Oh man, you did it again!! Another INCREDIBLE tutorial! I've trying to do this for a while. Thanks for making a tutorial that's not just "plug A into B to make C" but actually explaining why and how it works. Cheers from Argentina!
i couldn't agree more u won't find this kind of content anywhere!
2 ปีที่แล้ว +7
I don't know if someone answered to your question, but to change the objects colors in the viewport, you have to go in the viewport shading, put the lighting in matcap and the color in random. After that all the object have a random color. I Love your videos. Thank you
23:55 Here's how I influenced the grass position (a bit simplified): I used the inverse square law to calculate the "offset" in the "set position" node. This method also affects the vertical offset, so you can remove any other calculations relating to that. First, you need to subtract the grass head position from the closest position on the icosphere. Then, run the result through a vector math node on the "Normalize" setting. This removes the magnitude and just leaves the direction of influence. Then, multiply that normalized vector by the inverse square of the distance (1/distance^2) to get the offset. You can then scale the result by a constant to get the desired amount of influence. Plug the result into the "offset" socket of the set position node and you're done! Edit: If you want to prevent the grass from clipping into the sphere, you can use a mixRGB node. Use the mixRGB to choose between the calculated influence and the distance between the points. Then you can plug a "Less Than" math node into the factor where the threshold is the distance between the points (actually I've found that .99 times the distance works better to avoid issues orienting the discs on the ends). Another edit: If you go to BlenderArtists dot org and search "Blender nodes setup for CrossMind Studio Tutorial", I've posted screenshots and info there.
would love to do this your way, but I am kinda new to the geometry node scene lol. can you link a screenshot of the nodes so I can recreate it? thank you!
@@reality3drendered186 Sorry, I'm not sure the best way of doing that. I don't think it would be very helpful anyways, since it's mixed in with other modifications on top of the ones I mentioned. Also, some of the nodes are grouped, so I would need to send multiple screenshots. My advice would be to break it up into smaller problems: 1) Get the direction from the grass heads to the big icosphere ("Normalized" so that the vector has a length of one meter). 2) Get the distance between the two points (by subtraction). 3) Multiply the normalized vector by 1/(sqrt(distance)) and plug the result into the "offset" of the set position node.
Your intros are just so glorious, but of course we all know the goods are in the tutorial itself. You're giving so much to the community and you have my ever lasting thanks, people like you make all the difference.
Sir, you’re a top notch instructor worth dozens of paid courses found online and this ongoing Nodes series is more thrilling than a blockbuster on Netflix! THANK YOU for sharing your knowledge!!!
Thanks for the great work you do for noobs like me. I'm quite interested in geo nodes and even though I've got most of it figured out, I'm still amazed at the art of knowing what to plug in and how. When I go through everything, I will try it 3x, 4x again and maybe then I will have more clarity and I will create my own things.
Hey! Great fan of your channel so far, i was super exited when i got the notification for this video. For the proximity of the bubble I plugged the geometry proximity's distance output into _a Less Than node_ and i plugged this result and the endpoint selection into an _And_ Boolean Math, so that the proximity would only affect the nearby curves. Then the Geometry Proximity's position output into the _Set Position_ position input so that the curves endpoints would perfectly snap to the ball's geometry. This gives you a different effect but i found it to be very interesting as well.
@@CrossMindStudio Turns out you can also use the MixRGB node to have much more control over how the position of the sphere affects the curves. Just plug a _Position_ node and the _Position_ output from the proximity node into a MixRGB and use Distance as factor (run distance through a map range to control the radius and stuff). Keep clamping unchecked as well.
For me, it worked best like this: From Geometry Prixomity, from Distance output it goes to Greater Than or Equal (B = 2.3), this goes to MapRange where I've tweaked From min / max very low or minus-values, to min (-2.3) To Max (0.4). This goes to Multiply (with value 2.4), and to fac Input of MixRGB like suggested above. Into Color 1 goes a Position node, into Color 2 goes the Position output of our Geo Proximity. No clamp here. With this, only the closest strands raise up and bend towards the sphere. All others remain still (or, with tweaking the mapRange, they can also move very slightly towards the sphere).
