Here's the link to the download for the human head model,; sketchfab.com/3d-models/human-head-f46d952886ae4a8c8851341b810bba43 If you want to create the look that I had with the head take the following steps; 1. Set up the GeoNodes as I explain in the video 2. Re-enable visibility for the head model in the outliner 3. Scale down the original head model (so NOT the GeoNodes system) slightly so the Curves lay on top of it nicely ( DON'T APPLY SCALE AFTER SCALING IT DOWN SLIGHTLY). That should get you to the final shot look in the intro! 🙂 Happy Blending everyone!
I don't think most people realise, that the shortest path node interprets the equation of a computer scientist called Edsger Dijkstra and is one of the most crucial elements for creating complex effects! It's quite complete game changer. Animation nodes used to have it, however between Blender versions 3 and 3.3, they no longer worked as there's been no updates (geometry nodes replaced the add on). For example, transforming something or making vine crawl, this equation would be usually used. Venom is a great example of such an use for it. Until now, Geo nodes didn't actually have this function and so, people had to create other ways to simulate an affect similar to it (but not quite it). I myself spent an ungodly amount of time trying to make vines creep on a surface. This has just made all my future works so much easier and a lot more FX more attainable as well. It's so cool to see it here Geo nodes can now basically do everything, that Houdini's VEX procedurals can. Paid software is no longer needed to create very particular visuals
@@KaizenTutorials You're welcome and thank you! Yeah the possibilities now are far greater than just a release before it. This is what's great about Blender. There's a dedicated team of very talented individuals, who are hell bent on making an incredible piece of software for us. I used to be a cinema 4D and Houdini kinda guy. Ever since update 2.8, Blender has made me turn around and I've used nothing but it for everything 3D, with the exception of compositing.
Yeah, Blender has a great community and development team. Which is key in both longevity and perception of a software I think! It always feels like it's in constant motion. Which is daunting on one hand, but it feels like your part of a movement sort of as well!
It’s really an amazing new node. It opens up a ton of possibilities! But it’s sadly not a real ‘plug-n-play’ type of node. Takes a bit of knowledge and practice to get something cool out of it!
I thought this wasn't new because I use it all the time with ctrl +LMB in edge mode... it saved a lot of time... now I have to learn procedural modeling as the final middle finger to Houdini that did me wrong many years ago. Making me use dot products to keep my ships upright on a stormy sea, how dare they!
@@KaizenTutorials I've followed along but I don't get the same branching effect like in your video, no matter the number of subdivs. How to encourage a branching pattern?
The merge by distance is important! The geometry needs to be ‘bad’. So you take the mesh, make it more dense but then introduce the merge by distance to make it random and ugly if you will. This will create a better and more interesting branching effect!
One of the best geometry nodes tutorials. Very clear concise steps and explanation. I actually got something similar to your tendrils after following through. Thanks, will go check out your channel.
@@KaizenTutorials FYI, F2 is a "psuedo-standard" hotkey for (re)naming things. A wide variety of apps and system tools use it. Next time you want to rename something, whatever software you happen to be using, select the thing and hit F2...it might just work. :)
Thanks! Well to be honest I think that's EXACTLY the point of tutorials :-D It serves as a pre-packaged way (more fun hopefully) to convey information and teach people aspects of something. So you seeing that part and applying it in something else is a BIG win for me!
Returning here 2 years after I first saw the video, I realised just now how much I have learnt. I am so grateful for your channel, everytNice tutorialng
hey blender devs, you know what Geometry Nodes needs is a way to bring Assets from the Asset Browser just like Mesh Primitives! you know what else it needs Geometry Nodes needs is a way to apply Modifiers from the Add Modifiers. so like only in Geometry Nodes I could take my banana shape from my Asset Browser, node link the Banana to a Wireframe modifier, then node link the to a instance on point. the result a Suzanne made from wire frame bananas in 3 nodes.
Just FYI, you're using the float curve node incorrectly. The node modulates values from 0-1. It should be in front of the map range node since those values are 0-1. Since the value coming out of the map range is between 0-0.1 you aren't using 90% of the curve you've defined.
I tried using it the other way around, but it doesnt seem to work at all? What you're saying makes sense, but it doesn't give me any good results doing it the other way around!
@@KaizenTutorials That's because there are multiple curves overlapping each other. Some are longer than others meaning they will have different spline factors and subsequently different point radii that are spawned on them. You only see the larger of the points, but there are multiple points on top of each other in some places. If you trim by end it's much more clear what is happening. Each vertex is it's own curve.
