Simulation Nodes Tutorial: Slime Splattering Generator | Blender 3.6 Geometry Nodes

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  • čas přidán 5. 09. 2024

Komentáře • 56

  • @JuanFernandez-ti5bv
    @JuanFernandez-ti5bv Před 10 dny

    This is the best possible tutorial I could wish to start with geometry nodes! thank you very much!

  • @aimanbryan1424
    @aimanbryan1424 Před rokem +5

    This is going straight to my brain for safe keeping. 😊

  • @henridemaissin7044
    @henridemaissin7044 Před rokem +3

    mind blown ! excellent tutorial, i loved following it

  • @sanjijunji7582
    @sanjijunji7582 Před 11 měsíci +2

    This is the perfect exact video I was looking for to create a project where I make a empty/object shoot lasers/particles in the direction of the empty without it be attracting to it. I was struggling to figure out how to make the particles go on its own way without being affected by moving the object or being attracting to the empty.

  • @danialsoozani
    @danialsoozani Před rokem +2

    I found your channel via "bubbles" simulation, and this is the second video I watched. I'm so excited and learned a lot from you! thanks for sharing your knowledge and ALSO paying attention to tons of details to create amazing stuff for "standard industry" where the realism and attention to details is most important! Vielen Dank :)

  • @voyageruk2002
    @voyageruk2002 Před 10 měsíci

    I have a pretty good grasp on how vector math works, but always struggled to translate the knowledge to geometry nodes.
    You really help me to understand how this all fits together, you are a great tutor thank you so much

  • @xenoprojectx5939
    @xenoprojectx5939 Před 9 měsíci +2

    This is so awesome. Thanks for sharing this tutorial.

  • @3dvolution
    @3dvolution Před rokem +2

    Thanks for sharing your knowledge on this, the result is great ;)

  • @quince911
    @quince911 Před rokem +3

    Amazing tutorial! Everyone should watch this!

  • @ex-secular-4996
    @ex-secular-4996 Před 11 měsíci +2

    Great work brother ❤🕉🇮🇳🇮🇳🇮🇳

  • @mjmuftah271
    @mjmuftah271 Před rokem +1

    Amazing tut, thanks for sharing this knowledge 🎉...

  • @josepht1575
    @josepht1575 Před rokem

    I was trying to make a oozing effect with fluid sims but they all had issues, then I tried shape keys which needed more work. I then thought, hey geometry nodes might be an option. lo and behold! +1 sub. Thank you!

  • @pevlindir
    @pevlindir Před rokem +1

    really enjoying these! keep em coming 💯

  • @AtoZ_Studio
    @AtoZ_Studio Před rokem +1

    wuowww this is what i need since a long time ago, subscribed

  • @shalout3d
    @shalout3d Před rokem +1

    Really appreciate the knowledge shared here well done 💯

  • @MaxSonicUA
    @MaxSonicUA Před 8 měsíci

    Thank you!

  • @alexeybrodsky8070
    @alexeybrodsky8070 Před 9 měsíci +1

    You're genius!

  • @acekill631
    @acekill631 Před rokem

    Amazing tutorial, very easy to follow and learned a lot 😃👍

  • @aselamadushanka2422
    @aselamadushanka2422 Před rokem +1

    Awesome ❤...Subscribed🎉

  • @mateuscaetano380
    @mateuscaetano380 Před rokem +2

    Suzanne: -"Wha-What are you doing GeoNodes-san? 🥵💦"

  • @bilosofie
    @bilosofie Před 8 měsíci

    awesome

  • @doekewartena5729
    @doekewartena5729 Před rokem

    Thanks for your tutorials! Some minor constructive feedback. Instead of scaling with -1 around the 4:00 minute mark, you could also swap the connections to the Substract node. It saves space. Also, just wondering, why don't you use delta time for the gravity?

  • @ahmedkamal1901
    @ahmedkamal1901 Před rokem

    Love your videos thanks alot sweet effort

  • @Dragaconic
    @Dragaconic Před rokem

    This is cool. For more complex geometries with overhangs and such, how might you make the points slowly fall instead of snapping to the mesh below?

