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Press against surfaces with Geometry Nodes in Blender!

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  • เผยแพร่เมื่อ 23 ก.พ. 2023
  • This technique shows you how to constrain any mesh to any other mesh boundary to give that smoosh or squish effect all using Geometry nodes.
    Patreon: / robbietilton
    Twitter: / robbietilton
    Instagram: / robbie.tilton
    Discord: / discord
    #blender #3D #geonodes

ความคิดเห็น • 82

  • @tiavstudio
    @tiavstudio 29 วันที่ผ่านมา

    Robbie, this is awesome work. I am going to have to watch this video a few more times to fully understand what is happening within geometry nodes, but this is great. Your knowledge shared is welcomed. Thanks again!

  • @fleaspoon
    @fleaspoon 8 วันที่ผ่านมา

    Thank you very much for this tutorial, it was quite useful

  • @spinav
    @spinav 2 หลายเดือนก่อน

    that's so smart! Awesome tutorial

  • @_blender_man_
    @_blender_man_ ปีที่แล้ว +2

    Very interesting! This raycast node quite complicated one.. but with your way of explanation it became easy to understand👍🏻👍🏻👍🏻

  • @jmdenisme
    @jmdenisme ปีที่แล้ว +2

    This is amazing, thanks for sharing!

  • @mertcanurcan
    @mertcanurcan ปีที่แล้ว

    Wouw thanks! I was be able to squish some objects - it was fun.

  • @MaxSonicUA
    @MaxSonicUA 9 หลายเดือนก่อน

    Thank you!

  • @yesterwhere
    @yesterwhere ปีที่แล้ว

    Great tutorial! Thank you!

    • @RobbieTilton
      @RobbieTilton  ปีที่แล้ว

      glad you liked it! thx for the comment :)

  • @pZq_
    @pZq_ ปีที่แล้ว

    Amazing. Thank you!

  • @uzaykisi1863
    @uzaykisi1863 ปีที่แล้ว

    super, thank you

  • @VenetinOfficial
    @VenetinOfficial 10 หลายเดือนก่อน +13

    The only issue I'm seeing is if the mesh is highly detailed and gets too "pressed" into the boundary, the geometry completely errors and spikes to infinity. Is there a way to clamp the geometry at the boundary when in contact with it?

  • @awkward14
    @awkward14 5 หลายเดือนก่อน

    great video

  • @Ajg0r
    @Ajg0r 6 หลายเดือนก่อน

    You can skip the smooth modifier, add set position + blur attribute with position attatched

  • @doriandargan
    @doriandargan ปีที่แล้ว

    this is awesome

  • @osilvinista584
    @osilvinista584 ปีที่แล้ว

    eu precisava muito desse vídeo, o addon collision and cloth não me satisfazem por causa dos controles, obg, virei teu fã! thank you very much!

    • @RobbieTilton
      @RobbieTilton  ปีที่แล้ว +1

      no problem. thanks for watching

  • @MaxPuliero
    @MaxPuliero ปีที่แล้ว

    wooo! thanks

  • @Aaws424
    @Aaws424 ปีที่แล้ว

    Very Cool😍

  • @DesignerNetanel
    @DesignerNetanel ปีที่แล้ว +2

    Can u make a way that the inner spheres will smoosh with each other ,like when using cloth sim ??

  • @im_Dafox
    @im_Dafox ปีที่แล้ว +2

    Thanks a bunch for that ! With a bit of tweaking, "it works well with characters" too 👉👉

    • @DJhardsmile
      @DJhardsmile 7 หลายเดือนก่อน

      Did u place a character into a shape?

    • @im_Dafox
      @im_Dafox 7 หลายเดือนก่อน

      No,shape is only for collision @@DJhardsmile

  • @ian2593
    @ian2593 10 หลายเดือนก่อน +6

    can you make it so the spheres don't intersect but use the same method to not cross each others' boundaries?

    • @jamesriley5057
      @jamesriley5057 2 หลายเดือนก่อน +1

      use the same method but treat the realized instances as the new mesh you want to raycast.

  • @Ximuish
    @Ximuish 9 หลายเดือนก่อน

    any idea how to keep voulme of those spheres constant?