Thanks so much again. Like many people here I really appreciate how much care you put in each video and how you only make it so we learn and we get to have an awesome scene at the end of the video ( which is super rewarding). But you also open the way for us, so it feels easy and natural to keep exploring to get our own designs.
this tutorial that give me a mindset for animation just keep it simple and make it more meaning in another shot or composition , it simple but impressive!
nice tip for the geonodes "navigator" ;) they should really build that into blender in a more native way, that only requires 1 click/button press and not 2
Awesome, Glad you enjoyed it. Have you tried previous chapters of this series where we discussed basics and interface etc? all links are in the description.
Two methods i tried for the bubble. 1- Snap method: plug the geometry proximity's distance output into a _Compare Node (Less than)_ and i plugged this result and the *endpoint selection* into a _Boolean Math Node (And)_, so that the proximity would only affect the nearby curves. Then the *Geometry Proximity's* position output into the *Set Position* position input so that the curves endpoints would perfectly snap to the ball's geometry. This gives you a different/harsh effect but i found it to be very interesting as well. 2- MixRgb: plug a _Position Node_ and the *Position* output from the _Proximity Node_ into a _MixRGB Node (mix)_ and use the *Distance* output as factor (run distance through a _Map Range Node_ to control the radius and stuff). Keep clamping unchecked as well. The result should be the closest curves snapping to the sphere while the nearby ones are "attracted" to it, depending on how you configure the Map Range. You can also run the distance output through different Math nodes to get different results. For the grass I added a Wave texture and a Musgrave texture so that it looks like wind messing with it. Looks pretty neat
23:55 Here's how I influenced the grass position (a bit simplified): I used the inverse square law to calculate the "offset" in the "set position" node. This method also affects the vertical offset, so you can remove any other calculations relating to that. First, you need to subtract the grass head position from the closest position on the icosphere. Then, run the result through a vector math node on the "Normalize" setting. This removes the magnitude and just leaves the direction of influence. Then, multiply that normalized vector by the inverse square of the distance (1/distance^2) to get the offset. You can then scale the result by a constant to get the desired amount of influence. Plug the result into the "offset" socket of the set position node and you're done! Edit: If you want to prevent the grass from clipping into the sphere, you can use a mixRGB node. Use the mixRGB to choose between the calculated influence and the distance between the points. Then you can plug a "Less Than" math node into the factor where the threshold is the distance between the points (actually I've found that .99 times the distance works better to avoid issues orienting the discs on the ends). Another edit: If you go to BlenderArtists dot org and search "Blender nodes setup for CrossMind Studio Tutorial", I've posted screenshots and more info there.
Hey! king you drop this 👑 One of the most beautiful render i had seen in my entire lyf Truly appreciate this artwork Ngl, but this was insane🔥🔥 Loved the way you taught Loved the way u speak Loved the way u execute complex things in simple language ❤❤ Thanku so much for this wonderful series ❤❤ ☺
for the rotation of the cylindres just subtract the location of the object info node of the icosphere frome the position of the position node using the vector math and plug the vector output to the aligh euler to vector noce and change the axis to align to the vector frome X to Z and plug the rotation output to the rotation input of the instance on point node now every cyilender is facing the icosphere perfectly
idk if this is true from my Experimenting with the Map Range node on this Series... The first 2 Min Max are Distance X Size. (The Bigger the Max is the Farther it will go while the Min. will tell you How Smooth or Spiky you want it. 0 to 1 Very Smooth 9 to 10 Very Spiky) (or Simpler Words it will tell you how Far it will go. if you put Higher "Max" it will go Farther, if you put Min. Higher it will Stop more Aggressively) . the other 2 other Min Max Range are General Size of the Object. (Self Explanatory, 0 Means Nothing 1 Means Objects will appear). So if you Put the Secondary Min Max (the one that Control the Sizes). to 0.2 to 2 that means the Smallest Object will be 0.2 and the Biggest Object on the Scene will be 2x Bigger than Average. if you put the Distance Min max to: Min to 0 that means it will be Smooth as Butter. Max to 32 that means you want it to go to 32 Meters Long? Wide? Around? 32 Meters in Distance xD So now Combine them together and Bam!. you want it to go 32 Meters Long with a Max Size of 2 Meters, but the Min Distance will be 0 (meaning Smooth), and the Min Size will be 0.2 so that means you want Something to be at the End... Hopefully this make sense xD cause that's how i am goin with it for now xD.... But Remember if you import and Object like in this this Scene, We will be Using that Object as Base "Size" so it is Recommended to put Max Size to 0 so we can use it as is... TLDR: 1= Keep Min: 0 (so its Smooth - Bigger Number makes the Transition More Sharper (Closer to "Max" the more Sharper it will be)). 1- Max: ? (treat this as Distance Bigger Number Farther away it will go (Closer to Min it will be more Sharper)). 2= Min: ? (this will be the Smallest object on the Scene (0 Makes it Disappear)). 2- Max: 0 (Keep 0 to use Default Object Size otherwise it will make it Bigger than Default Object Size.). i hope this makes Sense xD... still getting my head around this stuff... xD
