UV Mapping a Fluid // UV advection // Blender Tutorial

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  • čas přidán 5. 06. 2024
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Komentáře • 68

  • @aaronlink127
    @aaronlink127 Před 24 dny +124

    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.

    • @GabrielsLogic
      @GabrielsLogic Před 24 dny

      👍🏽

    • @liteningstrike12
      @liteningstrike12 Před 23 dny +1

      So can we scale our velocity by the delta time in the simulation zone?

    • @aaronlink127
      @aaronlink127 Před 23 dny

      @@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.

  • @CGMatter
    @CGMatter  Před 26 dny +21

    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

    • @clinton_jones
      @clinton_jones Před 25 dny +1

      Glitchy or not, thats a helluva great effect. Props again for another excellant tutorial!

  • @OximeFx
    @OximeFx Před 25 dny +10

    Always love watching your tutorials

  • @bencekulcsar8140
    @bencekulcsar8140 Před 11 dny

    Absolutely mind blowing!! You are a true blender wizard

  • @PrinceWesterburg
    @PrinceWesterburg Před 24 dny +3

    YES! Been trying lots of ways of doing this for like 20 years across several packages, even as post processes

  • @WanXiAnimations
    @WanXiAnimations Před 24 dny +1

    damnn this is sooo cool, never would've thought geometry nodes can be a solution to advecting UVs

  • @MrTomyCJ
    @MrTomyCJ Před 24 dny +1

    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.

  • @Tomy_Yon
    @Tomy_Yon Před 24 dny +5

    The guy has summoned Pinhead and his cenobites. 😊

  • @SamSolomon47
    @SamSolomon47 Před 24 dny +1

    Incredible! Can't wait to try it out -- you rock.

  • @Tomycj_Blender3D
    @Tomycj_Blender3D Před 24 dny

    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!

  • @user-gk9ut9qc1o
    @user-gk9ut9qc1o Před 24 dny

    Absolutely ingenious dude. I have to try it NOW

  • @ritpop
    @ritpop Před 25 dny +1

    thats good. im gonna try this later. thanks for the tutorial

  • @EvertonSchneiderS
    @EvertonSchneiderS Před 23 dny

    I can't say thank you enough! I'm also trying to achieve this for years... Thank you so much!

  • @GaryParris
    @GaryParris Před 22 dny

    well done, looks good!

  • @GifCoDigital
    @GifCoDigital Před 25 dny +1

    This as a great one mate!! Nice work!!!

  • @user-lj6jf7wy1d
    @user-lj6jf7wy1d Před 24 dny

    Wow, that is brilliant!

  • @Krzyh4
    @Krzyh4 Před 25 dny

    Wooow. This is great! Thanks for that. Good tutorial dude.

  • @seafoaaam
    @seafoaaam Před 24 dny +1

    that's pretty crazy wow

  • @gavindownes2213
    @gavindownes2213 Před 24 dny

    thats amazing.

  • @sander-wit
    @sander-wit Před 24 dny

    Damn boi, nice work!

  • @InterPixelYoutube
    @InterPixelYoutube Před 24 dny

    Yes!!! UV Advection!!

  • @Lluc3D
    @Lluc3D Před 24 dny

    Master ! patron +1 forever

  • @synapse349
    @synapse349 Před 24 dny

    100% witchcraft right here, you magical smiley dawg

  • @Litonano
    @Litonano Před 24 dny

    You are a genius !!!! Thanks !!!

  • @TheShayboosofficial
    @TheShayboosofficial Před 23 dny

    I was trying to do this for so long lmao

  • @jonmichaelgalindo
    @jonmichaelgalindo Před 24 dny +1

    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.

    • @MrTomyCJ
      @MrTomyCJ Před 24 dny +1

      Is the tool publicly available?

    • @yunghunt2644
      @yunghunt2644 Před 24 dny

      this sounds remarkably interesting and useful

  • @AyushBakshi
    @AyushBakshi Před 23 dny

    Legend

  • @sandeepsingh-xg1rk
    @sandeepsingh-xg1rk Před 25 dny

    Top teir content

  • @Krzyh4
    @Krzyh4 Před 25 dny

    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.

  • @synapse349
    @synapse349 Před 24 dny

    Game changer

  • @theshadow6273
    @theshadow6273 Před 24 dny

    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?

  • @EK-yr4lc
    @EK-yr4lc Před 24 dny

    Wow, not bad👍

  • @fleity
    @fleity Před 23 dny

    Hmm this looks like it should work with vertex animation textures too in order to move it to ue / unity.

  • @justicemagagane5737
    @justicemagagane5737 Před 25 dny +3

    dropped this video right after starship had a successful launch

    • @GifCoDigital
      @GifCoDigital Před 25 dny +2

      Same!!!!!!!!!!!! How amazing was both those splash downs!!!

    • @justicemagagane5737
      @justicemagagane5737 Před 25 dny

      @@GifCoDigital bruh it was incredible i saw it from launch to splash down, and that flap did an amazing job!!!!!

    • @ASHDMDSGN
      @ASHDMDSGN Před 24 dny

      @@justicemagagane5737 the whole re-entry sequence was "fuckno" and "fuckyes", one after the other

  • @rolandsheroziya
    @rolandsheroziya Před 24 dny

    genius

  • @pile333
    @pile333 Před 24 dny

    Susanne put in a blender!

  • @zatelliti
    @zatelliti Před 24 dny

    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?

  • @deouy19
    @deouy19 Před 22 dny

    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?

  • @marcoschiavone9169
    @marcoschiavone9169 Před 24 dny

    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

  • @DerekElliott
    @DerekElliott Před 24 dny

    whoaaa

  • @KHeleka
    @KHeleka Před 24 dny +1

    😮😍

  • @suhailabdulla3075
    @suhailabdulla3075 Před 23 dny

    Will geo nodes replace houdini!!!

  • @deslomator
    @deslomator Před 24 dny

    Out of context I'd have thought advection was some haute cuisine term.

  • @dylandoesthings800
    @dylandoesthings800 Před 25 dny +2

    this is making my brain melt
    its so hard to understand 💀

    • @TheThouZands
      @TheThouZands Před 24 dny +1

      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

    • @dylandoesthings800
      @dylandoesthings800 Před 24 dny

      @@TheThouZands oh ok :D

  • @gavindownes2213
    @gavindownes2213 Před 24 dny +1

    why is the video so fast ?
    75% sounds a lot more natural.

  • @maxwellshoroye9247
    @maxwellshoroye9247 Před 24 dny

    Can you do this with alembic sequence?

    • @CGMatter
      @CGMatter  Před 24 dny

      only if stores vertex veelocites

    • @maxwellshoroye9247
      @maxwellshoroye9247 Před 22 dny

      @@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?

  • @HerraHazar
    @HerraHazar Před 24 dny

    This has certainly been a problem for me.

  • @TheMasterof98
    @TheMasterof98 Před 23 dny

    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. :)

  • @CharlesLijt
    @CharlesLijt Před 24 dny

    Xparticle is way easier than this

  • @kerhabplays
    @kerhabplays Před 25 dny +3

    Ahhh you forgot to do the communist accent!

  • @opensourceradionics
    @opensourceradionics Před 24 dny

    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.

    • @xrayessay
      @xrayessay Před 23 dny

      If it’s going to fast for you put the video to 0.75x speed and it’s gone 👍

  • @InterPixelYoutube
    @InterPixelYoutube Před 24 dny +1

    Yes!!! UV Advection!!