  • @sidekick3rida
    @sidekick3rida 9 หลายเดือนก่อน

    Would be great if you explained the math behind this

  • @tranthikhanhlinhk17hcm29
    @tranthikhanhlinhk17hcm29 ปีที่แล้ว

    great tutorial, thank you for sharing! But can i change the ico sphere mesh with object?

    • @RobbieTilton
      @RobbieTilton  ปีที่แล้ว

      yeah- you can. just drag it into the geo nodes. you may need to sub-D it to make sure it has enough verts

  • @TomDub20
    @TomDub20 ปีที่แล้ว

    Could you use the same ray cast technique to deform the spheres against each other? Creating self collision without a simulation.

    • @RobbieTilton
      @RobbieTilton  ปีที่แล้ว

      cool idea. yeah - that should work.

  • @why__die
    @why__die 10 หลายเดือนก่อน +1

    firstly, great video! worked perfecly with the icosphere.
    When I tried doing it with a mesh (like suzanne for example), I started getting weird geometry spraying everywhere instead of it smoothly squishing. Is that a limiation of this method?
    my objective is to have a face squish up like it's squishing up against some glass.

    • @gabrielastepanikova5522
      @gabrielastepanikova5522 8 หลายเดือนก่อน

      Im trying to do the same thing. :( Nothing works so far. Did you manage to make it work?

  • @MedicoVisual
    @MedicoVisual ปีที่แล้ว +1

    Awesome tutorial. This is exactly what I was looking for, to create peritoneum (I am a doctor and I create 3D medical lectures in Blender).
    BTW, I am confused about Dot product. What is it? How it works?

    • @RobbieTilton
      @RobbieTilton  ปีที่แล้ว +3

      glad to hear it. dot product compares 2 vectors and tells us how much the two vectors point in the same direction

    • @MedicoVisual
      @MedicoVisual ปีที่แล้ว +2

      @@RobbieTilton Thank you so much. One suggestion! Please try to explain some theory behind the each node in the tutorials.

  • @CyrilCommando
    @CyrilCommando หลายเดือนก่อน

    This was really close, but it wasn't quite what I was looking for. I need something that will just simply deform a part of a mesh (body, ideally) around another object, without letting it pass through. This got awfully close, I just had to swap the negative values for positives, but it ended up just looking wrong. It was doing what it was intended to do clearly, but just wasn't what I was looking for.
    I'm left really befuddled. I'd think it's babby's first workflow to just deform a mesh around another mesh with collision, soft body, rigid body, surface deform, mesh deform, or et cetera, but those don't work at all for my use case.

  • @primodragoneitaliano
    @primodragoneitaliano 3 หลายเดือนก่อน

    Is there a way to apply that effect only to one or several specific vertex groups ?

  • @user-yc7pg2jk9y
    @user-yc7pg2jk9y 12 วันที่ผ่านมา

    How do I do the opposite thing? So that a sphere enters a cube and the cube changes?

  • @menmie
    @menmie 4 หลายเดือนก่อน

    hey man, at 3:47 can't we recalculate normals for the boundaries so that the blue faces be inside and the red faces be outside ?

  • @patdimitri
    @patdimitri 11 หลายเดือนก่อน

    is there a way to do this with particles? IE effectively boxing in particles in a container as if it were a fluid? doing this exact method didnt yield usable results and i'm hitting my head against the wall

    • @RobbieTilton
      @RobbieTilton  11 หลายเดือนก่อน

      you'd have to make the particle system in geometry nodes using the simulation node. not easy tho

  • @speedtripvfx
    @speedtripvfx 10 หลายเดือนก่อน

    When I used more complex objects like Suzanne instead of the ico Sphere, the collision results were not very satisfactory. How can I make them better?🤔

  • @petneb
    @petneb ปีที่แล้ว +1

    If you can make the objects inside the container object also conform to each other as they move and grow it will be a clothless implementation of your "Inflated Objects using Geometry Nodes". Do you think that is doable?

    • @RobbieTilton
      @RobbieTilton  ปีที่แล้ว +1

      when you say 'conform to each other' - i imagine it would just take the avg position of the intersection. to make it look like cloth you would also need to deform the areas outside the intersection to compress/expand which is mathematically harder, but still possible

    • @petneb
      @petneb ปีที่แล้ว +1

      I probably almost like writing a new geonodes system for softbody or cloth.