The proximity problem you had can be solved through the following steps. To understand the movement of your geometry you need to subtract it initial position with the final position. Initial position would be the position your geometry is at before it's interaction with the proximity geometry while the final position would be when it's attached to the proximity object. The subtraction of the two position vectors will breakdown the exact movement your object needs to make including the direction and the distance. Now you need a parameter to break down this movement into intervals you can control. This will be done through the distance parameter. If you look at the distance parameter as a percentage of movement from point A to B, you are able to solve the problem. So you use the map range function to re-parameterize the distance according to what seems best to your artistic approach and then use this value as a percentage that drives the geometries movement. Figuring this out was a challenge that made me feel stupid with regards to why I could't figure this out earlier, but it was fun nonetheless. Hope this helps.
Interesting, when i connect the texture with combine node on Z axis all the cubes are disappearing instead of displacing. SOLVED. So for anyone having this trouble, just set the values on the combine xyz node x and y to 1 because this is a scale operation not a transform, and scale 0 is nothing as interpreted by the program. Also if some of the cubes are black, set map range node (TO MIN) parameter to 0.1.
Amazing tutorial! But I don't quite agree that 'Geometry Nodes is all about exploring' (13:20) . I really hope to understand the details of the nodes and why they have different effects rather than try to sort out the expecting effect every time.
Hello :) thanks for your tutorials, I have this question... 21:41 - when you put the position node - how does blender, therefore us, know what this position is? I mean I wouldn't know to assume that when i add the position node, i am choosing the endpoints of the curves. Thanks :) I hope i made some sense with this question.
I’m curious… for this example you used Curve.. For the previous ones the cube was instanced. Can you also use the cube to do the same thing with one end attracted to the sphere ?
there was recently an article imagining marvel heroes in white usin ai. this reminds me of the white iron man can you do a white ironman suit up short using this?
Download project files now to get all the future updates for free 🐟
crossmindstudio.gumroad.com/l/ZctML
👇
Discount code - crossmind20
Pin it
Just adding new files… need to clean them up
Wow the trailer quality!. You came a long way. Keep the good work coming.
hey there is no curve parameter anymore in newer versions, what to use instead?
spline parameter@@bUildYT
Dude, that trailer!!!!!
Indian dude smashing motion design with blender and geometry node. I just became a subscriber, love your work, keep it going
Oh man, you did it again!! Another INCREDIBLE tutorial! I've trying to do this for a while. Thanks for making a tutorial that's not just "plug A into B to make C" but actually explaining why and how it works. Cheers from Argentina!
bhai, tum bahut mast kaam karta hai, tera beginner playlist me hai ham abhi lekin bahut jaroori cheez sab pata chala hamko. thanks yaar!
This series are the best Blender geomertry node tutorials on youtube. very clear and logical. Thank you master!
Thanks.
i couldn't agree more
u won't find this kind of content anywhere!
I don't know if someone answered to your question, but to change the objects colors in the viewport, you have to go in the viewport shading, put the lighting in matcap and the color in random. After that all the object have a random color.
I Love your videos. Thank you
23:55 Here's how I influenced the grass position (a bit simplified): I used the inverse square law to calculate the "offset" in the "set position" node. This method also affects the vertical offset, so you can remove any other calculations relating to that. First, you need to subtract the grass head position from the closest position on the icosphere. Then, run the result through a vector math node on the "Normalize" setting. This removes the magnitude and just leaves the direction of influence. Then, multiply that normalized vector by the inverse square of the distance (1/distance^2) to get the offset. You can then scale the result by a constant to get the desired amount of influence. Plug the result into the "offset" socket of the set position node and you're done!
