7 měsíci
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PRO HAIR for Blender - Basic Hair Setup
zhlédnutí 2,3KPřed 10 měsíci
PRO HAIR for Blender - Basic Hair Setup
Hey, this looks great, how does the attribute transfer work?
by the way, is there a place to download a previous version of this product? It looks like for the versions before blender 4.2 there were some extra features here like camera culling
It is on Blender Market, I just to forgot to publish this version of the file, but you can now find it on the products page. I removed the culling for this version because I managed to improve the performance on Blender 4.2, so if that is the problem, you can keep with the latest version, or If you just want to remove the points from the back faces, I can add this again to you.
@@phcgm thank you very much! I think culling is just a cool feature not only for the performance, but also to break down the uniformness of the model. Thanks again, i will use the previous version that you published. Keep up the great work!
thank you for this addon, really interesting
Can u make a tutorial on this please..?
Hey! great addon! I was about to purchase it but had a question just to make sure before I do that. Are you able to animate the tear? For example animate a shirt being torn, or is this just for stills? Thanks!
can it be animated for growing?
hi bro, couldn't find this project on blender market, please let me know how can i buy it?
fantasic
Me looking at this: 🤔 My computer: 🥲
🤣🤣🤣
хорошо но все равно очень мыльный эффект на рендере
So i purchased it from Blender Market, but it doesnt seem to work at all, despite following given instuctions. Even tried Blender 4.0 and 4.1, i have not seen a single hair! Wouldnt recommend it
This looks really fun! How would you animate foam rolling down a surface? Is there a way to do that with vertex painting or another method?
Volumetric texturing in Blender it's very limited at this time and if you try to move the foam, you cannot keep the texture at the correct place or if you try to do that, the texture will just stop working. Maybe in future updates of the software thay could fix this.
@@phcgm Ah, thanks for the explanation.
Very satisfying video
I am Procedural LED Screen app user. I am also interested in this app. But I can't understand this app's function! Hope more example case using this app!
This tool can be used to project a mesh into another, with different topology. For example, if you have a mesh with bad topology and UVs and you want to transfer that 3D information to another one with better, this tool will help you a lot. People who jse that usually are the ones who does sculpture and photogrammetry.
I bought this app. it's great! In addition, But, It shoud be improved to be more realistic tool! Actually LED Display is consist of LED Module, Cabinet and pitch. LED module has width and height(mm) and resolution(width # of px, height # of pixel). So, as input values, LED module size(width, height), pitch, cabinet size(width, height), Display Screen Size(width, height). Aspect ratio is very important for image or video import. Therefore image or video resize function is much much helpful! ^^ when put all data, LED Display Screen is automatically produced. (1 pixel has r, g, b pixel but I don't need it.)
I bought this and it simply refuses to work, I'm using it on blender 4.0 and the second I put the geonodes on anything it makes it disappears you can't see the object anymore. Please help.
This tool must to be used as a modifier with a mesh. Sorry about the issue! Can you use the latest version of Blender? Where did you bought it so i can upload a oldier version of it? I recently updafed all of my produc5s in order to make it work on Blender 4.1.
I cant hear what you are saying, lower the music.
does the scales come with the option to change the color, gradient and fade to make it look like an actual snake
or u have to add it in yourself
You can use a texture from the base mesh to change the of color the scales
But how do I add multiple colors with transitioning gradients
@@itsjtg6455 Sorry, didn't understood what do you are asking for, can you give me an example? I can let you use vertex color from the base mesh to color it if you want.
@@phcgmi want the scales color to look identical to a snake and also the geometry nodes arent showing on object cetrun objects
What a good work !
Ah, I was hoping, that this would've been a tutorial, as I'm stuck working on a character model of mine LOL. Nonetheless, this is pretty sick!
Is this viable for games? Seems very heavy
Really cool!
Amazing cloud modifier and workaround. Thank You so much for sharing 🙏🏻
Will this work in Marmoset 4?
Probably not. I think with the new raytracing engine this shader is no longer needed.
When using the camera culling in the latest version, it randomly shuffles the rotataionm scale and which mesh is being instanced on the particle. It was only fixed by scaling the culling values to a degree where it wasn't removing any points.
Thanks for the feedback, I will take a look on that and fix this issue as fast as possible!
What about using weight paint to control the size of the scales? For example on the face and hands you might want much smaller scales but also want it to smoothly cover the transition from small scales on the face to the body where the scales are larger? (The important part is to cover the underlying base mesh even if the scales are small or large or transitioning between those)
Hi, thanks for the feedback. In the latest version you can actually use a Size Map with it and control the XYZ scale using Vertex weight values.
@@phcgm Sure but then the density around the smaller ones need to increase doesnt it? or it'll expose the mesh under?