I really enjoy your explanations & topics for your tuts lately are right on point! Quick Tip: you can Drag & Drop Objects from the outliner to the GeoNode window... more efficient ive found :)
Found this channel last week, amazing! High quality fo sure. Would be awesome that content creators had some sort of digital asset for the community so we can buy them and bet for your future. I would do that for this channel. Like a share of a company but for creators
@@KaizenTutorials No problem, thanks for the effort to create good content. Lol, yeah. I meant the new "N" word which i won't say because nowadays it has negative connotation.
Hi Jesse, just to quickly ask how do you find the 'shortest edge paths' node as when I type it in nothing comes up and helpfully blender manual never says what plug-in I need etc.
If you’re using Blender 3.4 or up, you can just type in Edge in the search and it’ll show you all the edge related nodes. Shortest Edge Paths should be one of them, but you’ll need more than that 1, like shown in the tutorial!
Something that has nothing to do with the video. I just couldn’t help but notice while was watching it, you remind me of the first and only person I ever fall in love immediately when I set my eyes on him 😂 All in all I have to re-watch it so I can actually concentrate on the lesson haha
Thanks so much! How would I achieve this for example: start with a plane, and get the curves to start at all 4 outer edges of the plane and find the shortest path towards the center. Getting the opposite result is fairly easy, but I'm not sure how to reverse that.
i love how blender users are loving these houdini nodes and sops(geometry nodes) itself. i guess the only hindrance was the supposed learning curve. may more nodes crossover into blender for the greater good.
Right? It’s definitely a good thing but man blender wants to be Houdini so bad 😂 they even call the plane a grid in the geo nodes window like broooo lol
There’s one important Houdini feature missing from Blender: making you pay for the rest of your life for access to your own work. Seems like much of the industry cannot do without this essential feature.
If you use empties to control things, is it truly an empty empty (sic)? 🤔 I was trying to use this to go to sleep, now I'm thinking again. Foul play! I downloaded this to watch tomorrow morning...
Hey Kaizen! Any chance you could explain why the end empty cuts a hole in the curves when too close and the curves disappear when it's too far? It confuses me since the scale of the empty (or even for instance using a single vert as the end point) does not affect this from happening. I tried a bunch of node setups to solve this but I can't get it to work. It's really bothering me since I'm trying to do an animation on a very irregularly shaped object which makes it so that I have to keyframe a bunch of positions on a 5000+ frame animation (for a music video) and it would help a massive amount if I don't have to worry about the distance of the empty as much. Thanks in advance
To be honest, I have no idea why it does that! However you can tweak how it works by setting the compare node on the start target to something else than equal and tweaking the value. By setting it to Greater than and 0 you'll get way closer to the start point. Hope that helps!
I am sure that this hole is a set of vertices that satisfy the given condition (the distance from the vertices to the final object is less than one). But only those vertices that are on the edge of the set are used to draw curves, because they are closer to the starting points
Hi everyone, i had a question: You can keyframe the Trim Curve Start to have the Path/Points grow in one direction, how would one animate the inverse too? So that it looks like the Path "passes over" (for lack of a better description) the mesh? Ka1zen, love your stuff man, keep it coming!
Wow! It's really game changer. The possibilities are mind boggling. Anyway, you seem to be one of the persons smart enough to know the answer to my odd question : "How can I select (in the geometry node) the next U or V point on a given mesh WHEN THE INDEXES ARE NOT IN ACCORDANCE WITH THE UVS?" I dont want to select the next U AND the next V. I want to select a vertex and select the next one on the U (or V) direction. Hints welcome. If I am able to do this I can select parts of a complicated mesh (junctions?) and apply some mathematical equations to selection to get realistic junctions or animate sinews. In short: realism. More details if you are game.
It really is! Wow, that's a hard question you're asking. I know there's a way to generate UV Coordinates from a simple mesh, so you can effectively create a UV map. But I'm not sure you can use this in a way to actually select certain vertices. It's an interesting proposition though! I don't think I'm good enough at GeoNodes to answer it though
@@KaizenTutorials I explain a bit: I want to select manually a vertex. Then select a given number of vertices before and after it on either the U of V direction or both by punching numbers. Then apply a mathematical equation to the selection, tweak the parameters, tweak the start point and the selection, tweak parameters and so on. This will make me able to have perfect junctions and realistic sinews and muscles. I can do it on a mesh in which vertices are ordered by ID and indexes. On a real life model it never is the case (add loop, subdivide, retopologized...) What I am trying now is to select 2 vertices in 1 direction and use the equivalent of' ctrl' +'shift' +'+' but selection is not that versatile. I try also to have a square UV map, select the vertices from there and update the uv map in GN. Should work but I'd need a real 3D guy for implementing this conveniently. I am a photographer and mathematician so no dice here. Any taker?
They have probably changed the names again, look up the latest patch notes and Blender wiki to see what they're called now. I don't think they removed them, but haven't checked yet.