Edit: If you want to prevent the grass from clipping into the sphere, you can use a mixRGB node. Use the mixRGB to choose between the calculated influence and the distance between the points. Then you can plug a "Less Than" math node into the factor where the threshold is the distance between the points (actually I've found that .99 times the distance works better to avoid issues orienting the discs on the ends).
Another edit: If you go to BlenderArtists dot org and search "Blender nodes setup for CrossMind Studio Tutorial", I've posted screenshots and info there.
I am definitely going to try that. Thank You so much for sharing.
Could you please add this comment to the (useful suggestions and tips comment i made)
would love to do this your way, but I am kinda new to the geometry node scene lol. can you link a screenshot of the nodes so I can recreate it? thank you!
@@reality3drendered186 Sorry, I'm not sure the best way of doing that. I don't think it would be very helpful anyways, since it's mixed in with other modifications on top of the ones I mentioned. Also, some of the nodes are grouped, so I would need to send multiple screenshots. My advice would be to break it up into smaller problems: 1) Get the direction from the grass heads to the big icosphere ("Normalized" so that the vector has a length of one meter). 2) Get the distance between the two points (by subtraction). 3) Multiply the normalized vector by 1/(sqrt(distance)) and plug the result into the "offset" of the set position node.
@@christopherk4166 Thank you for your time and answer!
Your intros are just so glorious, but of course we all know the goods are in the tutorial itself. You're giving so much to the community and you have my ever lasting thanks, people like you make all the difference.
The intro, the music taste, the tutorial, the skills and art and imagination of yours man. THANKS..
Thank you, the timelapse at the end is really helpful.
Lovely tutorial from Ethiopia 🇪🇹 ❤
Sir, you’re a top notch instructor worth dozens of paid courses found online and this ongoing Nodes series is more thrilling than a blockbuster on Netflix!
THANK YOU for sharing your knowledge!!!
Lol, I wish to make a webseries hope you will enjoy that as well XD.
Thanks for the great work you do for noobs like me. I'm quite interested in geo nodes and even though I've got most of it figured out, I'm still amazed at the art of knowing what to plug in and how. When I go through everything, I will try it 3x, 4x again and maybe then I will have more clarity and I will create my own things.
Hey! Great fan of your channel so far, i was super exited when i got the notification for this video.
For the proximity of the bubble I plugged the geometry proximity's distance output into _a Less Than node_ and i plugged this result and the endpoint selection into an _And_ Boolean Math, so that the proximity would only affect the nearby curves. Then the Geometry Proximity's position output into the _Set Position_ position input so that the curves endpoints would perfectly snap to the ball's geometry. This gives you a different effect but i found it to be very interesting as well.
I will try it out
@@CrossMindStudio Turns out you can also use the MixRGB node to have much more control over how the position of the sphere affects the curves. Just plug a _Position_ node and the _Position_ output from the proximity node into a MixRGB and use Distance as factor (run distance through a map range to control the radius and stuff). Keep clamping unchecked as well.
@@acdesisto care to add these to my comment thread
{Helpful tips and suggestions by community} it shud b easy to find
For me, it worked best like this: From Geometry Prixomity, from Distance output it goes to Greater Than or Equal (B = 2.3), this goes to MapRange where I've tweaked From min / max very low or minus-values, to min (-2.3) To Max (0.4). This goes to Multiply (with value 2.4), and to fac Input of MixRGB like suggested above. Into Color 1 goes a Position node, into Color 2 goes the Position output of our Geo Proximity. No clamp here.
With this, only the closest strands raise up and bend towards the sphere. All others remain still (or, with tweaking the mapRange, they can also move very slightly towards the sphere).
that's so efficient and simple ... thank you
Brother your work is astounding. Much love
Thanks Biggie :)
bro who are you ... 😨 everything in your all videos is mind blowing and its like .... no words bro❤❤. you are just awesome.
Thanks
Thanks so much again. Like many people here I really appreciate how much care you put in each video and how you only make it so we learn and we get to have an awesome scene at the end of the video ( which is super rewarding). But you also open the way for us, so it feels easy and natural to keep exploring to get our own designs.