O@@Zev_Reef You are right! For now, there is no Blender node that allows you to control density based on the radius of the instances, but that is somenthing I have been trying for a while. One thing you can do is to create masks for each scale size and them use this node multiple times in the same mesh, until you get a nice size variation. That is something that I always wanted to add to this tool and if I find a solution, it will gona be added to the node. Thanks for the feedback.
@@phcgm Ah I see, well goodluck with that hah
@@Zev_Reef I updated the project. Now you can optmize the distance between the scales based on it's size.
Hi, i have problem with your addon. It doesnt want to work with my objects. Can you help me please?
Hi, sorry about the issue. If you bought this on the Blender Market you can message me there so I can give you a better support or you can send a email to phenriq@protonmail.com. Whats is the problem? Common issues are, it doesn't work on flat planes; you should add a little bit of displacement on it. The scattered meshes floats on the surface; You should move the instantiated meshes closer to 0,0,0 and aplly all of the transforms. This is a geometry nodes modifier, so remember to load it there. I hope it helped.
hi mr pedro, how to split the cubes into separate object, and convert it into mesh?, when I try to convert to mesh, the object disappear. how to fix it.? thanks
I'm having some difficulty with the texture not working unfortunately
There is an material applied to the object called "Pixel Material". Open it on the Shader Editor, look at the graph and you will se a Attribute Node, you must use this node to map of your textures applied to the pixelated mesh. You also need to type the UV name on the "UV Name" input on the Pixelator modifier. I hope it helped.
this doesnt show shit
🔥🔥🔥
Only 3.8 Go of Vram used?!!! Amazing addon !!!
Wow amazing! the options to randomize are so good!
Thanks!
Hey man, so i purchased your pro hair,how do you use this? is this a plug in add on? or everytime you use this do i need to open the Pro Hair blend file?
Check out the Documentation on the Blender Market to see how to use that. This video is also a good reference. To use that in your scene, you need to Append the .blend file that you download to the project that you are working, selecting the "EASY HAIR" inside the "NodeTree" folder. After that the new Geometry Nodes modifier will gonna be added to the Modifiers tab list.
@@phcgm There doesn't appear to be any documentation at all. Video would be a lot more useful if you explained the process.
😻 *Promosm*
where did you get the spline tool that allows you to draw the spline
Just add a curve object to your scene, enten in edit mode. This tool can be found on the left tool bar, I selected that at 0:09.
This video Stack man.
I'm stacked up rn
That indeed is a stack 👍
Truly impressive
How does this differ from the standard adaptive subdivition?
This tool only process 1 tile of an object, no matter if that is tiled by 100x, 10000x, 10000x. That makes it far more efficient in memory usage and in performance than any other subdivision method for this kind of situtation. My "Adaptive Terrain" tool also allows you do do this when you tile the terrain, but this one was designed for large scale planes.
@@phcgm interesting. If it really works I think you have a real buzz here. The inbuilt method doesnt really work at all, it just kills all memory instead of saving.
The adaptive subdivision that you mentioned isn't very efficient because first it needs to subdivide the mesh to the highest subdivision, it only optimizes the topology after that. So, you still needs a lot of memory to handle that peak of memory, that's probably the reason why it is still an experimental feature.
wow
@Pedro Henrique how do Iget the chain to a new project?o a new project?
To use that you just need to Append the "chain.blend" to your scenel, selecting the "CHAINGEN" inside the "NodeTree" folder Create a curve to add a Geometry Nodes modifier, and select the "CHAINGEN" You can watch the video bellow to see how to use it.
Can you Please make a full tutorial for this 🙏
That one took days to be done.
@@phcgm are you planning to release this or can i get the download file please
The scripts to convert instances to mesh don't work. Is it compatible with the latest blender update?
You no longer need them in Blender 3.6, I added a check box to the geometry nodes that turn the instances to mesh. Just the new version for Blender 3.6 that I uploaded, if you haven't done already. Enable it and apply the geometry node modifier. This is solution is a lot faster too!
Ohh nice nice! thanks! @@phcgm
What controls the initial scale of the cards? When I apply the FUR SCATTER to the geometry node modifier, I get tons of tiny cards instead of fewer large ones, and even though I am on a very powerful PC, this bogs down the scene and makes it impossible to work with.
Hi, thank you very much for buying it! I'm adding a new version on Gumroad that take advantage of Blender 3.6. With this file you will gonna be able to convert the instances to a mesh that you can export a lot easier, just check "Bake Instances" before applying the modifier on Blender 3.6. About your issue; Blender isn't very good rendering transparency, so the more cards you scatter the slower it gets. Those tiny cards are meant to cover the areas with micro fur and they are really bad to render as you need a lot of them to cover an area. But there are a setting to control the density specifically for this cards but you can also use the "Remove Fur" slider to get rid of the smaller ones. But what you really should do is create a Vertex Group, load it on the "Fur map" input, use Weight Paint to control the area of the fur and the lenght of it with values higher than 0.150.
Awww...it's so beautiful~
Thanks!