I don’t quite understand why to make a mesh out of curves, and then make points out of the mesh, if the curves can be immediately converted into points while maintaining the index of these points, and therefore we don’t need an attribute capture node
Followed a few times and cannot get the head to show between the start and end empties. using 3.4 Alpha and imported a variety of head files to reference and still no luck... just me?
Hey Clint! That’s a shame. I’ve added a link to the head model that I use, but it should work with any model (also other ones than heads haha). Anyway have you moved the empties around? And made sure to add the compare nodes after the vector math nodes for the start and end vertices? It won’t show without them!
@@KaizenTutorials I decided to start from scratch and stuck at the first step. I brought in the model, and when i connect it from the Object Info as you did... nothing is showing. I reset blender to Default Factory Settings and all is well. Must have had a setting somewhere clogging me up. Thanks for taking the time!
Hey! To get the head in there just make sure you make it visible in the outliner. Then it should appear but it's exactly the same size! So just select it and scale it down a little bit and you should be good. Hope that helps!
Sadly… no I don’t think so. Only way I can think of is using a cloud operated version of Blender. They exist and let you use a computer with better specs on the cloud! But not sure where to find them though. I just know they exist haha
@@KaizenTutorials Thanks a lot man. I am a new Blender user and you have been really helpful. Keep making more of these epic Tutorials. I would love to give you a suggestion of making tutorial dedicated to "cinematic animation" in blender. Since I want to create stuff that has never been done before in blender. take a look at my VFX and let me know. hahaha your feedback is needed.
thank you for the tutorial! just a simple question, when i switch to eeve the object disappears is there a way to make a render with eeve or does it have to be cycles?
Yeah that's because points don't render in eevee. So you can either replace them with icosphere's with a low subdiv and smooth shading. Or use a curve profile (curve to mesh with curve circle for profile).
Glad to hear it and thanks for purchasing! You can add a realize instances at the end of the node system and then go to the modifiers tab, hover over the geometry nodes modifier and hit CTRL+A. This will apply the modifier and turn it into geometry. It won't animate anymore though after you've done this. Also it probably doesn't work if your just using points. So either instance something like an icosphere, or just use a generic curve to mesh node or something.
Awesome tutorial! Is there any way to convert the curves made in geometry nodes to an actual curve object? I would like to the convert that into a a grease pencil mesh. Thank you!
Thank you! So if you skip the parts of adding the points etc, you just follow untill the curves are generated, you can then simply add an realize instances node to the end and then apply the Geometry Nodes modifier. This will convert everything to an actual curve or mesh. It should be a curve after, since you haven't converted it into anything before applying the modifier. But in the case it's a mesh, just go to the object menu and convert the mesh into a curve.
You can't really as points aren't meshes at all. You'll need to add a an instance on points node and then instance something on the points, e.g. a uv sphere or an icosphere, to get it to a mesh. You can then realize those instances and you'll now have actual geometry. However expect it to work pretty slow, as the amount of geo created can be pretty heavy here!
@@KaizenTutorials I have been using blender for 5 years now shader editor is easy but I didn't think geo nodes are that complex you were the first video to watch on them and i quite enjoyed it ty
Hello kaizen. I am having some issue with the realistic glass with dispersion material. I need some urgent help and I mailed u too. Can u pls pls help me 🥺?
Hmm yeah that can definitely be an issue. I always try to use stable Blender builds in my videos to prevent as many errors as possible. That's why sometimes stuff comes a little later than with other channels haha!
Probably you have an object with too much modifiers and stuff. Best would to right click the object in question and go to convert>mesh. This will apply all modifiers (so only do this if you want to). Now it’s an actual visual mesh and I think it should work!
That’s strange. I’m not sure what the error is as I haven’t had it before. If you can’t get it fixed feel free to mail me on business@kaizen3d.com with your issue!
You should remove both the curve to mesh and mesh to points nodes and then instead use an instance on points node and instance something spherical like an icosphere or uv sphere. So after the trim curve add in the instance on points node and it should work!
@@KaizenTutorials That's why I love these tutorials. It's stuff I'd never think to try. I've barely dabbled in geometry nodes, they're a whole different beast.
Yeah there is! You can use icospheres. So make sure to take an instance on points node and plug that in after the mesh to points. Now instance an icosphere and it should work in EEVEE!
I'm kinda lost but i'm getting there. I'll try to motivate myself to learn all the complex tNice tutorialngs on tNice tutorials program and make so soft i'd like.
Thank you for the excellent explanation! Great Tutorial! (Although your voice/mic seems to "fade out" sometimes... But that's just nitpicking. Sorry :)
Thanks a lot! Yeah that’s me moving my head to much. I’m still not entirely comfortable with talking into a mic standing like this. Maybe I should go back to sitting!
