You can now get all tutorial project files on Gumroad (as soon as I upload the rest of them), for free. maxedge.gumroad.com/l/bulletholes If you're feeling extra generous, you can support me there as well! Also, I'm listening for feedback on how to improve these tutorials, so please let me know if you need more detailed explanations, or what you might want to see more of :)
More of the same thanks... Original and brain breaking. One suggestion for future tuts. Objects impacting other objects. Hopefully both hard surface and organic (with rebound) versions. So random shapes (say a car corner) making its own shape into a wall. Or a fist making its own shape in an opponents cheek - which then slowly reforms back out. Stick with this format - assuming we already know the basics. There are plenty of noob level tuts, but not many intermediate ++. An occasional 'this node can do these things' tut at your usual level would be fantastic. TIA.
Man you've come out of nowhere in the blender community making some very high quality tutorials showing some advanced stuff. Are you a industry professional?
The way you produce new geometry on a mesh can be used, maybe, even in making smooth transitioned booleans. There is already an addon doing something so, it is called 'Bevel after Boolean', but it would be good to have other such addons (which use different methods). There are tools achieving smooth transitioned booleans in some 3D apps (Modo's 'Mesh Fusion' is the best, maybe, example), it would be good to have a variety of such tools in Blender too.
Man I was completely lost before the 10th minute, what a gem of a tut this is! :) You've explained both the theory and the node setup, which is awesome. Thanx 4 your hard work, you've just earned a subscriber!
dang your content is so good and unique too ive been subscribed for a little bit now and honestly i can tell youre going to get big in the blender community :3
Wow this is amazing, would be perfect for a game I play called War Thunder. Seriously this is the kind of tech I would have always expected next gen shooters to employ.
love the fact you circumvented having to subdivide the entire mesh alot for this effect to work by dynamically adding topo, really lightweight and flexible
@@MaxEdge420 yeah, but it means this effect can be put on virtually any mesh without having to compromise on general polycount at all - really handy not having to subdivide an entire tank model for a few bullet holes here and there, which i think is worth alot
damn you are blasting out tutorials! very good and unique stuff c; you think this and the rip & tear tutorial are also applicable on characters? like have two creatures claw each other?
Cool, looks very good. My brain cannot begin to imagine how the logic of these GEO NODE trees are created but it is nonetheless entertaining to see you explain the process of deriving the solution to arrive at a goal geometry with the right material look as well. Is there a way to make the nearby bullet protrusions be basically parallel? Unless the gun firing the bullets is where the origin was you really want all the cylinders to be essntially parallel or at least their orientation to be as distant point from the surface of the object you are putting the holes into. The bullet paths would have originated at a point relatively far away (just generally). Is there a way to orient the cylinder protrusions based on a selected distant gun muzzle point?
Awsome.idk If you take fan suggestions for either SFM or Blender but using the Kenny season 2 model from the walking dead could plz do either a mellee weopons slashing or whacking battle scene of Kenny with baseball bat or axe or sword or dual wield weopons, vs multiple zombies or a short fist fighting punching kicking slamming elbowing kneeing slamming into objects short combat animation of Kenny absolutely destroying zombies in combat animation. Search up Kenny player model and NPC in the steam workshop.😁...
i have a question: couldn't you at 7:06 just take the "intersecting edges" from the boolean output and put that in the extrude selection instead of the realize inst+proximity+less than node? wouldn't that be the same?
My UV looks good in rendered view, but when I actually go to render it, it's all messed up/stretched. Any ideas what would cause this? I'm rendering in Cycles/GPU Compute. Thanks! UPDATE: I just had to subdivide my mesh and it works now. I was using a single 4 point plane. (I'll leave this here in case anyone else runs into this)
You can now get all tutorial project files on Gumroad (as soon as I upload the rest of them), for free. maxedge.gumroad.com/l/bulletholes
If you're feeling extra generous, you can support me there as well!
Also, I'm listening for feedback on how to improve these tutorials, so please let me know if you need more detailed explanations, or what you might want to see more of :)
More of the same thanks... Original and brain breaking.
One suggestion for future tuts. Objects impacting other objects. Hopefully both hard surface and organic (with rebound) versions. So random shapes (say a car corner) making its own shape into a wall. Or a fist making its own shape in an opponents cheek - which then slowly reforms back out.
Stick with this format - assuming we already know the basics. There are plenty of noob level tuts, but not many intermediate ++. An occasional 'this node can do these things' tut at your usual level would be fantastic.
TIA.
