A new workflow for Curves in Blender - An engineer's approach
ฝัง
- เผยแพร่เมื่อ 25 พ.ย. 2024
- Curves can be proceduraly generated and animated using geometry nodes. This speeds up character design and animation. This short tutorial shows you how to generate robotic tentacles with geometry nodes. Specifically, you will become familar with: Noise Texture, Map Range and Spline Parameter Nodes. Blender is a general purpose free software for creating visual effects (VFX) and 3D animations.
Procedural hair tutorials:
Medusa: • Procedural Curves with...
Anne: • Stylized Hair with Geo...
Fur: • Incredibly Cute, Extre...
Blender: www.blender.or...
Download project files from Patreon
patreon.com/_Sina
Instagram: / sina.sketch
------------------------------------------------------------------------------------------------
#blender #curve #geometrynodes #tutorial #robot
Never saw a so well edited tutorial on geometry nodes. Amazing work, thank you !
Glad you enjoyed it! :)
Dito
The production value and thoughtful presentation of these tutorials is one of the best out there. (Not to mention the actual Blender knowledge you're sharing is fantastic.)
Many thanks, :)
This is such a fantastic video! It goes in-depth while staying approachable to us with less knowledge of geo nodes. I also love how you explain what nodes are doing, and the logic behind the process. Thank you!
Awesome, thank you!
On one hand, super complex for beginners, do not recommend.
On the other, AMAZING tutorial, absolutely worthy of praise. coherent, well edited, clear. the only thing I'd improve is the parts where you connect nodes together sometimes gets confusing because of camera movements.
Very clear and concise tutorial. Thank you!
Thanks for the tutorial and for an effort of explaining in detail🙏
My pleasure 😊
Excellently explained, organized, easy to understand.
Thank you very much for your work.
Glad you liked it
gonna try this for sure!
Wow ! I have to say any time I see a tutorial with huge node trees I freak out trying to follow it. You are such a good creator, I have no trouble following along with your tutorials.
Best channel on youtube 🦘🐨👍🏼👍🏼
Thanks so much 😊
@@sinasinaie That thing you have going where you show the required nodes then pause & then show them being connected ...... sheer brilliance, makes your tutorials easy to follow. Thanks again 👍🏼
Awesome, many thanks for the feedback, :)
Its nice that you explain what the specific node does when you use it in your scene👌
The quality of this video is superb
Thank you, :)
Fantastic tutorial, with the highest of production value, and great final result. Thankyou !
Many thanks!
This is awesome! Great job! Thank you!
Thank you for watching. :)
Très bon tutoriel. Et très rare sur les explications géométry nodes. Merci pour le partage. Super.
this tutorial deserve more view and likes! Amazing and valuable tutorial, thanks!!
Much appreciated!
Excellent tutorial. Able to follow and more important, understand how each node effects the results. Will be following more of your excellent content.
Awesome, thank you!
Nice editing skills
Thanks 😅
Your presentation... Another world! 👍👍👍
Thank you so much 😀
It is really so WELL DONE tutorial on geometry nodes. GREATE WORK, thank you!
Glad you think so!
Amazing! I'm learning how to use blender and I want to start modeling and animating an old drawing of an octopus that I made few years ago. This tutorial will help me to create the tentacles and make them move smooth! Thanks for the video. I'll search for something like an octopus in your channel... and if you don't have one, it would be great for those who want to learn haha
Thank you, :D
And good luck on your Blender journey!
Just BRILLIANT! Fascinating and informative. Your presentation style is unique and very watchable. Thank you for sharing your knowledge and your exceptional descriptive content.
THANK YOU! Dg
Это волшебство! Спасибо большое!
Many thanks, :)
Very nifty! Subbed, and thanks!
Thanks for the sub!
Love the way u explain n edit, keep going!
Thanks a ton!
thank you!
I don't comment that often, but... damn, this deserves a comment and a 👍🏻! Great work and great tut! Thank you!
Many thanks. :)
I appreciate the support.
