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.
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 :)
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
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!
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?
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?
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!!!
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!
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.
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?
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.
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 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.
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?
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 :)
@@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.
This is the best possible tutorial I could wish to start with geometry nodes! thank you very much!
This is going straight to my brain for safe keeping. 😊
That sounds perfect!
you could just save it in your assets folder lol
mind blown ! excellent tutorial, i loved following it
Glad you liked it!
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.
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 :)
Thank you a lot and glad you liked it! :)
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
This is so awesome. Thanks for sharing this tutorial.
Thanks for sharing your knowledge on this, the result is great ;)
Thank you!
Amazing tutorial! Everyone should watch this!
Thankyou very much!!
Great work brother ❤🕉🇮🇳🇮🇳🇮🇳
Amazing tut, thanks for sharing this knowledge 🎉...
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!
really enjoying these! keep em coming 💯
Thank you!!
wuowww this is what i need since a long time ago, subscribed
Really appreciate the knowledge shared here well done 💯
Thank you! :)
Thank you!
You're genius!
Amazing tutorial, very easy to follow and learned a lot 😃👍
Awesome ❤...Subscribed🎉
Thank you! Glad you liked it :)
Suzanne: -"Wha-What are you doing GeoNodes-san? 🥵💦"
awesome
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?
Love your videos thanks alot sweet effort
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?
Its very cool tutor, thanks!
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?
Thank you for the feedback! Will take a look for future video :)
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!!!
Thanks!! I will take a look at that :)
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!
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)?
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.
Bro your gumroad linke...!😅
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?
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.
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!
@@danialsoozani That would be also cool, but I don't even know how to get the age attribute from each single particle.
@@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.
@@danialsoozani Aaah, I totally forgot about that point. Will try this. Thanks :)
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?
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 :)
@@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.
you could get a lot more views if you just labeled this as a NSFW tutorial. This is going to useful in my... experiments.
Blender Geometry nodes at this point looks like Houdini barebones lite
Haha exactly!