How to Use the New Simulation Nodes in Blender 3.6 LTS
Vložit
- čas přidán 3. 06. 2024
- Get a thorough introduction to the new simulation nodes in Blender 3.6 with a general overview and in-depth explanation using practical examples.
Find the demo file that this tutorial is based on at www.blender.org/download/demo...
* Learn more about what's new in Blender 3.6 at www.blender.org/download/rele...
* Download Blender 3.6 LTS at www.blender.org/download
00:00 Introduction
01:57 Basic Overview
05:59 Example - Base Setup
09:44 Example - Generate Particles
12:15 Example - Turbulence
13:34 Example - Track Age
16:20 Example - Velocity Visualization
17:38 Example - Input Interaction
18:32 Example - Attractive Empty
20:49 Example - Outro
#geometrynodes #simulation #blender #tutorial #digitalart - Zábava
3.6 is out now!? Oh hell yeah! Time for some motion graphics in Blendini!
This is the biggest change to Blender since geometry nodes itself. You gave us the ability to make our own tools, now you've given us the ability to make those tools interact with each other in real time.
I started using Blender in 2007. I was 13. I've witnessed the growth of this program, I saw features come and go. It took me forever to gain an okay understanding of Material Nodes, and now I have more nodes to comprehend, but this time, there's math involved. I might cry.
i feel the same
Are you scared of math?? So if I showed you a calculator you would scream in terror? Cool.
There's math involved in material nodes, too.
You just gotta embrace it. Most of the math is very simple, and doing your modeling in a procedural way will save you time in the long run. You can iterate extremely quickly because it's non-destructive. That means better art faster.
Can you use this for Skyrim? legendary Edition. Not Special Edition.
Fantastic overview of the new features. As always, it's awesome when you have the chance to share some knowledge.
in 21 minutes such a dense tutorial on such an exciting topic...
Chapeu to you and to the whole development team!
This is awesome node 😮😊 cannot wait to see everyone making awesome tutorials 🤩
Thankyou so much, I was completely overwhelmed by all of this sim stuff but you showing the bare bones minimum really helps.
Between this and geometry nodes itself, I'm so glad Blender is releasing so many helpful features for fun abstract art projects.
Well done; so much wisdom in such a short video! Thank you.
One giant leap for blender and one small step for humanity. I think it is time to make this more user and artist friendly, since there are these wonderful bases created, the C4D model I think should be the goal if not better. Wonderful job Jacques!!
yes i can anvision this systen to have prebuilds part liek c4d with forces efectors emmitors etc
I don't think so. Although it should be the goal to make the tool as artist friendly as possible but that shouldn't let the devs dumb down the system's flexibility and feature set of what it can do in future. The vanilla C4D is easy to use and "artist friendly" but it's really limited and you'd hit the ceiling of what's possible very quickly and then you'd have to get bunch of plugins to do complex stuff and for the new Blender system that should never be the case. They should IMO focus on making the new node system as flexible and powerful as possible while keeping it as artist friendly as possible with built in presets and node groups etc. The goal should be closer to Houdini but if not better and easier, not C4D.
It's not dumping down. It's just hiding complexity simulary what Houdini does with self tools
@@AdamBelis that's what I said about shipping with node groups and assets but Houdini doesn't hide any complexity either. The DOPs, POPs and those sim nodes, solver nodes etc. are just made with much lower level nodes grouped together and that's what I said. It makes it easier for new users to jump in and create complex effects but it also keeps the system flexible enough for advanced users to tinker and create more complex effects.
@@xanzuls one day it will become as easy to use as c4d with the power of houdini 🙂
Incredibly informative videos! This channel has been a great aid to me throughout my Blender process, I don't know what I would've done without it! The videos have incredible detail, making sure to touch upon each and everyone of the tools necessary to complete general tasks. The fact that the videos are from Blender themselves makes it that much easier to trust them. Huge thanks to the Blender team!
This is an excellent feature. I'm looking forward to what people make with this
i'm working on a way to use all the potentiel of geo nodes in vjing, this is huge for me :)
Great video! Explained everything perfectly! Imagine the possibilities of procedural animation.
Blender studio is such a gigachad! Ty for this videos!
Simply awesome 👏 Thanks for sharing these explanations 😊
i think simulation is a way of making all the features we had go next level. And create simulations!!! great video
The future looks bright for Blender. I can imagine this aspect of Blender will create a field of specialization for people with a more technical inclination, possibly creating a new kind of job for tem to get into. Very cool!
Yeah, geometry nodes brought all the math nerds in. Simulations on top of that makes Blender a real contender against the likes of Houdini. We still need more nodes, it's not entirely feature-complete yet, but simulations are a big, big step towards a level of complexity that was very hard to do the old way.