I'm not to techy but you could try putting the mic further away and even fixing it with VLC in post if anything sounds "weird", seen people doing it so it might help I don't know. I didn't notice nothing wrong sound wise btw. Great work, keep it up 👊
Here's the link to the download for the human head model,; sketchfab.com/3d-models/human-head-f46d952886ae4a8c8851341b810bba43
If you want to create the look that I had with the head take the following steps;
1. Set up the GeoNodes as I explain in the video
2. Re-enable visibility for the head model in the outliner
3. Scale down the original head model (so NOT the GeoNodes system) slightly so the Curves lay on top of it nicely ( DON'T APPLY SCALE AFTER SCALING IT DOWN SLIGHTLY).
That should get you to the final shot look in the intro! 🙂
Happy Blending everyone!
The empties trick is really a clever idea! The final effect is amazing! Thanks for sharing.
Appreciate that, thanks!
You got this out before me! Nice video!
Haha sorry! Can’t wait to see what you’ve done with it though. You’re Geometry Nodes knowledge is top notch 🙌🏻
babe wake up, Kaizen Tutorials just posted
Eyyyyyy fastest first comment ever! 💪🇳🇱
@@KaizenTutorials saw this in my recommendations and had to watch it 🇮🇪 🔥
Awesome to hear! Appreciate it 🙏🏻
I don't think most people realise, that the shortest path node interprets the equation of a computer scientist called Edsger Dijkstra and is one of the most crucial elements for creating complex effects! It's quite complete game changer. Animation nodes used to have it, however between Blender versions 3 and 3.3, they no longer worked as there's been no updates (geometry nodes replaced the add on).
For example, transforming something or making vine crawl, this equation would be usually used. Venom is a great example of such an use for it.
Until now, Geo nodes didn't actually have this function and so, people had to create other ways to simulate an affect similar to it (but not quite it). I myself spent an ungodly amount of time trying to make vines creep on a surface.
This has just made all my future works so much easier and a lot more FX more attainable as well. It's so cool to see it here
Geo nodes can now basically do everything, that Houdini's VEX procedurals can. Paid software is no longer needed to create very particular visuals
Great in-depth comment, thanks! And yeah these nodes do really open up tons of new possibilities. Exciting stuff!
@@KaizenTutorials You're welcome and thank you! Yeah the possibilities now are far greater than just a release before it. This is what's great about Blender. There's a dedicated team of very talented individuals, who are hell bent on making an incredible piece of software for us. I used to be a cinema 4D and Houdini kinda guy. Ever since update 2.8, Blender has made me turn around and I've used nothing but it for everything 3D, with the exception of compositing.
Yeah, Blender has a great community and development team. Which is key in both longevity and perception of a software I think! It always feels like it's in constant motion. Which is daunting on one hand, but it feels like your part of a movement sort of as well!
I love seeing everyone's take on this new function, this looks so fun! 🔥
It’s really an amazing new node. It opens up a ton of possibilities! But it’s sadly not a real ‘plug-n-play’ type of node. Takes a bit of knowledge and practice to get something cool out of it!
I thought this wasn't new because I use it all the time with ctrl +LMB in edge mode... it saved a lot of time... now I have to learn procedural modeling as the final middle finger to Houdini that did me wrong many years ago. Making me use dot products to keep my ships upright on a stormy sea, how dare they!
I would be very interesting to see it applied to more complex scenario like you said at the end!
Very well explained, nice tutorial
Thank you! Yeah the more complex stuff really is a lot more complex though haha. But the uses are so versatile!
@@KaizenTutorials I've followed along but I don't get the same branching effect like in your video, no matter the number of subdivs. How to encourage a branching pattern?
The merge by distance is important! The geometry needs to be ‘bad’. So you take the mesh, make it more dense but then introduce the merge by distance to make it random and ugly if you will. This will create a better and more interesting branching effect!
One of the best geometry nodes tutorials. Very clear concise steps and explanation. I actually got something similar to your tendrils after following through. Thanks, will go check out your channel.
Thank you, appreciate it!
Great tutorial. F2 also renames the window group.
Gonna have to watch this a few times to digest it properly - so much good stuff in here!
Thanks for the info! I always forget that exists, but it's way easier.
@@KaizenTutorials FYI, F2 is a "psuedo-standard" hotkey for (re)naming things. A wide variety of apps and system tools use it. Next time you want to rename something, whatever software you happen to be using, select the thing and hit F2...it might just work. :)
Awesome tutorial! Thanks!
Thank you Blender Bob! Was nice meeting you at BCON :-)
Great video! I know it wasn't the point, but your trick for smoothing and animating the curves helped me out with something I'm working on
Thanks! Well to be honest I think that's EXACTLY the point of tutorials :-D It serves as a pre-packaged way (more fun hopefully) to convey information and teach people aspects of something. So you seeing that part and applying it in something else is a BIG win for me!