  • @shabutay
    @shabutay Před rokem

    Its very cool tutor, thanks!

  • @christiangschweng1552
    @christiangschweng1552 Před rokem +2

    This is amazing input. Maybe, for easier diggestion, split this into smaller 10 minute segments and upload those courses as a series with a short recap at each end?

    • @mtranimation
      @mtranimation  Před rokem +1

      Thank you for the feedback! Will take a look for future video :)

  • @_blender_man_
    @_blender_man_ Před rokem +1

    Greate skill share! Love the way you do! Very creative. Not really understand why do we need Vector input in sim node at the beginning and set posistion linked to this vector. At the same time we can just use set position to apply velocity.. isnt it ? IN any case - THANKS!!!

  • @MaxSonicUA
    @MaxSonicUA Před 8 měsíci

    Great tutorial! However, I noticed that during the simulation, some balls are passing through the collision object. Is there a way to fix that? Thanks!

  • @ian2593
    @ian2593 Před rokem +1

    Can you set it up to remove the splatters after a set time to prevent slow down the simulation for longer frame ranges (e.g. 0 - 500 frames)?

    • @mtranimation
      @mtranimation  Před rokem +2

      Yes you can! You see in the second simulation zone we track the age of each point? You should be able to do the same set up in the third simulation zone.

  • @user-ev6fj5up9w
    @user-ev6fj5up9w Před rokem +3

    Bro your gumroad linke...!😅

  • @yahyabaskale8948
    @yahyabaskale8948 Před 4 měsíci

  • @christiangschweng1552
    @christiangschweng1552 Před rokem +1

    Maybe someone can help me on this. I'm using this method to spawn particles as points.
    What I want to add to it is that the points shrink with age. I was thinking about using a proximity node and using the emitter empty as a source, but I have no idea on how to continue from there. Can someone help?

    • @christiangschweng1552
      @christiangschweng1552 Před rokem +1

      Update: I have decided to use a gradient texture instead, using radial (for my case) and interpolating it with a color ramp. Now I just need to make this affect the size of the particles the further they are away.

    • @danialsoozani
      @danialsoozani Před rokem

      Gradient texture is good solution as you mentioned, but if you want it to be dependent on "age" why not using the same age attribute and divide the scale by it? u can add randomness in between as well if you will!

    • @christiangschweng1552
      @christiangschweng1552 Před rokem

      @@danialsoozani That would be also cool, but I don't even know how to get the age attribute from each single particle.

    • @danialsoozani
      @danialsoozani Před rokem +1

      @@christiangschweng1552 The way he defined it at 14:20 you just have two options here after that
      Option A: use Store named attribute and call it "age" or something so you can maybe later recall it even in shader editor
      Option B: get an output node from it and use a math node to use its number.

    • @christiangschweng1552
      @christiangschweng1552 Před rokem

      @@danialsoozani Aaah, I totally forgot about that point. Will try this. Thanks :)

  • @wolfiekun
    @wolfiekun Před 3 měsíci

    Some of these nodes don't work the same in Blender 4+, or have been removed like Align Euler To Vector. How would you update this to keep working? Would the Raycast node make things any simpler?

    • @mtranimation
      @mtranimation  Před 3 měsíci

      To my knowledge the Align Euler to Vector node has not been changed since this video. What other nodes are removed or updated? :) Because when I open the file in Blender 4.1 everything still works the same way :)

    • @wolfiekun
      @wolfiekun Před 3 měsíci

      @@mtranimation Huh, lots of the 4.0/4.1 stuff I saw about nodes made it sound like things had changed a lot. In particular I was never able to get more than one simulation zone working at a time, and saw a couple other people with that problem too. I had an idea to adapt this to a more viscous kind of ghostbusters type slime (by using merge to distance before making the volume cloud), so wanted to make sure it still worked. Thanks for a really prompt reply! I'll let you know if I succeed.

  • @TommyLikeTom
    @TommyLikeTom Před 10 měsíci

    you could get a lot more views if you just labeled this as a NSFW tutorial. This is going to useful in my... experiments.

  • @normal-reaction
    @normal-reaction Před rokem

    Blender Geometry nodes at this point looks like Houdini barebones lite