Nice presentation! Now off to learn more about geometry nodes.
This is insane.
Well done, guys! Blender is just getting better and better.
I'm definitely here to stay.
I getting blenter
Amazing feature and amazing predentation, thank you.
Excellent work Guys. You are doing an awesome job! Love your work Simon great intro to Simulation nodes :O)
Oh this makes a lot of sense. I can't wait till I get to the point in my current project where I finally get to play with geometry nodes. :3
Crazy! Will definitely use this soon!
Excellent presentation! It took me hours to get through it since there's lots of information here.
For others just starting to watch: I think 3.6 is still a little quirky with this tech since, for example, the colors (in the very last example) would intermittently work. It's just buggy, so I would do things like move the View node and it would work. Don't waste your time adding materials or using different render modes like I did. 🙂Still, it does work, if you take your time.
Great explanation. Thanks!
Now THIS is what you call flexibility. I have no idea who came up with this approach. Nodes are cool enough, but this is on another level.
The geometry node is very great, it makes blender more unique and attractive, I hope it has a better future, can add support for sound in the next version, such as adding geometry nodes of sound frequency, I can set more options about sound.
I was wondering if one day it would be possible to add sound to the simulation. For example: you created a scene of a basketball court, when the ball bounces on the ground it emits the sound of a ball bouncing on the ground. Your comment made me realize that this would be possible with geonodes, just as we added image nodes to load textures, we could load sounds as well. And it would have other nodes like Pitch Bend, Echo, Reverb (to simulate the echo of a court). So many possibilities with geonodes!
Hi, it would be REALLY useful if you taught how to set a gradient material for the instances based on the age of the particles! THX for the tutorial
Divide the age by the max age, feed the result to a colour ramp ... you know the drill.
beautiful.
I'll try to use simulation nodes to add physics to my car rig (if it goes forward at 100Kmh, when it stops, the inclination widget acts as supposed)
But idk how the key frames and animations may interact with each other
20:55
*DEFINETLY WATCH THIS COURSE!!!*
Honestly - Just do it, he modestly mentions it here but it WILL tangibly imrpove you procedural game!
Just... WOW!
Amazing !!! I wish my brain was bigger though
nice videos, i love the concept of Simulation zones, i have tried to build my own particle system but the Noise texture cannot be Colourful, its black and white, can you pls help me out why that could be
This is great, the only thing I think the nodes is lacking is some way to do maths and loops the written way.
Yeah, these are the big ones.
Didn't the trap code plug in inside after-effects do This fifteen years ago?
Looks like niagara particle system in unreal engine. Great job blender foundation!
Excellent. I could get everything but the colors working. Did you include some additional settings to get this to work? Mine shows grey scale even though the color ramp is set up as instructed.
select the viewer node, then go to Node properties and change the Value socket from float to Color, the node input socket should look yellow now and it should be working!
@@erickcobos Thanks. That did the trick.
Thanks for all the information. Advance beginner here and as such there probably is a fundamental thing i don't understand about particles. How can we set the colors/material to render out and not just while watching via the viewer node. Like when I render it all the particles have no color/material?
Besides that question, I got everything to work, but when I select the empty to move it, all the color disappears?
Plug your attributes into a material node tree.
9:08 Do I understand correctly? In the simulation itself, Velocity is stored as a "value per second". When we set the position we convert it to "value per frame". But when we add Gravity to the simulation, we add Velocity's "value per seconds" and Gravity's "value per frame". That is why the values of turbulence and gravity are so large.
Thanks for the tutorial!
In the base setup, why is the scaled gravity vector added to an unscaled velocity vector? Shouldn't both be scaled? (@9.40)
Thanks
EDIT: Never mind, i realise starting velocity is a constant, where gravity is not
awesome
nice!
Hope we'd have assets for different simulations like softbody or cloth, like with hair nodes
Hair systems came in with 3.3, the built in pre-sets came in with 3.5, I suspect this will be a thing, we just have to wait a few more updates.
I believe they are basically just waiting to see what other people come up with these basic building blocks, and sort of seeing where the interest is. Some of this stuff is also driven by what the Blender Open Movie Project needs, and what assets they develop in-house. Eventually they want to remove the old physics stuff, and replace it with node groups, so you can bet that those sims you mentioned will be created and included.
how can you add constrains so if you want to move object in the z axis the small balls dont fly all around the place
hey, when i add a simulation node to rotate my objet, it desapear. Do you have an idea about the cause of that problem? My mesh already have a bunch of nodes, but when i try it on a different one (like a basic cube with no other nodes than the simulation one) the problem doesn't occure
Yes, that's pretty cool.