Very cool technique and result!👏👏
Thanks! It’s a really cool node and allows for a ton of creativity.
Returning here 2 years after I first saw the video, I realised just now how much I have learnt. I am so grateful for your channel, everytNice tutorialng
Wonderful!
Very nice tutorial! FYI, instead of going Curve to Mesh, then Mesh to Points, you can just use the Curve to Points node.
Lol, I feel silly that I didn't know that now! Thanks for pointing this out. It's a newer node aswell right?
@@KaizenTutorials No problem. You know a lot more about Blender than I do. I just happen to come across things some times.
@@KDawg5000 This comment gave me back some faith about individuals' behavior on the internet. Thank you, sir!
Also seems to work properly in eevee. Also will need to use the Set Points Radius node right after it to get the tapering effect.
That was so helpful! I just started using soft and was so overwheld!
thx
hey blender devs, you know what Geometry Nodes needs is a way to bring Assets from the Asset Browser just like Mesh Primitives! you know what else it needs Geometry Nodes needs is a way to apply Modifiers from the Add Modifiers. so like only in Geometry Nodes I could take my banana shape from my Asset Browser, node link the Banana to a Wireframe modifier, then node link the to a instance on point. the result a Suzanne made from wire frame bananas in 3 nodes.
soone who does not get complex instructions like..At all, tNice tutorials was simple and clear for to understand. Thanks dude.
You’re welcome!
Amazing! Geometry nodes is becooming unstoppable!
True that! 💪🏻💪🏻
Loved it so much!! Want more of these.
Thank you! There will definitely be more GeoNode stuff in the future ;-)
Just FYI, you're using the float curve node incorrectly. The node modulates values from 0-1. It should be in front of the map range node since those values are 0-1. Since the value coming out of the map range is between 0-0.1 you aren't using 90% of the curve you've defined.
I tried using it the other way around, but it doesnt seem to work at all? What you're saying makes sense, but it doesn't give me any good results doing it the other way around!
@@KaizenTutorials That's because there are multiple curves overlapping each other. Some are longer than others meaning they will have different spline factors and subsequently different point radii that are spawned on them. You only see the larger of the points, but there are multiple points on top of each other in some places. If you trim by end it's much more clear what is happening. Each vertex is it's own curve.
Aah ok this makes sense! Thanks for explaining it in detail 🙌🏻
I really enjoy your explanations & topics for your tuts lately are right on point!
Quick Tip: you can Drag & Drop Objects from the outliner to the GeoNode window... more efficient ive found :)
That’s a good tip and thanks for the kind words! Appreciate it!
Very much informative thanks
Glad to hear it!
I look forward to new videos on this topic from you!
Thank you.
Found this channel last week, amazing! High quality fo sure.
Would be awesome that content creators had some sort of digital asset for the community so we can buy them and bet for your future. I would do that for this channel.
Like a share of a company but for creators
Thanks alot! It’s very kind of you and I like the idea! I guess that I could create a crypto ? Haha 😉
@@KaizenTutorials No problem, thanks for the effort to create good content.
Lol, yeah. I meant the new "N" word which i won't say because nowadays it has negative connotation.
@@felipeleon6631 IDGAF.....NFT NFT NFT NFT NFT NFT NFT
Haha yeah it’s not a good thing nowdays them NFT’s!
Badboys for life
Nice tutorial Jesse!
Hi Jesse, just to quickly ask how do you find the 'shortest edge paths' node as when I type it in nothing comes up and helpfully blender manual never says what plug-in I need etc.
If you’re using Blender 3.4 or up, you can just type in Edge in the search and it’ll show you all the edge related nodes. Shortest Edge Paths should be one of them, but you’ll need more than that 1, like shown in the tutorial!
@@KaizenTutorials ok thanks, it won’t effect my project if I upgrade to 3.4? I’m on 3.2.0
As far as I know that shouldn’t give any issues!
For benefit of everyone….it doesn’t. Just have to attribute old files to new version.
I don't think it's an exaggeration to say: wowzers!
Haha thanks! Appreciate it
Something that has nothing to do with the video. I just couldn’t help but notice while was watching it, you remind me of the first and only person I ever fall in love immediately when I set my eyes on him 😂 All in all I have to re-watch it so I can actually concentrate on the lesson haha
Haha well thanks!
gonna use this for my car renders
Cool! Feel free to share how they turn out.
You're blessed with the gift of Tutorialism!
haha thanks
Fast becoming my favourite tutorials !
Thank you, appreciate it!
You are honestly one of my favorite Blenderers. solid stuff as always and i cant wait to use this!
I appreciate that a lot, thanks!
Very nice! I always like your tutorials.
Thank you very much!