Appericiate it Manuel, Keeping audience motivated is really important part.
Never seen such a quality content hatss off man ram sir is GOAT he is best thank you soo much ram sir
this the type of motion graphics i see cinema 4d users or Houdini users make, thanks for this tutorial,
Great work! You are a jam in the Blender community💎
Great content and beautifull motion design. Thanks alot
this tutorial that give me a mindset for animation just keep it simple and make it more meaning in another shot or composition , it simple but impressive!
nice tip for the geonodes "navigator" ;) they should really build that into blender in a more native way, that only requires 1 click/button press and not 2
How someone make these kill my heart with these animation??
❤ it completely
Thank you for this! I spent my week watching and doing these videos and I learnt a lot from this series :)
Thank you so much for this - epic geonode breakdown.
Learnt a lot from this series - especially this proximity node behavior.
Internet Gold!!!! #kudos
Awesome, Glad you enjoyed it. Have you tried previous chapters of this series where we discussed basics and interface etc?
all links are in the description.
2021 starting i saw this channel and subscribe count is i think 40k to 55k now 160k congrats bro 💞💞
Helpful tips and suggestions by community👇🏼
Two methods i tried for the bubble.
1- Snap method: plug the geometry proximity's distance output into a _Compare Node (Less than)_ and i plugged this result and the *endpoint selection* into a _Boolean Math Node (And)_, so that the proximity would only affect the nearby curves. Then the *Geometry Proximity's* position output into the *Set Position* position input so that the curves endpoints would perfectly snap to the ball's geometry. This gives you a different/harsh effect but i found it to be very interesting as well.
2- MixRgb: plug a _Position Node_ and the *Position* output from the _Proximity Node_ into a _MixRGB Node (mix)_ and use the *Distance* output as factor (run distance through a _Map Range Node_ to control the radius and stuff). Keep clamping unchecked as well. The result should be the closest curves snapping to the sphere while the nearby ones are "attracted" to it, depending on how you configure the Map Range. You can also run the distance output through different Math nodes to get different results.
For the grass I added a Wave texture and a Musgrave texture so that it looks like wind messing with it. Looks pretty neat
23:55 Here's how I influenced the grass position (a bit simplified): I used the inverse square law to calculate the "offset" in the "set position" node. This method also affects the vertical offset, so you can remove any other calculations relating to that. First, you need to subtract the grass head position from the closest position on the icosphere. Then, run the result through a vector math node on the "Normalize" setting. This removes the magnitude and just leaves the direction of influence. Then, multiply that normalized vector by the inverse square of the distance (1/distance^2) to get the offset. You can then scale the result by a constant to get the desired amount of influence. Plug the result into the "offset" socket of the set position node and you're done!
Edit: If you want to prevent the grass from clipping into the sphere, you can use a mixRGB node. Use the mixRGB to choose between the calculated influence and the distance between the points. Then you can plug a "Less Than" math node into the factor where the threshold is the distance between the points (actually I've found that .99 times the distance works better to avoid issues orienting the discs on the ends).
Another edit: If you go to BlenderArtists dot org and search "Blender nodes setup for CrossMind Studio Tutorial", I've posted screenshots and more info there.
Add Viewport Display colors to the materials. Then you do get varied colors similar to render colors.
Hey! king you drop this 👑
One of the most beautiful render i had seen in my entire lyf
Truly appreciate this artwork
Ngl, but this was insane🔥🔥
Loved the way you taught
Loved the way u speak
Loved the way u execute complex things in simple language ❤❤
Thanku so much for this wonderful series ❤❤ ☺
Appreciate it. simple things are underrated :)
@@CrossMindStudio ❤❤
for the rotation of the cylindres just subtract the location of the object info node of the icosphere frome the position of the position node using the vector math and plug the vector output to the aligh euler to vector noce and change the axis to align to the vector frome X to Z and plug the rotation output to the rotation input of the instance on point node
now every cyilender is facing the icosphere perfectly
idk if this is true from my Experimenting with the Map Range node on this Series...