Is there any possibility to spawn an amount of X points every Y frames/seconds and start/stop spawning points on a given frame?
Is it possible to add collision to the simulation you've shown here with version 3.6?
Yes, it is. But you have to build collision logic from scratch (e.g. there is no special collision node)
BLENDER IS DESTROYING ALL OTHER COMPETITIONS AND WILL BE A LEADER TO AND STANDER TO ALL OTHER 3D animations PROGRAMS
Yup, thats why its the most used DCC tool in the tripple A indust....
Oh wait. No it isnt.
All the proprietary tools are retreating into particular specialities. Blender is the only one still covering the entire workflow (including compositing). It’s also the only one to seamlessly integrate 2D into 3D working.
@@anonymousd5582the same AAA industry that still uses ancient ass programming languages and other tools due to how hard and expensive it will be to retrain their staff and migrate to newer technologies? Not exactly an industry one should be looking to follow. Blender is extremely popular with indie studios, freelancers and basically anyone who isnt tied to decades of technical debt.
I want what you smoke 😂
I love blender and the fact that there is so much enthusiasm but it's still kind of a toy
Talking about toys, has Maya acquired a decent Python interface yet? Only the last time I looked, it was a straight transliteration of their clunky MEL language.
Can anyone explain what it means and how it works that we use a scale node to make the simulation "independent of the frame rate"?
The delta time is independent of the frame rate. It is basically just a single value that is constantly increasing over time. So if you set an initial velocity - for instance a z value of -0.5 - and then you scale that value by the delta time, the value will grow exponentially each frame. If you now use that velocity to offset your object, you basically created gravity. 🙂
Ooo is that a deliciosa monstera 😮
I'm trying to have a go of simulation nodes on a laptop from 2020 and I'm getting considerable slow down compared to this video. Is it just down to my hardware (i7-10750 2.6GZ) or is there some setting I'm missing that I need to toggle to allow for multi-threading or GPU support?
The basic set-up at 7 minutes kills the laptop, but my Houdini can have millions of particles on screen. What's going on?
1:27 Is there a tutorial for that fracture cut clip?
Why does it not do any of the simulation if I try to make the geometry anything other than points? I can't add materials to points and when I make instances on points and pass those into the simulation it only spawns the geometry but nothing moves.
How can I apply the output from the simulation nodes?
How do we make the particles independent after their creation? Like we move the mesh and the particles aren't influenced by the mesh moving after they are emitted?
They already are independent.
Community: Asking for Particle Info node for Eevee for 4 years Blender devs: wait till we reinvent particles 😂
I feel like noob, but how does one get that search menu with scale and add modes for math node etc. (I have binded the node search menu with space but that brings up only the math node)
EDIT: I got that you can drag + ctrl to get what I meant, I think I can bind that menu to space etc.
05:08 How come your viewport can play the animation smoothly? When I ran it, it gets slower and slower by frame, and when it reached near the 20th frame, Blender became unresponsive, and eventually crashed.
PS: Found the reason. Your random value probability was 0.01, mine was set to 0.3 or something.
Now we need a Version of this, that doesn't require knowledge about Vector Math, or doesn't hurt brian 😀
Never gonna happen. You need to know math in order to really do anything with geometry nodes, physics, or animation
Geometry nodes is acting on the underlying data structures that make up your objects. 3D art is all just math under the hood. But you can always just grab somebody else's node group and plug it in as an asset and adjust a few values, just like what they did with hair.
Can we use simulation node to cloth & soft bodies of a character?
Yes.
how do I get - open that screen ?
top menu far right I see nothing , that says geometry !
I JUST DOWNLOADED 3.6 ?
Is this a plugin I failed to turn on ?
pardon my ignorance but I am new to this ware .
WAIT WHAT ITS ALREADY OUT NOW ???HOLY HECKING HECK
I have a feeling I need to grab a large cup of black coffee and get to the bottom of geometry nodes...
❤
perhaps I missed it in the videos, but I could not understand what value delta time has, until I found it in an old blog entry: delta time = 1/FPS
just in case anyone else was wondering
such a powerful tool ! although its like spagetti coding and feels raw
It can be cleaned up a lot better than this.
I have set up nodes in Blender 3.6.0 LTS just like shown at 2:44 in this video: Group Input > Simulation Input > Simulation Output > Group Output. But the Cube disappears in Object Mode while all these nodes are active. It becomes visible only when Simulation Output is muted. Any idea why this can happen?
After restarting Blender Cube is visible even with all nodes active. But Random Value node Probability setting has no effect on the object. Viewport rendering issues?
Just to confirm. Node settings changes become visible in the Viewport only after restarting Blender.