Thank You So Much Bud
You’re most welcome 🙏🏻
TNice tutorials video really helped! Thank you ❤
thx
Thanks so much! How would I achieve this for example: start with a plane, and get the curves to start at all 4 outer edges of the plane and find the shortest path towards the center. Getting the opposite result is fairly easy, but I'm not sure how to reverse that.
I think you might be able to use weight paint for that. Btw you can't use edges in particular, only vertices.
i love how blender users are loving these houdini nodes and sops(geometry nodes) itself. i guess the only hindrance was the supposed learning curve. may more nodes crossover into blender for the greater good.
Haha yeah definitely! Let’s hope they ALL come to Blender 🙏🏻
Right? It’s definitely a good thing but man blender wants to be Houdini so bad 😂 they even call the plane a grid in the geo nodes window like broooo lol
Haha imitation is the sincerest form of flattery!
@@dirtcreature3d 😂😂😂😂
There’s one important Houdini feature missing from Blender: making you pay for the rest of your life for access to your own work. Seems like much of the industry cannot do without this essential feature.
quality content, fren! thank you for the video! once i'm more financially stable ill join your patreon :)
Much appreciated and looking forward to seeing you on Patreon! :-D
excellent work. Love Blender
Thank you! Cheers!
fire video, thanks bro
If you use empties to control things, is it truly an empty empty (sic)? 🤔 I was trying to use this to go to sleep, now I'm thinking again. Foul play! I downloaded this to watch tomorrow morning...
Haha those are some profound thoughts 🙌🏻
dang I wanna make and ivy node that can climb any structure!
Well definitely you can using the shortest path node!
witch is insightful. But u broke it down in simple man's terms. I can't wait to ss around with what you taught and see the different
Thank you!
Hey Kaizen! Any chance you could explain why the end empty cuts a hole in the curves when too close and the curves disappear when it's too far? It confuses me since the scale of the empty (or even for instance using a single vert as the end point) does not affect this from happening. I tried a bunch of node setups to solve this but I can't get it to work. It's really bothering me since I'm trying to do an animation on a very irregularly shaped object which makes it so that I have to keyframe a bunch of positions on a 5000+ frame animation (for a music video) and it would help a massive amount if I don't have to worry about the distance of the empty as much. Thanks in advance
To be honest, I have no idea why it does that! However you can tweak how it works by setting the compare node on the start target to something else than equal and tweaking the value. By setting it to Greater than and 0 you'll get way closer to the start point. Hope that helps!
I am sure that this hole is a set of vertices that satisfy the given condition (the distance from the vertices to the final object is less than one). But only those vertices that are on the edge of the set are used to draw curves, because they are closer to the starting points
just beca a subscriber keep up the good work Sir.
Damn now I have to download the latest Alpha again, screw Blender with all their sexy new features! Very nice Tutorial!
Darn you Blenderdevs for making such a great and constantly updated free product amiright?😜
so nice bro
Thank you!
Good guide for beginners)
Thanks Brother
No problem
Thank you sir😊
Most welcome!
Thank you, bro!
No problem!
More geo nodes tutorials pls ❤️
Expect to do more definitely!
Thanks Bruh!
You’re welcome!
EPIC INTRO
Thank you!
Hi everyone, i had a question: You can keyframe the Trim Curve Start to have the Path/Points grow in one direction, how would one animate the inverse too? So that it looks like the Path "passes over" (for lack of a better description) the mesh? Ka1zen, love your stuff man, keep it coming!
I'm sure i'm missing something simple here 🤔
Nevermind... so i was thinking of Raycast, right channel, wrong video 😅
Thanks for the kind words and glad you got it sorted haha!
Wow! It's really game changer. The possibilities are mind boggling. Anyway, you seem to be one of the persons smart enough to know the answer to my odd question : "How can I select (in the geometry node) the next U or V point on a given mesh WHEN THE INDEXES ARE NOT IN ACCORDANCE WITH THE UVS?" I dont want to select the next U AND the next V. I want to select a vertex and select the next one on the U (or V) direction. Hints welcome. If I am able to do this I can select parts of a complicated mesh (junctions?) and apply some mathematical equations to selection to get realistic junctions or animate sinews. In short: realism. More details if you are game.
It really is! Wow, that's a hard question you're asking. I know there's a way to generate UV Coordinates from a simple mesh, so you can effectively create a UV map. But I'm not sure you can use this in a way to actually select certain vertices. It's an interesting proposition though! I don't think I'm good enough at GeoNodes to answer it though
@@KaizenTutorials I explain a bit: I want to select manually a vertex. Then select a given number of vertices before and after it on either the U of V direction or both by punching numbers. Then apply a mathematical equation to the selection, tweak the parameters, tweak the start point and the selection, tweak parameters and so on. This will make me able to have perfect junctions and realistic sinews and muscles. I can do it on a mesh in which vertices are ordered by ID and indexes. On a real life model it never is the case (add loop, subdivide, retopologized...) What I am trying now is to select 2 vertices in 1 direction and use the equivalent of' ctrl' +'shift' +'+' but selection is not that versatile. I try also to have a square UV map, select the vertices from there and update the uv map in GN. Should work but I'd need a real 3D guy for implementing this conveniently. I am a photographer and mathematician so no dice here. Any taker?
