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Polycount
เข้าร่วมเมื่อ 25 ก.ย. 2023
Just some blender/3D stuff
New features coming to Blender 4.3
Full feature list here: developer.blender.org/docs/release_notes/4.3/
This is taking a look at the alpha build of 4.3 and some of the major features coming to it!
This is taking a look at the alpha build of 4.3 and some of the major features coming to it!
มุมมอง: 6 848
วีดีโอ
Intro to Procedural Textures in Blender 4.2
มุมมอง 38721 วันที่ผ่านมา
Making some sand in Blender 4.2 procedurally and explaining everything from scratch!
Procedural Clouds - Blender 4.2
มุมมอง 1.1Kหลายเดือนก่อน
Using geometry nodes to make a procedural cloud generation modifier for blender 4.2 and up.
Grease Pencil 3.0 is a BIG deal
มุมมอง 3.2K2 หลายเดือนก่อน
Taking a look in blender 4.3 at the upcoming grease pencil features and their impact on workflows.
Reflections in EEVEE Next using Light Probes
มุมมอง 5K2 หลายเดือนก่อน
Looking at how to use reflections in EEVEE next in blender 4.2 using raytracing and light probes.
Bubbles are EASY in blender 4.2
มุมมอง 3.8K2 หลายเดือนก่อน
looking at making a quick bubble scene in blender 4.2 using the new shader attribute and some geo nodes ofc ;)
Fairy Lights - Blender 4.2
มุมมอง 6802 หลายเดือนก่อน
Using the new realise instances node in blender 4.2 to make some christmas lights even tho its summer
Simulation Nodes Particle Trails - Blender 4.0
มุมมอง 7482 หลายเดือนก่อน
Using simulation nodes to make some simple particle trails you can apply to any moving object :)
Give Images w/ Alpha Thickness - Blender 4.0
มุมมอง 2462 หลายเดือนก่อน
Exploring a geo nodes solution for giving images with alpha channels thickness procedurally in Blender.
Crystal Creation - Blender 4.0
มุมมอง 1.1K3 หลายเดือนก่อน
In this video I go through my basicl process for modelling, shading, scattering and lighting some crystals in Blender.
Beginner Tutorial - Low poly deer - Blender
มุมมอง 4493 หลายเดือนก่อน
A beginner tutorial for low poly modelling in blender :) thanks for watching. Background music isnt mine
Low Poly Animal Creation - Blender
มุมมอง 2.3K4 หลายเดือนก่อน
Using Blender to model, shade and rig some low poly animals!
Improving more old Renders
มุมมอง 2684 หลายเดือนก่อน
Taking a look at my old techniques in blender and how Ive improved on them
Remaking 6 Year Old Renders
มุมมอง 1795 หลายเดือนก่อน
Looking at various methods Ive learnt over the past few years to improve my 3d art in blender.
Making cool renders in Blender
มุมมอง 8395 หลายเดือนก่อน
Using assets from polyhaven to go through my process of composition, environment building and lighting in blender.
Remove Scattering Intersections - Blender Geo Nodes
มุมมอง 4115 หลายเดือนก่อน
Remove Scattering Intersections - Blender Geo Nodes
Tennis Ball in Field - Full process Blender
มุมมอง 7615 หลายเดือนก่อน
Tennis Ball in Field - Full process Blender
Particle flow on Curve - Geo Nodes Blender
มุมมอง 7195 หลายเดือนก่อน
Particle flow on Curve - Geo Nodes Blender
Intro to Simulation Nodes - Simple Explosion
มุมมอง 1555 หลายเดือนก่อน
Intro to Simulation Nodes - Simple Explosion
Camera Culling using Active Camera Node - Blender 4.1 Geo Nodes
มุมมอง 3.5K5 หลายเดือนก่อน
Camera Culling using Active Camera Node - Blender 4.1 Geo Nodes
Fully Procedural Lego - Blender Geo Nodes
มุมมอง 986 หลายเดือนก่อน
Fully Procedural Lego - Blender Geo Nodes
Geometry Nodes Based Styled Hair - Blender
มุมมอง 1196 หลายเดือนก่อน
Geometry Nodes Based Styled Hair - Blender
Blender - Rigidbodies, shading & rendering
มุมมอง 1696 หลายเดือนก่อน
Blender - Rigidbodies, shading & rendering
Making smoke renders from character animations - Blender
มุมมอง 4.2K6 หลายเดือนก่อน
Making smoke renders from character animations - Blender
Blender - Lets Make a Low Poly Island!
มุมมอง 1096 หลายเดือนก่อน
Blender - Lets Make a Low Poly Island!
