Creating perfect animated noise loops in Blender.
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- čas přidán 30. 12. 2020
- I needed to create a noise pattern that looped seamlessly in Blender and took a while to come up with this solution. I felt it worked too good not to share. This describes a technique in Blender to create a noise texture that loops seamlessly for any duration you wish.
- Krátké a kreslené filmy
Omg I just finished having some fun animating noise textures and was wondering how to loop them with ‘w'. Never expected the answer to just appear in my subscription box!
dude i know im like 2 years late, but WOW, this is exactly what I've been looking for to do on my clouds for half a year now! every time i tried to loop them in my video edit which cost me extra time to do and render but with this you saved me a hassle of doing any of that!!
thank you so much hope you're doing well for yourself! 💜
I was wondering how I would loop a Grass Animation run by a noise texture in Geo Nodes and found this tut. It worked, thank you so much kind stranger.
So you basically created a Shepard Tone ish Texture, nice!
I was looking for a tutorial exactly like this. Thanks so much !!!
was searching for something like this for so long. thank you!
Thank you so much! This is exactly what I need
Oh my god. This is perfectly what I've needed. Thank you so much
The black magic worked thank you!
Thanks a lot for this tutorial 🧡
I was looking for a noise loop, but to use it in geometry nodes for displacement, and that works really great, even with the musgrave texture :)
Perfect ! Thanks for taking the time to share your solution with others !
This made my week. so good!
Dude, this video is EXACTLY what i needed!
Thanks a million
⛵
Thank you so much! This video solved something I have been searching for a while now.
wow this is a very smart setup, you're a genius sir
Great tutorial, simple and informative, thanks!
Wonderful! I have spent countless hours struggling with this.
Thank you very much! This was very helpful
This is just awesome, and now we can replicate it in 3.0 alpha in geometry nodes with set position node for real geo animation finally!
You nailed it! Thank you very much!
Just BRILLIANT! A great explanation and so so helpful.Thank you. Dg
One word. Perfect !!
Great video, I've struggled with this. Very elegant! Thanks for sharing
EPIC!!! Thanks Troy.
Thanks Man, this is exactly what i was looking for. Hella underated video!!!
Exactly what I needed! Thank you so much this video helped tons, thank you for explaining the reasoning too really helped me learn
So much Thanks!!!
I literatlly looked for stuff like that for one Week because I want to loop a water Animation
Thanks man! Only good loop I've found for node based textures!
the best solution ive seen so far, thank you very much. all those value inputs were helpful for tweaking my procedural cloud texture to animate the scene!
Most useful video i found on this topic; it can also be used in geometry nodes, for controlling a looping wave texture on a plane for example. Thank you very much for the help!
Underrated! 100%!!
Dude you're life saver
Ty! This is a great video and really helped!
Awesome tutorial! I just used it to make a looping animation for a hexagon field in Geometry Nodes 😄
Great tutorial! Thank You.
I've been struggling for months to loop a wind effect, this solved my problem!
amazing!! your video saved my day :)
so amazing. thank you
Thank you. That is really helpful.
Super helpful! Thank you!
amazing !! :)
Thank you very much
Thanks for sharing - very helpful!
Excellent video! Thank you!!!!!!!!
My guy! Thank you SO MUCH!!!
thank you , your loop animation best
thats awesome!
Okay this is really amazing! I thought I could just go ahead and copy the exact nodes from the Shader Editor then paste to the Geometry Node Editor. It said it wasn't compatible. So I thought maybe I can just redo the whole thing inside geometry nodes and connect it to the hair curve animation I made following another tutorial called "Blender 3.3 New Hair system: Full Hairstyle Guide" by Noggi. 25 minutes in his video he made a setup to animate hair. I was able to connect the Position node into the vectors for the two noise textures and plug the Mix node into the Add node where his Noise texture was. The Scene time, Multiply, Combine xyz and Add nodes that were connected to the Position node didn't seem necessary so I delete them and it works! Woohoo! I hope that makes sense for anyone trying to get looping wavy hair from the new Hair System!
could you please share a screenshot of the nodes?
Yea bro could you
Wow, how to remember all these steps... Great video. I used this to simulate water surface to create loop video of water instead of using ocean modifier.
Thanks for this...very very interesting.