It's just awesome
Thank you!
thanks mannn!!!!
No problem! 🙏🏻
now that Blender 3.4 has been released, is it still part of the build? I haven't seen anything about it in the release notes, ditto for the maze node.
They have probably changed the names again, look up the latest patch notes and Blender wiki to see what they're called now. I don't think they removed them, but haven't checked yet.
I don’t quite understand why to make a mesh out of curves, and then make points out of the mesh, if the curves can be immediately converted into points while maintaining the index of these points, and therefore we don’t need an attribute capture node
Hmm yeah when you say it like that, this kinda makes sense haha. No idea why I didn't do that to be honest!
omg that how I feel!
How?
Hi brother
Is it possible to have 2 vertex group points from which the animation starts and ends at one point in the middle between them?
It should be possible yes, but I'm unsure on how to set it up exactly!
Followed a few times and cannot get the head to show between the start and end empties. using 3.4 Alpha and imported a variety of head files to reference and still no luck... just me?
Hey Clint! That’s a shame. I’ve added a link to the head model that I use, but it should work with any model (also other ones than heads haha). Anyway have you moved the empties around? And made sure to add the compare nodes after the vector math nodes for the start and end vertices? It won’t show without them!
@@KaizenTutorials I decided to start from scratch and stuck at the first step. I brought in the model, and when i connect it from the Object Info as you did... nothing is showing. I reset blender to Default Factory Settings and all is well. Must have had a setting somewhere clogging me up. Thanks for taking the time!
Oh that’s so weird! But hey, happy to hear you got it fixed :-) happy Blending!
i have do exacly what u did but head still isnt visible for me pls help
Hey! To get the head in there just make sure you make it visible in the outliner. Then it should appear but it's exactly the same size! So just select it and scale it down a little bit and you should be good. Hope that helps!
Hi. My PC can't support blender above 2.8 So Is there a way to use geometry nodes?
Sadly… no I don’t think so. Only way I can think of is using a cloud operated version of Blender. They exist and let you use a computer with better specs on the cloud! But not sure where to find them though. I just know they exist haha
@@KaizenTutorials Thanks a lot man. I am a new Blender user and you have been really helpful. Keep making more of these epic Tutorials. I would love to give you a suggestion of making tutorial dedicated to "cinematic animation" in blender. Since I want to create stuff that has never been done before in blender. take a look at my VFX and let me know. hahaha your feedback is needed.
Thanks! I will take it into consideration 💪🏻
Jefferson Sales done a few but not there yet
Que?
thank you for the tutorial! just a simple question, when i switch to eeve the object disappears is there a way to make a render with eeve or does it have to be cycles?
Yeah that's because points don't render in eevee. So you can either replace them with icosphere's with a low subdiv and smooth shading. Or use a curve profile (curve to mesh with curve circle for profile).
I love it!!
Thanks!
Thank you it's usefull! I bought your blend and i wonder how can i convert the result to a mesh, Do you know how can i do that please? Thanks!
Glad to hear it and thanks for purchasing! You can add a realize instances at the end of the node system and then go to the modifiers tab, hover over the geometry nodes modifier and hit CTRL+A. This will apply the modifier and turn it into geometry. It won't animate anymore though after you've done this. Also it probably doesn't work if your just using points. So either instance something like an icosphere, or just use a generic curve to mesh node or something.
Ok great thanks a lot! @@KaizenTutorials
Nice tutorial
Thanks
Awesome tutorial! Is there any way to convert the curves made in geometry nodes to an actual curve object? I would like to the convert that into a a grease pencil mesh. Thank you!
Thank you! So if you skip the parts of adding the points etc, you just follow untill the curves are generated, you can then simply add an realize instances node to the end and then apply the Geometry Nodes modifier. This will convert everything to an actual curve or mesh. It should be a curve after, since you haven't converted it into anything before applying the modifier. But in the case it's a mesh, just go to the object menu and convert the mesh into a curve.
how do I convert the points at the end of this setup into a mesh?
Thanks for this helpful tutorial!