Liked, commented to feed the algorithm: taking the extra time to add that juicy production value really does make a difference. I guess beef IS what's for dinner. Why did I say that.
Haha, thank you for the support, :)
this is amazing bro we want full course on geo nodes please sir
Awesome! fabulous!
Thank you!
Dear Mr. Sina Sinaie, your tutorial is fantastic and detailed, and I am truly grateful. However, I've encountered a problem during the production process. Could you please tell me why the noise texture doesn't work in versions 4.2 and above? No matter how I adjust the values after following the video to this step, it doesn't take effect. I hope to receive an answer from you, thank you so much!
Amazing. Thank you
Glad you like it!
Amazing tutorial, very well produced, clear and well paced. I've never been compelled to join a Patreon... this might well do it. If only all GN tutes could be like this. So glad you're in that 46% 😂Keep it up!
Wow, thank you. :)
Awesome!!!
You are!
great tutorial, but what if i want work with single tentacle? Like, i already have curve, with several hooks, and just want add animated wave from start to end? Like, ADDITIONAL wave animation to already existing curve with hooks rig?
Yeah, top marks for your production values! This was a terrific explanatory video showing exactly what's happening and WHY. Super helpful! Also you did a fantastic job of animating your descriptions with the nodes moving around. Did you just animate all of that in blender, or did you use some other tool like aftereffects?
Much appreciated!
The movement of the nodes are all done when I'm screen recording. The animation of the text (descriptions) are done in video editing software (davinci resolve).
09:05 lol. Just realized, that you're easteregg has a wrong calculation. Id just makes me smile 😅. Btw. This is one of the best to follow tutorial for geometry nodes. Thanks
I'm glad you enjoyed it, :)
Nice job!!!!! Is there a way to turn beziers with geo nodes to edgy forms, like in your video, without transfering the robotic links with transfer nodes. I mean forming them with bezier and geo does only ?
I think this the M O S T well educating video I've seen in yeeeeears, what a Amazing man !
Thank you for your powerful efforts. Your vid will inspire me how to make my future course ^__^
Wow, thank you!
genial !
More ! More !! Mooooreee !
lucky me, I also belong to the other 46% !
great video
:D
завтра переведу видео и посмотрю снова, сейчас пойду спать, и спасибо - это то самое видео которое я искал 4 дня. Надеюсь я пойму как сделать кривые на нужной мне плоскости как это сделано на 13:00
if i want to make a snake hair how do i place the head of the snake at the far end of the tentacle
How do I make the tentacles thinner as they go up, they keep sticking out of the joints at the end
Great tutorial, but I have one question. My tentacles aren't smooth. They have noticeable joints. I have tried everything to get them smoother, but I have failed.
really enjoyed your explanations and the effort you put into the editing. However I found your style of placing nodes first and then moving them into the correct position to be quite hard to follow, especially combined with your editing. Great work though and I really enjoyed it, keep it up!
Thanks for the support, I'll keep your suggestions in mind for future videos.
The Math Joke xD 🤣🤣🤣🤣🤣
Thanks for a great tutorial! Can I make the tentacles themselves taper to a point without having any other objects on them?
Yes, absolutely.
Just remove the nodes that add the joints, and instead apply the spline factor to the base curve.
@@sinasinaie I set up the map range and spline parameter the same way, but when I plug it into scale on the Instance on Points node (the first one) it deforms the curves in a weird way, but doesn't taper them. That was the only place that seemed to make sense, but I'm new at this so might be missing something obvious :)
все-же я не могу понять как разместить на нужном мне полигоне / ребре щупальцу, объясни пожалуйста
through a translator: still, I can't figure out how to place a tentacle on the polygon / edge I need, please explain
Just after watching this once I was able to go back and troubleshoot some problems I was having. I don't know if I'll ever be at the level where I can make something like this from scratch, but you explained everything well enough that I was able to follow along and go back to make tweaks to certain aspects. My joints were too far apart. I tried tweaking a few settings but then remembered that you said the "count" on the "resample curve" node is what cut the curve up into even sections. I went back and increased the count and it instanced more of the joints so that they were spaced closer together.