The first 2 Min Max are Distance X Size. (The Bigger the Max is the Farther it will go while the Min. will tell you How Smooth or Spiky you want it. 0 to 1 Very Smooth 9 to 10 Very Spiky) (or Simpler Words it will tell you how Far it will go. if you put Higher "Max" it will go Farther, if you put Min. Higher it will Stop more Aggressively) .
the other 2 other Min Max Range are General Size of the Object. (Self Explanatory, 0 Means Nothing 1 Means Objects will appear).
So if you Put the Secondary Min Max (the one that Control the Sizes).
to 0.2 to 2 that means the Smallest Object will be 0.2 and the Biggest Object on the Scene will be 2x Bigger than Average.
if you put the Distance Min max to:
Min to 0 that means it will be Smooth as Butter.
Max to 32 that means you want it to go to 32 Meters Long? Wide? Around? 32 Meters in Distance xD
So now Combine them together and Bam!.
you want it to go 32 Meters Long with a Max Size of 2 Meters, but the Min Distance will be 0 (meaning Smooth), and the Min Size will be 0.2 so that means you want Something to be at the End...
Hopefully this make sense xD cause that's how i am goin with it for now xD....
But Remember if you import and Object like in this this Scene,
We will be Using that Object as Base "Size"
so it is Recommended to put Max Size to 0
so we can use it as is...
TLDR:
1= Keep Min: 0 (so its Smooth - Bigger Number makes the Transition More Sharper (Closer to "Max" the more Sharper it will be)).
1- Max: ? (treat this as Distance Bigger Number Farther away it will go (Closer to Min it will be more Sharper)).
2= Min: ? (this will be the Smallest object on the Scene (0 Makes it Disappear)).
2- Max: 0 (Keep 0 to use Default Object Size otherwise it will make it Bigger than Default Object Size.).
i hope this makes Sense xD... still getting my head around this stuff... xD
Incredible tutorial & geometry nodes series, thanks for taking the time to put together something so clear and professional. U FK ROCK!
Thanks ☺️
Fascinating and beautiful work. Thanks Ram ... your stuff is inspiring 👌
That was an amazing video and I feel like I can actually get started using soft soft. Thank you so much!
Have you tried previous chapters? If not i d suggest start from chapter 1. It will be fun. and Always read pinned comments.
OMG!!! How do you know this much information!?!!
Wow, looks amazing!
do you intend to do any rigging sessions?
Eventually
@@CrossMindStudio pls do!!
This is insane...
Wow...
Your materials are phenomenal.
Amazing colors.
Wow amazing ,do you intend to do any VFX sessions
Even if u are not ready for tge day it can not be......💫🔥🔥
Your Tutorials are a form of art in itself 😌 you have a great 2022 too 😊✌️👌
You too
thank you so much from paris
The proximity problem you had can be solved through the following steps. To understand the movement of your geometry you need to subtract it initial position with the final position. Initial position would be the position your geometry is at before it's interaction with the proximity geometry while the final position would be when it's attached to the proximity object. The subtraction of the two position vectors will breakdown the exact movement your object needs to make including the direction and the distance. Now you need a parameter to break down this movement into intervals you can control. This will be done through the distance parameter. If you look at the distance parameter as a percentage of movement from point A to B, you are able to solve the problem. So you use the map range function to re-parameterize the distance according to what seems best to your artistic approach and then use this value as a percentage that drives the geometries movement.
Figuring this out was a challenge that made me feel stupid with regards to why I could't figure this out earlier, but it was fun nonetheless. Hope this helps.
also clamp the map range node for it to work
I want to see the lighting and composition of this tutorial seems nice, thank you.
Watch the tutorial
@@CrossMindStudio Thank you
thank u bring such amazing tutorial into the community
Glad you like it!
Awesome, I'm following very smoothly 😁
Interesting, when i connect the texture with combine node on Z axis all the cubes are disappearing instead of displacing. SOLVED. So for anyone having this trouble, just set the values on the combine xyz node x and y to 1 because this is a scale operation not a transform, and scale 0 is nothing as interpreted by the program. Also if some of the cubes are black, set map range node (TO MIN) parameter to 0.1.
Watch previous chapters.
We made similar examples in ch 6,7,8
@@CrossMindStudio I resolved :-) thx for the quick answer.
This is epic! Thank you so much for sharing the series 🙏 . Free but I had to say it's even better than paid courses.