You can't really as points aren't meshes at all. You'll need to add a an instance on points node and then instance something on the points, e.g. a uv sphere or an icosphere, to get it to a mesh. You can then realize those instances and you'll now have actual geometry. However expect it to work pretty slow, as the amount of geo created can be pretty heavy here!
when you plug it in nothing happens so you need this and when you plug it in nothing happens
haha great video though
Haha yeah! Like to show those things so people who get that too understand what’s going on 😂
@@KaizenTutorials I have been using blender for 5 years now shader editor is easy but I didn't think geo nodes are that complex you were the first video to watch on them and i quite enjoyed it ty
Awesome!!!!!!!!!!
Thanks!!
@@KaizenTutorials Thanks to you bro, I spent a lot of time trying to make similar effect but with this node it is really gamechanger
@@holapro8780 that’s great to hear! Always happy people have use for these videos 🙏🏻💪🏻
Wow, you are dope youtuber.
Thanks a lot!
Hello kaizen. I am having some issue with the realistic glass with dispersion material. I need some urgent help and I mailed u too. Can u pls pls help me 🥺?
I didn’t receive an email I think! Did you send it to business@kaizen3d.com?
Hey man! Sorry to be a trouble. Its possible that doing this in beta ruins it? it does not work for me, thats the only reason i can think of
Hmm yeah that can definitely be an issue. I always try to use stable Blender builds in my videos to prevent as many errors as possible. That's why sometimes stuff comes a little later than with other channels haha!
My object info node says "Geometry cannot be retrieved from modifier object" and just doesn't work, how do I fix this?
Probably you have an object with too much modifiers and stuff. Best would to right click the object in question and go to convert>mesh. This will apply all modifiers (so only do this if you want to). Now it’s an actual visual mesh and I think it should work!
@@KaizenTutorials thanks for replying 🙏 it’s just the head that you put in the link and there’s no other modifiers
That’s strange. I’m not sure what the error is as I haven’t had it before. If you can’t get it fixed feel free to mail me on business@kaizen3d.com with your issue!
@@KaizenTutorials I really appreciate the help mate! I’ll send you an email when I get a chance
❤️
❤
Hmm 8:09 I already did as instructed but still won't work in EEVEE, please can someone help me?
You should remove both the curve to mesh and mesh to points nodes and then instead use an instance on points node and instance something spherical like an icosphere or uv sphere. So after the trim curve add in the instance on points node and it should work!
How do you figure this stuff out man?
Haha uhh with a lot of trial and error and online research!
@@KaizenTutorials That's why I love these tutorials. It's stuff I'd never think to try. I've barely dabbled in geometry nodes, they're a whole different beast.
If tNice tutorials isnt the most true tNice tutorialng ive ever read
🤔
Fire!
Thanks!
I'm asking cuz I'm beginner and doing that I was about to reach 75% of my mory capacity.. it just felt wrong.
🤔
is there anyway to use eevee for this tutorial? i got no gpu sir😭
Yeah there is! You can use icospheres. So make sure to take an instance on points node and plug that in after the mesh to points. Now instance an icosphere and it should work in EEVEE!
@@KaizenTutorials THANK YOU A LOT🛐
I'm kinda lost but i'm getting there. I'll try to motivate myself to learn all the complex tNice tutorialngs on tNice tutorials program and make so soft i'd like.
Ok
im watcNice tutorialng tNice tutorials vid wNice tutorialle im in class lmao
🤔
Ima get the 0 dollar one is it rlly good or nah?
🤔
wow cant understand a word but it was nice
my english that bad?
do you know why and if so how do i fix it?
do I know why what?
When I added the GMS it softed completely different than yours. Yours softed more like a real app, wNice tutorialle mine softed very
it softs so nice though
Thank you for the excellent explanation! Great Tutorial! (Although your voice/mic seems to "fade out" sometimes... But that's just nitpicking. Sorry :)
Thanks a lot! Yeah that’s me moving my head to much. I’m still not entirely comfortable with talking into a mic standing like this. Maybe I should go back to sitting!
I'm not to techy but you could try putting the mic further away and even fixing it with VLC in post if anything sounds "weird", seen people doing it so it might help I don't know.
I didn't notice nothing wrong sound wise btw. Great work, keep it up 👊
Thanks for thinking along! But yeah it’s just me mainly moving too much. Just need to stay closer to the mic 😱 oh and thanks! Glad you like it.
Guys lets say im writing a piece on soft soft. Is there any I can use 10 different tutorial without having to open 10 kontakt windows
soft soft soft
Aweso
Thanks!
Did no one else felt ptsd with the first few seconds? Am i too old lol
Haha from what game exactly?
@@KaizenTutorials from a legendary "hardest game ever" from the internet
@@KaizenTutorials basically a screamer
dude you look like jack manifold
Yeah, I don't really see that lol
Na...NANI
Omae wa mou shindeiru
my brain hurts 😂
Sorry haha
you for uploading tNice tutorials for free and providing education to beginners.
My pleasure!
Cubase though
🤔