👍👍
Let's make a comment thread of simulation nodes ideas! I'll start:
We can have proper landscape erosion now! And even simulate the development of an ecosystem to get varied vegetation that responds to sun position, water, elevation, and so on.
Can this be used for cloth and hair?
It can be used for any sort of geometry.
still no radeon hid rt ?
Soon programming nodes ?
13:35 Glitch in the Matrix
Thanks for the introduction! I feel like the “simulation zone” is too messy though. There should just be a simulation node with dynamic inputs and outputs. If you want to pass external data to the sim, just plug it into a blank input. Having a sub-graph is just so much more readable to me. This got messy really quickly.
Well, you can group the simulation zone 🙂Best of both worlds.
You can make these look very clean, he was just doing a quick example.
👍
Now blender is becoming a swiss army knife for any 3d work. 😊😊😊
how can I *export my simulation/GN* with shading/material/texture into other program like UE5? If anybody knows please answer....
Uhm... Bake it to Alembic?
Uhm... Bake it to Alembic?
That's technically possible, but using alembic comes with a substantial hit to performance. Will in most cases not be friendly for real time.
But Alembic is “Industry Standard” for this sort of thing, isn’t it? What else is there?
I saw the thumbnail and it made me read stimulation nodes
In my environment, `Bake` button is greyed out. Why?
Save the file first.
i liked the particle info node more :) to bad it doesn`t work in evee...the particle info node...
At 12:50 the particalls have no color, just black and white with shades of gray. Why is that? Anyone had this?
same, both in EEVEE and Cycles.
Ok, saw it somewhere in the comments, go to the viewer node and in the N-Panel, set the Properties to color.
@@doekewartena5729 omg... thank you, wasted so much time with that. Did he mention this in the video? Im almost positive he didnt. Guess its for saving time.
🥳🥳🥳🥳🥳🥳🥳
my brain is melting
It's really a great feature but it's not artist friendly at all, Houdini is more user friendly because you can have pre-build block and no need of 10 years in math study to dev your particle system. Hope it'll be close in near future of the new hair system. It's great to have it, really great, but when I need to simulate something for a project, I not want to dev a simulation tool first ;) Have the possibility, like in Houdini to let it open is really great but here, it's not good for the productivity at all for the moment. Of course, I done it to learn :)
Node trees are just assets. You can grab them from wherever else you might grab an asset. Plenty of math nerds out there building solvers with this. They put the basics in so the community could get started. Eventually they will include the cream of the crop.
As someone who has been using these features since the early alpha branches, I think this feature needs much better documentation and text-based, easy to find explanations (of the inner workings, not just the practical examples). The manual is shamefully general and vague. I don't think it's a good idea for the main/primary source of information about this feature to be available mainly across youtube videos. There are things about how this thing works (like the behaviour of switches in a simulation zone) that is just not readily available from Blender's official documentation, one has instead to spend a lot of time randomly searching on youtube hoping for someone to mention what you wanted to learn.
For example, the manual says: "The simulation is tied to the animation system, with support for sub-steps." What are substeps?
"The result of the simulation can only be accessed via the Simulation Output node. This also allows sub-frame interpolation for motion blur". Why? How? Where can I see a detailed explanation? The manual can be kept overly vague if that's the intention, but at least it should provide links to more detailed information. That lack is what makes the manual almost useless in a lot of occasions.
Sub-steps are iterations between frames.
Gom gom
Also can i make a giant request for a render engine dedicated to 100% accurate caustics and dispersion? Even octane and luxcore seem to be off. Getting focused light is proving rather difficult … ill wait a day for a render, just open the doors to light art for me ❤❤❤❤
🙂
This looks amazing, but seems kinda messy as it is
Where's the vfx tutorial?
Waiting for a Transformer to take a verbal geometry or simulation prompt and build the Node tree/Python automatically.
The manual analysis of node logic hurts my brain.
Well presented, nonetheless.
Great for coders not so much for artists
Except you can make art easier with Geometry Nodes after wrapping your head around it. As a 3D Artist, and especially if you want to get into animation, you have to know more than just making the art itself.
gravity is 9.8 m/s
So basically they added a for loop to graphical programming
Blender
you make me wanna confess my love to you
please please please look at how cartesian is using geo nodes and building his set-ups they are 1000x easier to follow through and understand the networks. I think this current workflow the devs are pushing is not in the right direction. this is unbelievably messy and hard to follow.
For me the "Age" is being counted in reverse.
time to destory houdini? :o
Still a couple things missing, and it will help to have a bunch of pre-bundled node tree assets (like hair got recently). But yeah. Blender is coming for Houdini.
can't wrap my head around that ._.