Blender - Lets Make a Cupcake! Part (2/2)
มุมมอง 2836 หลายเดือนก่อน
Blender - Lets Make a Cupcake! Part (2/2)
Blender - Lets Make a Cupcake! Part (1/2)
มุมมอง 2296 หลายเดือนก่อน
Blender - Lets Make a Cupcake! Part (1/2)
So, what about doing this WITHOUT Geonodes... you know, just drawing in GP directly?
thanks Amazing
Did anyone figure out a Maya user interface for everything yet?
i can barely hear you...
What feature films has Blender been used on compared to say 3dsmax?
Any idea when we'll get dynamic hair? That's such an important feature we are missing with the change from particles to geometry nodes. I feel like that should be a bit of a priority and am frustrated it's taking so long.
Not sure, but i bet it could already be done with simulation nodes from scratch with the tools we have now, so i imagine its just a matter of time for it to be made
still hoping we will one day get a selective AO node.
Nodes, nodes, nodes. Greace pencil, rendering/shading. The usual then. I hope the asset library for brushes will be decent at least
I hate the new brush system
Constructive feedback would be good here
Fill curve geometry node flattens all my geometry, any insight? Using current 4.3 alpha
Try rotating and appling rotation on your object, fill curve only works in certain orientations atm
@@Polycount-tw4ix ah it worked! I was loosing it, thanks for this work flow, killer job
It is soo sad to see most people in comments and most noobs in general cant see what blender is trying to do, they are really making a easier path for people to make new tools and expand geo nodes side of things and they will start to implement things like houdini. U all watch c4d and maya "whats new" video and think thats not in blender but it was always in there. u will say things like "it dont have things like c4d particle system..." u can laterally do most of it in blender and if u cant do it u can make your own setup in geonode and make it better.
@@adim101-b9lnew kids not coming from 3ds Max and Maya side won't understand. The direction blender folks are on is good. We can't have everything in one update. They should be grateful that we are getting something. I've been using Maya extensively for the office and its updates are miserable. They almost forgot xgen and bifrost geo is still stupid to convert to normal mesh.
I've been using max for 23 years now. And with Tyflow and PhoenixFD it's pretty much a beast. The best thing about max is it's perspective viewport look. Compared to C4D and Blender and Maya it just looks better. I'm talking about when you're working on a model; not interactive viewport render realism. Basically max has the sharpest, cleanest look.
how do you come up with this?
alot of what I do is for productions so I really just come up with solutions to problems :) it can also help getting inspiration from films, tv, art etc
@@Polycount-tw4ix i am just a beginner so that really just cracked my mind. Your understanding of this is amazing!
This is amazing!!
audio is fine... I got it at 50% and its totaly fine 4.3 looks very disappointing once again. still so many basic features missing : /
I think alot of work went into reworking grease pencil, it was basically rebuilt
nice
LAST 2 YEARS Blender looks like Autodesk team. So stupid updates. Look at Cinema progress...
As someone who is with Blender for 15 years, I cannot express my utter disappointment. But modern Blender have invited so many noobs, any criticism would be drowned in a sea of blind fanboyism, claiming how Blender soon gonna destroy ZBrush, SPainter, Cinema and Marvelous with one swing
Unfortunately, we can't compare them. Blender has a really small team of less than 100 people, while Maxon has more than 600. And Blender is free. But yeah, it indeed makes us really sad...
@@igorrocha1819 My main concern is that modeling in Blender wasn't properly updated for 5-6 versions now, and there are still many glaring issues in general. some are like decade old, but instead of fixing some core problems, they do random crap like ruining well established workflows by rewriting auto-smooth or making yet another revamp of Grease pencil... It's also really funny how before the Blender team started receiving funds from numerous companies, working basically for free, they managed to do much greater improvements than what they do now (rewriting entire core for supporting n-gons, entire modeling tool-set, developing Cycles, then Cycles 2.0, making completely new UI, big work on simulations back then etc). These days it's more like: "hey, the icons are more smoother now and windows are having round corners"
yes, with the thousands of dollars that you donate to the Blender team, surely they should listen to your angry disappointment and make changes accordingly.
@@gotmoresoul I can list you a number of things that were made by devs for free, so now comes a new generation of devs who break what was working before in their attempt to reinvent the wheel. This naturally pіssеs off people who worked with Blender far longer and remember how better some things were, just to be met with fanboys like you with their "Acshually, Blender is free". I admire programmers who made Blender for free and not those devs who ruin it also for free
Your audio is low. Please increase the gain. Thanks
wonderful tutorial, thx
I appreciate a lot that Blender continues to improve Eeve, and I really hope that someday it'll be good enough to use it in production, but IMHO right now, at least for me, it's a no no. If I need a real time renderer I just prefer UE by far, and if real time is not an issue, the cycles renderer is really good. I don't find, in my personal workflows, situations where Eeve is a good solution. Reflections are a big concern (in product visualization is mandatory), emission is a must, and render layers are really needed for post processing. I think that some day Eeve will be as good as unreal engine is, but this day is not today.