Man you've come out of nowhere in the blender community making some very high quality tutorials showing some advanced stuff. Are you a industry professional?
I know. I just found him from a reddit post!
The way you produce new geometry on a mesh can be used, maybe, even in making smooth transitioned booleans. There is already an addon doing something so, it is called 'Bevel after Boolean', but it would be good to have other such addons (which use different methods). There are tools achieving smooth transitioned booleans in some 3D apps (Modo's 'Mesh Fusion' is the best, maybe, example), it would be good to have a variety of such tools in Blender too.
Man I was completely lost before the 10th minute, what a gem of a tut this is! :) You've explained both the theory and the node setup, which is awesome. Thanx 4 your hard work, you've just earned a subscriber!
dang your content is so good and unique too ive been subscribed for a little bit now and honestly i can tell youre going to get big in the blender community :3
Wow this is amazing, would be perfect for a game I play called War Thunder. Seriously this is the kind of tech I would have always expected next gen shooters to employ.
your work is just absolutely amazing!
just a real amazing great tutorial with (!) easy to understand explanations (and that is really rare on yt)!!! Keep on doing such great work!!!!
This is insane. Youre a Genius.
Amazing tutorials, great stuff.
Thanks man, awesome stuff!
Amazing!! 👏🏻👏🏻
love the fact you circumvented having to subdivide the entire mesh alot for this effect to work by dynamically adding topo, really lightweight and flexible
The mesh boolean is still 90% of the node time, but there's no circumventing that.
@@MaxEdge420 yeah, but it means this effect can be put on virtually any mesh without having to compromise on general polycount at all - really handy not having to subdivide an entire tank model for a few bullet holes here and there, which i think is worth alot
thanku for existing sir
Awesome stuff!!!!
Another epic tut! Thx!
Just one word....wow !!!
Good job man
This is awesome
A bit hard to follow as a beginner, but that's the reason for the replay button.:-)
Very nice explained. Thank you very much.
Transfer attribute is sample index now, in in new vers. of blender
That. is. crazy!!
Nice!
damn you are blasting out tutorials! very good and unique stuff c; you think this and the rip & tear tutorial are also applicable on characters? like have two creatures claw each other?
Cool, looks very good. My brain cannot begin to imagine how the logic of these GEO NODE trees are created but it is nonetheless entertaining to see you explain the process of deriving the solution to arrive at a goal geometry with the right material look as well.
Is there a way to make the nearby bullet protrusions be basically parallel? Unless the gun firing the bullets is where the origin was you really want all the cylinders to be essntially parallel or at least their orientation to be as distant point from the surface of the object you are putting the holes into. The bullet paths would have originated at a point relatively far away (just generally). Is there a way to orient the cylinder protrusions based on a selected distant gun muzzle point?
hei!So cool! thank you very much!
thnkuUU!!!
Good
They said all of my thougts in comments) thank you)
Already lost I look at where I am in the video. Still 70% to go. Some of us are not cut for this, despite the nice vector math explanations ;)
💪🔥👍🚀
Going to add bullet holes to every object in my scenes, for extra realism )
Thank you so much for such a useful tutorial. Seriously, it's great. Your explanations are just awesome!
Awsome.idk If you take fan suggestions for either SFM or Blender but using the Kenny season 2 model from the walking dead could plz do either a mellee weopons slashing or whacking battle scene of Kenny with baseball bat or axe or sword or dual wield weopons, vs multiple zombies or a short fist fighting punching kicking slamming elbowing kneeing slamming into objects short combat animation of Kenny absolutely destroying zombies in combat animation. Search up Kenny player model and NPC in the steam workshop.😁...
i have a question: couldn't you at 7:06 just take the "intersecting edges" from the boolean output and put that in the extrude selection instead of the realize inst+proximity+less than node? wouldn't that be the same?
I understand how stretching can be an issue with image textures, but would it still be a problem with a procedural texture?
Is it possible to use it on closed mesh? i`ve tried with a cube but it tear the back side and create mess
subbin just for hat pfp alone
Getting stuck at 2:32 because it seems Blender has updated a lot of the nodes. Any help or updates?
can i add this to cloth simulation?
why not use the raycast node?
My UV looks good in rendered view, but when I actually go to render it, it's all messed up/stretched. Any ideas what would cause this? I'm rendering in Cycles/GPU Compute. Thanks!
UPDATE: I just had to subdivide my mesh and it works now. I was using a single 4 point plane. (I'll leave this here in case anyone else runs into this)
Here's my final result. czcams.com/video/pMZQW3Zggnw/video.html
If someone ask me for a teacher I would say you