Fantastic! Really usefull, clearly explained! Thanks. :)
im lost...but it works..... im gonna have to build this set up a few times to wrap my head and understand the math between the nodes.. THANK YOU SO MUCH!
well thank you again! today used in vector (only Y separated) to feed a looped wave texture and create a river flowing in displacement map preatty well looped water
super useful, thanks!
Saweet, thanks for the tutorial!
to explain; modulo is dividing, but keeping the rest instead of making decimal, so like 8/5=1.6, 8mod5=3 (1*5+3)
really good
beautiful strategy, helped me figure out how to loop noise textures using geometry nodes
SO how do you do it? This setup here doesn't work for me in geo nodes :(
How i missed this gem
Champ! Thanks a lot! :)
thx helped me a lot
Man thanks!!
Nice.. i been serching for this on and off since i switched from c4d for years xD
If you can get away with a looped 2D texture, you can use 3D textures (4D textures consume more memory). It's the same setup only that instead of plugging it into the W, you plug it into one of the values of the "location" vector input of the mapping node.
Thanks but that still *Scrolls* the 2D texture
I found a way of avoiding that lol
Basically plug those Multiply Math nodes into a 'Seperate XYZ' node and then 'Combine XYZ' it back but only plug in the Z value and then BAM, acts as if you only animating the Z location
great!
thanks a lot
Holy shit how does this video has not even 3k views :O
This is a gem, thank you :D
omg thank you.
Awwwwwwwwwwwwwwwwwwesome!
When you set the FrameCount and said "Pound sign, Frame" I actually used a £ sign because I'm from England lol
thank you :)
thanks man
this is so baller, w video
guys be very careful with #frame on blender version 3.6, just a little more and I would start reinstalling windows. The problem is that this driver gives an error when rendering animation for more than 1 minute, even on 3080ti I got several blue screens, it looks like I will have to set this indicator manually 😢
Great
Thx for the vid this is extremely helpful
I am trying to use this node setup to loop volumes inside an orb. The only thing I am struggling with is where exactly the greater than node goes, as my setup goes straight from the mix node to the emission color of the principled volume node. I've tried inserting it everywhere but I feel Asif I may need to add some extra nodes somewhere?
sound like you have the right idea, but for a volume set up I would place the greater than node after the mix, followed by a math node set to multiply, then run that into the volume density. Use the multiply node to increase the density, and the greater than node to adjust the clipping of the volume.
Great tutorial.
Also, the modulus value will never give you fifty in this case because it goes from zero to forty-nine. If the frame is at fifty you have fifty divided by fifty which gives you a remainder value of zero, so 50 modulus 50 is 0. The division node near the end will never give you a value of 1.0. But that's good though, because you don't want frame fifty to be the same as frame fifty-one.
Thanks! This works, except I'm using a Voronoi Texture and it's not connecting right. It loops though
now i can finally make my enchanted diamond sword
This work phenomenally but are others to tweak this you know with location, rotation, and scale?
This has been insanely helpful while trying to solve a similar problem, thank you! I'm having trouble tweaking the setup to what I'm trying to do though. When I jack up the scale value the animation speeds up with it. Is there a way to scale up my textures without this happening? I tried using math nodes to divide my W values and that slowed it down but threw all of the looping off.... Anyone know how to fix this?
Update: I figured it out, just had to make the noise speed value very very small. (0.0001) Thanks again Troy for sharing this awesome technique!
Thanks for this tut, I was looking for something like this so I wouldn't have to use the rotation on the mapping for looping. Great help! I have a question not related to this tut though. How do you connect the value nodes with the group? I can connect every other value, but can't figure out how to do it to the value node. Halp? :)
You can manage all of your group inputs with the right side "N" panel. From there you can add or remove connectors for your group. What I like to do though when creating the group is to select all of my nodes EXCEPT the value ones that I want exposed to the group. This way the group will be created and those values are now outside the group. Then I can just remove those value nodes because the group now has them neatly listed. I hope that makes sense.
@@rcpongo Ahhh!!! Thank you!
Thanks! Just what I was looking for! Any ideas on how I could have the texture seemingly move along a single axis (e.g. along the x-axis)? I'm trying to to setup a looping wave animation and have the waves move in a specific direction.
Solved it. Used your method, but instead of driving W with the node set up, added a Combine XYZ node to feed into the texture's mapping node.
@@lydiapapageorgiou-george9141 Great question. Glad you figured it out. I think I will have to make a new version that does that too since I can see that being very useful!