Blur Node in shaders when
just use noise with UV setup and be happy
This won’t happen because it’s not possible - when the shader is calculated, each pixel is unaware of the surrounding neighbours. A blur is averaging out values between neighbouring pixels, hence, why a blur node is not included in shader nodes. No other 3D DCC has this either. When the proper texturing workflow (texture nodes) is implemented, blurring will be possible there, but not in shader nodes (aside from the noise hack way of doing it).
@@btn237 🤔 interesting
Please increase volume sound
The volume is fine lol
This was very useful, thank you so much. You explained everything very well!
i bet your channel is gonna blow up. this is the first video I've seen and I subbed from it. all I ask is that you don't make tutorials using the nth boring instagram egirl looking ass character like so many others do. it's physically painful to look at. the subjects of the videos you've already got are great
Thanks! Appreciate the sub!
how does the fill tool in blender 4.3 work? Thank you
Just discovered your channel. Great stuff. 👍
Thanks man it helped me 🎉
Awesome tutorial. Is there any way to resize the culling grid with the camera's focal length automatically?
You could do it using drivers but it gets annoying as youd have to repath the driver when you change the camera, id like to see an option to read in camera data like that directly into geo nodes
Brother you are the MVP wow thank you for this video.
I never comment on videos, but I have to so that more people see this! Wonderful work, never stop !
this is great i have this caracter i realy like however there body is entiely smoke and they have a glass body they use to not fade away i will use the ramp shown at 7:16 and kepp the ramp short so its only the body itself thats smoke thanks
i was having issues with the dynamic painted and you helped me, thanks!
Glad i could help!
Great Work 🙂
You can apply geometry nodes to individual layers!? This is massive. You are absolutely right, this could change what one could do with 2D animation in massive ways! Thanks so much for making this video and your hard work.
Thanks! glad you liked it, and yeah very excited to see what people come up with
You didn't gave it's download link
Just as help: if you activate LoopTools (it's in the add-ons already, you have only to activate it), you can select a loop and make it a circle automatically. The other way around, if you want to straight 2+ edges, just select them and scale them to 0 on a specific Axis (S+Axis+0).
mate, how do you learn geometry nodes? I feel like each tutorial is basically a 15-50 steps maraphone of: plug this into this, add this and plug it into this. But how do you understand exactly what to do?) 😁
For me it was just following enough videos when it came out, and understand the principles of what was being taught, then changing it and making my own systems slowly, when hitting roadblocks finding solutions online
i love procedural textures, so many possibilities, very customizable and quick to make. Good video mate!^^
Thanks!
@@Polycount-tw4ix you're welcome^^
Do u mind if i use this on my work(oc i will modify it a little)?
dont mind at all!
great!!
Hello friend, I have a similar situation. In my case, I have two overlapping meshes. The one below intersects the upper mesh, and I would like to make the points of the second mesh that are intersected disappear. Could you help me with that?
Hey! It sounds like in this case adding a 'boolean' modifier to either mesh, selecting the other in the modifier and setting it to intersect :)
I'm curious about how the layers work in this approach. Can different colors be added by layer, or should that be done using nodes?
Yeah layers are essentially a new data type, like points or faces, so by ticking "layers as instances" you can store the instance index then use that to get different colors per layer or randomise attributes per layer (doing this youd just get different values for each layer)
excelente
Thanks a lot! Works wonders :)
great tutorial man, much appreciated!
3:38 what have you done there ?
Using the force node group before the simulation to give the particles initail upwards and random velocity using a noise texture :)
@@Polycount-tw4ix is that a short cut key how can i do that?
So is this in blender 4.2 or will it be in 4.3
Itll be 4.3 :)
@@Polycount-tw4ix so hyped like bl4.2 already has some big improvements .
Hey, great tutorial! It worked great for me, but I have a question, do you know why when I hit bake, it bakes it with the cpu instead of the gpu?
Sadly thats just how it has to be for smoke sims in blender, they have to bake on the cpu atm
@@Polycount-tw4ix great, thanks!
great course dude, I like it when people simply explain things
Thanks really glad you find the explanation clear
ATM reflection plane appears without option «capture» for viewport. And you should enable it in Properties → Data → Viewport display
Clouds would be so much efficient and organic with this 💯