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Great fun and with tons of potential for background animations. You don't even need to generate the curve inside the nodes, you could create a curved path and resample it to get your vehicles to follow that path. There is more work to do to make that happen but hey, that's what brains are for. Thanks for this, it is a very practical lesson!
Next challenge could be using final acceleration and velocity data as attributes to animate the luminance of the brake lights so that they'll be on whenever the acceleration is negative or the velocity is zero.
Yo supongo que tu solo pasas tu tiempo experimentando.. . pero enseñas cosas muy buenas, no puedo hacerlas porque no tengo una PC para esto, pero veo tus videos y aprendo mucho! Thx!
Could you make a video about creating a true Voronoi texture inside of Blender? Long story short Blender's Voronoi node doesn't actually let you access or modify the point density of the Voronoi pattern so you don't have true control over the cell size/point distribution. So for example if I wanted to make a realistic pattern for Alligator scales it would be impossible to set where I wanted larger scales and smaller scales that match up perfectly, simply overlaying different scaled Voronoi patterns doesn't really do the trick here, if we had a true Voronoi implementation where we could control a density map for the voronoi math we could make some really really cool shaders. I've come across an older solution that used geometry nodes but it required extremely dense geometry to work and it had a couple of other limitations to it like it didn't technically work in 3D space. I'm thinking with all the Geometry node updates there might be a new way to do this that may be significantly more performant and accurate. ^ If we could use legit random points that we generate and then do all the math to create the usual voronoi patterns from evaluating the distance between these points then I think that would be reasonable. If you do make a video on this, might I ask that you also include how to get the distance to edge voronoi result? I was never able to translate what I had to the distance to edge mode.
Wowser! Geometry nodes - is there anything they can't do? I like how we get to see the thought process that drives the implementation. (heh, *drives*) Thanks!
Great fun and with tons of potential for background animations. You don't even need to generate the curve inside the nodes, you could create a curved path and resample it to get your vehicles to follow that path. There is more work to do to make that happen but hey, that's what brains are for.
Thanks for this, it is a very practical lesson!
Finally! Morning traffic while I’m working !
Next challenge could be using final acceleration and velocity data as attributes to animate the luminance of the brake lights so that they'll be on whenever the acceleration is negative or the velocity is zero.
And some math for the wheel's to spin correctly along the ground to finish it off
@@OGPatriot03 That's simple enough - the wheel turns 1 radian per radius of translation (and the radius is one half of the wheel's z dimensions).
This reminds me of how some actual EVs brake lights l do not turn on when regenerative braking engages even if deceleration is very noticeable.
Top of the morning! Legendary video as always
They should teach snake concept on car schools so people would avoid falling into the fallacy
damn, i've been trying to solve this for a week, thanks man!
Oh I didn't know the evaluate index node
Yo supongo que tu solo pasas tu tiempo experimentando.. . pero enseñas cosas muy buenas, no puedo hacerlas porque no tengo una PC para esto, pero veo tus videos y aprendo mucho! Thx!
magnificent
Awesome idea and execution. This is a really useful setup for some background traffic, thanks for sharing :)
Delicious!!
Amazing Video !
Could you make a video about creating a true Voronoi texture inside of Blender? Long story short Blender's Voronoi node doesn't actually let you access or modify the point density of the Voronoi pattern so you don't have true control over the cell size/point distribution.
So for example if I wanted to make a realistic pattern for Alligator scales it would be impossible to set where I wanted larger scales and smaller scales that match up perfectly, simply overlaying different scaled Voronoi patterns doesn't really do the trick here, if we had a true Voronoi implementation where we could control a density map for the voronoi math we could make some really really cool shaders.
I've come across an older solution that used geometry nodes but it required extremely dense geometry to work and it had a couple of other limitations to it like it didn't technically work in 3D space. I'm thinking with all the Geometry node updates there might be a new way to do this that may be significantly more performant and accurate.
^
If we could use legit random points that we generate and then do all the math to create the usual voronoi patterns from evaluating the distance between these points then I think that would be reasonable. If you do make a video on this, might I ask that you also include how to get the distance to edge voronoi result? I was never able to translate what I had to the distance to edge mode.
I'm pretty sure the new release (Blender 4) now has that ability using just a redesigned Voronoi texture node.
Only thing it misses is an A hole slider that increases the chance of bumbing into each other
👑
Wowser! Geometry nodes - is there anything they can't do? I like how we get to see the thought process that drives the implementation. (heh, *drives*) Thanks!
first! let's watch the video
My fav blender youtuber tbh
🙂
🫵
i got the procedural traffic but when i try to make turns with curves my tyres starts rotating wrong .
Title and thumbnail next level
What happened to Parralax Occlusion mapping through texture mapping
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Breadlines in america be like
what the....nothing goes into my head, why this is so confusing