You can show the dispositon of your nodes, I'm the same problem xD
can i make the same with just on the animation of Y-rotation on mapping? i want to reduce the speed of the animation and to keep being looped
You can simply adjust the “noise speed” value to change the speed, and everything will continue to loop properly in this setup. If you go too slow and have a short loop time it may look a bit repetitive, so you really need to adjust all 3 parameters (size,speed, loop frames count)
@@rcpongo in my case i want only Y-Rotation of the noise texture. and i animated this from mapping node. is it possible with a setup like yours? or similar?
@@bilbag yes, definitely possible to use rotation instead of the W parameter, and keep everything else the same. Moving noise using rotation can create some undesirable motion though, which is why I would generally not use that method.
@@rcpongo thank you a lot for the answers! its sea and ''waves'' thats why i wanted only Y-rotation. i cant understand what i will put in my case of your first value node because i use mapping. i failed to do it but i will try more
great tutorial. when you use keyboard shortcuts and don't say what you are pressing. like when you got the Viewer node to connect to the first noise texture node at 2:44 ... makes it very hard to follow.
Sorry about that! I know I use a lot of keyboard shortcuts and try to call them out when I think about it, but I know I miss a lot of them like this as well. For that particular part you mentioned, I am using the node wrangler add-on. It ships with blender, but it is turned off by default so you need to enable it in the preferences/add ons. Once it is in there, you can quickly connect a viewer node by pressing ctrl-shift and clicking on any node. It's very useful, and does a bunch of other things like this as well.
only thing you did not mention. How do I expose the parameters from Value node to the group input?
To expose the value you can either just not select the value node when the group is created, or once it is created just go into the group and drag a value into the bottom dot on the inputs and it will add a new one. From there you can use the properties panel to ename it and set range/default values.
Hope that helps!
@@rcpongo racked my brain for a while. Ty for the fast response.
4:28 How did u rename node? Shortcut.
Hitting F2 will let you rename anything in Blender.
@@rcpongo Thank you
how do you export these into unity
Sorry, I don't know unity, but you would most likely not be able to export this and would have to rebuild this shader within unity.
idk what this means, but cool
lol! I guess that's a problem with me shoving all my interests all on the same youTube Channel. Promise I'll have some new puzzle content soon!
@@rcpongo no worries man. You do you!
How the f#%]^ can I change the color of this thing!? I am so frustrated.
I would suggest either sending the black and white noise pattern to a color mix node as a mask, or better yet, just send the noise to a color ramp node and add whatever color you want there. You can get rid of the math greater than node since I am only using that here to make the noise high contrast. You can do the same thing in a color ramp by putting 2 colors right next to each other.
Kudos on hiding the most interesting details from view while showing your technique. I think I know what was hidden however your technique seems solid.
Wasn’t trying to hide anything, so ask away if there is something I missed talking about, I’ll do my best to explain.
@@rcpongo Ok. What was under the green node immediately next to the output? You labeled your node group "Vornoi," but I did not see that you used any "Vornoi" nodes during your demo. I am a noob, and sometimes noobs need to know how to make groups and rename group inputs. Three videos later, I have all the info I needed; however, I wanted to share with you some of my frustration. I realize you are far more skilled with Blender than I can be right now however you lose nothing by sharing your knowledge. Blender is a very powerful system, and I will learn whatever I need to know to make it work; this is who I am. Thanks for making videos. Keep up the good work. You earned the Sub I just gave you.
@@CappySmack Oh I see. That green node is nothing at all. I use the plugin "Node Wrangler" and that is from that. All it is, is an emission material so You can see the output of any particular node by pressing Ctrl-Shift while clicking on the node. It's highly useful so check it out. It is in Blender by default, but you need to enable it in the preferences/add-ons.
As for the Voronoi, I just wanted to show that you can use the same technique for other nodes as well. In that case, just swap out the noise texture in the video with a voronoi one and everything else would be the same. Hope that helps
@@rcpongo I assume it would be possible to group your work so that Vornoi could be used in place of another set of nodes. I discovered one can group a group via nesting. I also use Node2Code to make node groups into addons. I also use an Emission node for my application of your work because I wanted to replicate some static on a set of CG monitors for a project I am working on. Your video was very useful to me nonetheless. You were clear except for the two items I needed to make your work useful to me. Thanks again. 👍
@@CappySmack Yea, that would work fine. You could also wire up both versions in the same node and just have 2 outputs, one for noise and one for voronoi.