I also tried adding a value node that goes directly into the end slot of trim curve and through a multiply add node for the count on resample curve. This way I can change the amount of joints while the tentacles grow out. It's a little jumpy though so I was wondering if you had any tips to make it smoother? It's probably just because once the curve is resampled, it's adding in new joints and I probably need some math help to make it add smoothly.
Many thanks for the kind words and feedback, :D
❤🎉Very nice
Thank you! Cheers!
thanks a lot for the video, the knowledge shared here is really really powerful.
I have one remark though:
Please stop the "zoom" into Blender Ui, the mouse is pretty clear and you already use arrows and text to clarify what's going on.
the panning kinda hurt my eyes/head :p
I completely totally 1000% disagree. The clarity is immensely helpful and part of why Sina is my favorite whenever he decides to upload.
@@enex5647 fair enough, my logic was that most people these days have a big enough screen 27" that this type of zoom-in, especially in the modifier tab or top menu is not really necessary and it creates more distraction than help.
No, the zoom in lets focus the attention of the viewer on the subject that is talked about.
No dynamics in the video would make it just boring and uninteresting. And for someone like me who has very little experience in Blender it helps to highlight the important things.
Nice math joke, I laughed :D
Hahaha
"64% of people are bad at math, lucky me I belong to the other 46%"
😂😂😂😂😂😂😂😂
You old rocker..... Living for the 6 T's
Super cool! Well done!
Could you please tell me which editing software have you used for this video?
Thank you!
The editing is all done in Davinci Resolve (free version).
@@sinasinaie Thanks!
ur video sooooooooo power.. for the next video can i request a geometry nodes plant small to a big tree growth animation ? please..
sure, I'll give it a try and see if I can make something good.
@@sinasinaie omg omg omgommogomgoogomgomg...
Can we make the parent tentacle invisible but still have the glowing effect?
PS: Well done on your 46% 😉
Yes, look into transparency and the alpha channel on the BSDF node.
don't know how I failed a step by step but for some reason the animations arent running on playback
I had the same issue but it was because my Map Range node (To Max setting) was set to 0. Try increasing the value to 6 and adjusting from there.
Tried but that did not solve it :/ thanks for the tip though
okey wow I had Noise texture node scale at 0 (put on 0.05), problem solved
Amazing tutorial! Very well put together thank you! One question, how would a person go about (if possible) making the tentacle animation loop seamlessly?
Thanks for watching.
It's doable, but the ways that I know of have their own limitation. Have a look at this video, it will give you an idea on how to go about doing it:
th-cam.com/video/hE1gMerMorc/w-d-xo.html
@@sinasinaie thank you for the tip. Tried and failed so far on where to add the Random Value node into this set up. Guess I will keep looking. Take care.
@@sinasinaie you can get the animation to loop by duplicating the Noise Texture, and its inputs, then passing the two noise color outputs to the A/B sockets of a Mix node - original to socket A, new to socket B. Then keyframe the factor of mix node to 0 on the first frame, and keyframe it to 1 on the last frame + 1. You also need to subtract the total scene time (in seconds) - on the duplicate copy only - between the Scene Time and Multiply nodes.
So for 120 frames at 24fps, subtract 5 from the Scene Time output on the copy, and keyframe the mix factor at 0 and 1 at frames 1 and 121.
Normally, I'm doing this sort of loop using W with 4D noise, in which case you can keyframe W say from 0->10 for the A socket, and -10->0 on the B socket, and the mix factor as above, adjusting the actual range of W according to the speed you want.
Hope that makes sense. I tried both approaches on your node tree, and they work fine. And as all the other noise parameters need to be the same (i.e, both detail, both roughness, both distortion), I normally drive them using value nodes for convenience.
Great tutorial! Glad you belong to the other 46%🤣 like that Subtle joke
Thank you, 😁
Hey great work!
Thank you, :)
Hi mate where can i contact you for some question? Your insta seems offline