[Blender 3.1] Animated Interactive Bullet Holes Geometry Nodes Tutorial

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  • čas přidán 25. 07. 2024
  • Ye ye ye ye ye ye ye ye ye
    Gumroad: maxedge.gumroad.com/l/bulleth...
    Twitter: / maxedge420
    Email: maxedge420@gmail.com
  • Krátké a kreslené filmy

Komentáře • 51

  • @MaxEdge420
    @MaxEdge420  Před 2 lety +5

    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 :)

    • @neilmarshall5087
      @neilmarshall5087 Před 2 lety

      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.

  • @fatal510
    @fatal510 Před 2 lety +36

    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?

    • @elliotmarks06
      @elliotmarks06 Před 2 lety +2

      I know. I just found him from a reddit post!

  • @dimitrilalushi4693
    @dimitrilalushi4693 Před 2 měsíci

    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.

  • @blendercomp
    @blendercomp Před 2 lety +1

    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!

  • @fairyflosslord7
    @fairyflosslord7 Před 2 lety +3

    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

  • @cptairwolf
    @cptairwolf Před 2 lety +2

    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.

  • @jarvislu9242
    @jarvislu9242 Před 2 lety

    your work is just absolutely amazing!

  • @BlenderFun_
    @BlenderFun_ Před rokem

    just a real amazing great tutorial with (!) easy to understand explanations (and that is really rare on yt)!!! Keep on doing such great work!!!!

  • @smepable
    @smepable Před 2 lety

    This is insane. Youre a Genius.

  • @rudypieplenbosch6752
    @rudypieplenbosch6752 Před 2 lety

    Amazing tutorials, great stuff.

  • @NikolaevAlexander
    @NikolaevAlexander Před 2 lety

    Thanks man, awesome stuff!

  • @chikiscc1
    @chikiscc1 Před 2 lety

    Amazing!! 👏🏻👏🏻

  • @ESD8000
    @ESD8000 Před 2 lety

    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
      @MaxEdge420  Před 2 lety

      The mesh boolean is still 90% of the node time, but there's no circumventing that.

    • @ESD8000
      @ESD8000 Před 2 lety +2

      @@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

  • @SRGSERIES47
    @SRGSERIES47 Před 5 měsíci

    thanku for existing sir

  • @noc2_art
    @noc2_art Před 2 lety

    Awesome stuff!!!!

  • @WW_Studios
    @WW_Studios Před 2 lety

    Another epic tut! Thx!

  • @dantab2407
    @dantab2407 Před 2 lety +1

    Just one word....wow !!!

  • @xxxxxx-cd4vt
    @xxxxxx-cd4vt Před 2 lety

    Good job man

  • @keithkool
    @keithkool Před 2 lety

    This is awesome

  • @nurb2kea
    @nurb2kea Před 2 lety

    A bit hard to follow as a beginner, but that's the reason for the replay button.:-)
    Very nice explained. Thank you very much.

  • @Cm1pro
    @Cm1pro Před 11 měsíci

    Transfer attribute is sample index now, in in new vers. of blender

  • @scottlee38
    @scottlee38 Před 2 lety

    That. is. crazy!!

  • @mke344
    @mke344 Před 2 lety

    Nice!

  • @TechnoNoodle
    @TechnoNoodle Před 2 lety

    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?

  • @craigbaker6382
    @craigbaker6382 Před 2 lety +1

    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?

  • @colinyan742
    @colinyan742 Před 2 lety

    hei!So cool! thank you very much!

  • @MrRainbowCalendar
    @MrRainbowCalendar Před 2 lety

    thnkuUU!!!

  • @DragaoNinja
    @DragaoNinja Před 2 lety

    Good

  • @mahabbat1960
    @mahabbat1960 Před 2 lety

    They said all of my thougts in comments) thank you)

  • @jimmac
    @jimmac Před 2 lety +1

    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 ;)

  • @Ihor.Savaryn
    @Ihor.Savaryn Před 2 lety

    💪🔥👍🚀

  • @mamadshonazaramonov3010

    Going to add bullet holes to every object in my scenes, for extra realism )

    • @mamadshonazaramonov3010
      @mamadshonazaramonov3010 Před 2 lety

      Thank you so much for such a useful tutorial. Seriously, it's great. Your explanations are just awesome!

  • @eastrasmann
    @eastrasmann Před 2 lety

    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.😁...

  • @BlenderFun_
    @BlenderFun_ Před rokem

    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?

  • @SinOfAvarice
    @SinOfAvarice Před rokem

    I understand how stretching can be an issue with image textures, but would it still be a problem with a procedural texture?

  • @NikitaBukoros
    @NikitaBukoros Před 8 dny

    Is it possible to use it on closed mesh? i`ve tried with a cube but it tear the back side and create mess

  • @gumballegal
    @gumballegal Před 2 lety

    subbin just for hat pfp alone

  • @ZackMcTee-mi7xq
    @ZackMcTee-mi7xq Před rokem

    Getting stuck at 2:32 because it seems Blender has updated a lot of the nodes. Any help or updates?

  • @Praikozhyra
    @Praikozhyra Před 8 měsíci

    can i add this to cloth simulation?

  • @overlordthe7th981
    @overlordthe7th981 Před 2 lety

    why not use the raycast node?

  • @KDawg5000
    @KDawg5000 Před 2 lety

    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)

    • @KDawg5000
      @KDawg5000 Před 2 lety

      Here's my final result. czcams.com/video/pMZQW3Zggnw/video.html

  • @omerxd4
    @omerxd4 Před 2 lety

    If someone ask me for a teacher I would say you