Glad you enjoy it!
Thank you sir
The join geometry node is gonna explode
NIce Wery Nice Thank you..
Best stuff on youtube!
Beautiful
Set all the Map Range Nodes to use Smooth Step - not Linear. Then it works like you want it to work.
24:00 i Used combine xyz into z before multiply and after map range to get the proximity working on just the Z axis
I just subscribed 🔥❤️❤️.
Very impressed
Welcome aboard!
No words to express,incredible
Love it.. 💓 Can u please post a series condent based on logo design with text and croping the text etc 😒😒🤔
You might like the workshop i am about to post in coming week. Not exactly the same but to do with logo and Titles.
Amazing tutorial! But I don't quite agree that 'Geometry Nodes is all about exploring' (13:20) . I really hope to understand the details of the nodes and why they have different effects rather than try to sort out the expecting effect every time.
watch preview chapters in right order , it will help you understand basics.
links in description.
Amazing content as always, and Happy New Year's to you too!
Hello :) thanks for your tutorials, I have this question... 21:41 - when you put the position node - how does blender, therefore us, know what this position is? I mean I wouldn't know to assume that when i add the position node, i am choosing the endpoints of the curves. Thanks :) I hope i made some sense with this question.
This is epic! Thank you very much! ❤
Dont forget to chk out the rest of the playlist , :)
@@CrossMindStudio I definitely will! Your channel is like hidden gem for me! Thanks for all the effort! Wish you all the views in the world! 🥳
本视频介绍了Blender 3.0中的几何接近节点(Geometry Proximity Node)的使用方法。几何接近节点可以用来修改对象的某个方面,比如修改模型的大小、密度等。通过使用几何接近节点,可以在几何节点中同时修改多个对象,使其更加灵活和强大。视频中还提到了一些实际应用的例子,比如在场景中根据物体的接近程度来调整草的大小和石头的密度。最后,视频还介绍了一些其他的技巧和注意事项。
Highlights
💡 几何接近节点可以用来修改对象的某个方面,比如大小、密度等。
💡 几何接近节点可以同时修改多个对象,使其更加灵活和强大。
💡 可以根据物体的接近程度来调整草的大小和石头的密度等。
💡 视频中还介绍了一些其他的技巧和注意事项。
Happy new year ❤️🎉
You too!!
Superb
Go ahead bro, just love your tutorial 😍
Thanks for all ! You are a master ♥️
Thank you for this series! Love your approach.
Incredible tutorial. So beautiful as well.
you are the best🙏
Wish the materials worked as well to me, but otherwise amazing ✨✨
Its pretty simple , hope it worked for you.
"something like this"
My eyes..... My eyes were blessed
Simulating gusts of wind blowing grass on a plain with invisible nodes would be amazing.
hello brother, can you make please some tutorials about Materials?
hey man can u make detail video series for blender shadder materials
I will
Bro can we render different scenes or different camera angels in same time??
Plz tell us so we all can know about this 🙏
Amazing!
Magnifique.
😍😍 wonderful 😍😍
What a BOSS !
loved it
How do you come with these ideas they look so good and beautiful
Thank you! 😊 Sit with pencil and paper, try to sketch your thoughts. It slowly takes shape.
I’m curious… for this example you used Curve..
For the previous ones the cube was instanced. Can you also use the cube to do the same thing with one end attracted to the sphere ?
There is also a disconnect in the video between 35:36 - 35:51 minutes I could not make small bubbles
i love you, from VN
very amazing , thanks
What is the difference between floating point and vector, and why does floating point x vector give the correct result?
Watch previous chapters
there was recently an article imagining marvel heroes in white usin ai. this reminds me of the white iron man can you do a white ironman suit up short using this?
Speechless 😯😳😳
(~ ̄▽ ̄)~
Amazing 🤩
amazing..... ❤️
06:07 sir as i attach the combineXYZ node my whole grid get disappear.. Don't know how to fix is can u plz figure it out for me 🙏
Change X and Y values of this node from 0 to 1.
Realize instances like Unpremult node in Nuke🤔
59:24 yes brother very simple 😂😂
Bro😄 mujhe apna assistant bana lo , btw which courses is best for 3d works like you
your amazing
You too :)
Thanks bro
Welcome
Cool!!!