UV Mapping a Fluid // UV advection // Blender Tutorial
Vložit
- čas přidán 5. 06. 2024
- Head to squarespace.com/cgmatter to save 10% off your first purchase of a website or domain using code CGMATTER
🐒 ➟ www.patreon.com/posts/blend-u...
🌐 ➟ www.cgmatter.com - Krátké a kreslené filmy
The reason it''s 0.05 actually has nothing to do with the viscoscity. It's because 1/24 (the scene framerate) is roughly 0.05. So basically, divide the velocity by the framerate.
👍🏽
So can we scale our velocity by the delta time in the simulation zone?
@@liteningstrike12 You should be able to do that, yes. Delta Time totally slipped my mind, but yeah that _should_ be equal to 1/framerate, unless theres a scene time multiplier active, in which case delta time would be more accurate to use.
here is a better example i simulated after i.imgur.com/FermrdA.mp4
still a bit glitchy but im sure somebody will come up with something clever for stability
Glitchy or not, thats a helluva great effect. Props again for another excellant tutorial!
Always love watching your tutorials
Absolutely mind blowing!! You are a true blender wizard
YES! Been trying lots of ways of doing this for like 20 years across several packages, even as post processes
damnn this is sooo cool, never would've thought geometry nodes can be a solution to advecting UVs
If your fluid source mesh has a nice, evenly distributed geometry, you can convert its vertices to points and use those instead of generating new points to distribute on faces.
With a particle instance modifier, you can make the proxy have a point following every baked fluid particle. The points already follow the geometry, but are volumetric, not superficial (although that may open different opportunities). The baked particles have their velocity stored somewhere, and that could be useful, but I don't know if that property can be accessed from GN.
The guy has summoned Pinhead and his cenobites. 😊
Incredible! Can't wait to try it out -- you rock.
This is one of those things that you see done in paid software and think it could never be done in Blender. This actually gets quite close and is indeed a very powerful tool. Thanks a lot for sharing!
Absolutely ingenious dude. I have to try it NOW
thats good. im gonna try this later. thanks for the tutorial
I can't say thank you enough! I'm also trying to achieve this for years... Thank you so much!
well done, looks good!
This as a great one mate!! Nice work!!!
Wow, that is brilliant!
Wooow. This is great! Thanks for that. Good tutorial dude.
that's pretty crazy wow
thats amazing.
Damn boi, nice work!
Yes!!! UV Advection!!
Master ! patron +1 forever
100% witchcraft right here, you magical smiley dawg
You are a genius !!!! Thanks !!!
I was trying to do this for so long lmao
For a VR painting tool I made a couple years ago, I invented triangular textures (as opposed to square textures). Sort of like 1.5d vector geometry I guess.
No UV unwrapping necessary, so no distortions. Also no performance penalty. Worked great. No one ever used it though, so meh.
Is the tool publicly available?
this sounds remarkably interesting and useful
Legend
Top teir content
Are you going to do more geometry node beginner guides? I remember that you some time ago started one but didn't finish it I think.
Game changer
Great video. Thank you for making this.
out of curiosity, is there a way to make this solution work with an imported alembic fluid sim from houdini?
Wow, not bad👍
Hmm this looks like it should work with vertex animation textures too in order to move it to ue / unity.
dropped this video right after starship had a successful launch
Same!!!!!!!!!!!! How amazing was both those splash downs!!!
@@GifCoDigital bruh it was incredible i saw it from launch to splash down, and that flap did an amazing job!!!!!
@@justicemagagane5737 the whole re-entry sequence was "fuckno" and "fuckyes", one after the other
genius
Susanne put in a blender!
Any reason, other than better points distribution and not being limited by topology, to use Distribute point on faces instead of converting actual faces to points on faces center? Wouldn't it be more precise or I'm totally off?
Hi CGMatter, How would you go about doing this using an image texture and not a procedural one? How do you UV map something complex like a photoscan?
wouldn't it be possible to swrinkwrap these coordinate points onto the mesh? don't really know how to do it but it makes sense in my head haha
whoaaa
😮😍
Will geo nodes replace houdini!!!
Out of context I'd have thought advection was some haute cuisine term.
this is making my brain melt
its so hard to understand 💀
because the mesh for the liquid sim is not static we're just having something else (the points) store "static" UV coords and moving them along the dynamic mesh, really a very simple concept compared to many other things
@@TheThouZands oh ok :D
why is the video so fast ?
75% sounds a lot more natural.
Can you do this with alembic sequence?
only if stores vertex veelocites
@@CGMatter I tried it. It's super glitchy. Points never follow the mesh properly. Is there a better solution. How can we make it more stable?
This has certainly been a problem for me.
Please give your editing a bit more time to breathe. I had to watch at 0.8 plaback speed to be able to follow your really good tutorial. :)
Xparticle is way easier than this
Ahhh you forgot to do the communist accent!
since it's a lava totoryal
I love your videos, but accelerating your voice in the video is super annoying, it puts the brain under great stress, which is unnecessary for the sake of the video and tutorial ... you know, people love to watch videos also in order to relax and not to get bombarded with huge amount of informations. Just put it to normal speed, maybe cut a bit here and there, and that's it.
If it’s going to fast for you put the video to 0.75x speed and it’s gone 👍
Yes!!! UV Advection!!