  • @avallow1
    @avallow1 ปีที่แล้ว

    Sensational, following the tutorial and I got the desired result, I just couldn't apply the material

    • @RobbieTilton
      @RobbieTilton  ปีที่แล้ว

      with geo nodes you'll have to use the 'set material' node in the node graph. If that doesn't work you can also use the 'realize instance' right before the set material node. both of these should be right before the output/end of graph

  • @mater5930
    @mater5930 ปีที่แล้ว

    Great tut. Is there a reason why you didn't flip the normals of the cube to avoid the backward raycast problem?

    • @RobbieTilton
      @RobbieTilton  ปีที่แล้ว +1

      could do that as well. i just assume ppl would likely use models or meshes with normals facing outward.

    • @mater5930
      @mater5930 ปีที่แล้ว

      @@RobbieTilton You're right, smart take. I'm working with your node setup to create bouncing balls. I'm trying to find an intuitive way to make the object maintain it's volume while it presses against a surface. Your setup looks cool if the object is something like putty. But a balloon or ball would react differently. Again, great tutorial and very useful setup.

    • @RobbieTilton
      @RobbieTilton  ปีที่แล้ว

      @@mater5930 true. would be interesting to find a way to make it maintain volume as it squeezes. goodluck!

  • @dreamsprayanimation
    @dreamsprayanimation ปีที่แล้ว

    How do you make it so that if a sphere were to completely go out of the the box then it would just delete itself. Currently with this setup if a sphere goes completely outside it just glitches out really weirdly. I am trying to create a jar with fireflies inside that bump against the jar when they try to fly outside the bounds, they are points being animated with 4d noise. I can't seem to find a good way of acheiving this.

    • @RobbieTilton
      @RobbieTilton  ปีที่แล้ว

      you can do 'delete geometry' node based on distance for sphere - or for cube you can compare position and delete based on each side of cube

    • @dreamsprayanimation
      @dreamsprayanimation ปีที่แล้ว

      @@RobbieTilton Could you make it so that the sphere squishes and bounces back like a simulated collision?

  • @justy256
    @justy256 6 หลายเดือนก่อน

    1 vertex, 2 or more vertices.

  • @zawad1981
    @zawad1981 29 วันที่ผ่านมา

    Trying to follow the video. 'Raycast Node' doesn't show up in my nodes search...

  • @Sumo3D
    @Sumo3D 11 หลายเดือนก่อน

    would this work for existing mesh?

  • @namdoyle
    @namdoyle 11 หลายเดือนก่อน

    4:55 Why not use" is hit" for selection?🤔

    • @RobbieTilton
      @RobbieTilton  11 หลายเดือนก่อน

      ooo. that would be way simpler!!!

  • @BBB-vb2fn
    @BBB-vb2fn ปีที่แล้ว +1

    Was i the only one who thought about a pair pressed up against a sheath of glass?🤔😁

  • @matthewmounsey-wood5299
    @matthewmounsey-wood5299 ปีที่แล้ว

    😻

  • @bdissl4310
    @bdissl4310 7 หลายเดือนก่อน

    So lets imagine I have 5 water balloons and I want to squish them into a certain geometry (boundry) so they start to resemble the geometry in an ensemble.
    I have a specific design and I want to 3D print it. But I am a total beginner in Blender.
    Can anyone help me and recommend me videos or key words I have to google to reach my goal?

  • @LiveKingPoker
    @LiveKingPoker ปีที่แล้ว

    LFG

  • @scyther5607
    @scyther5607 9 หลายเดือนก่อน

    It didn't work on my rig. Did I miss something?

    • @RobbieTilton
      @RobbieTilton  9 หลายเดือนก่อน

      i just shared my file on my discord under the help section. feel free to download it there if you want to compare what might've went wrong.

  • @myslef7636
    @myslef7636 ปีที่แล้ว +1

    as soon as i saw the preview i thought of 🍑 pressing against window 😄

  • @eclecticgamer5144
    @eclecticgamer5144 ปีที่แล้ว +1

    This is very similar to how I did "self-intersection fix" I have for my humanoid I made in geometry nodes. ^_^
    th-cam.com/video/Y7ReyoxfraM/w-d-xo.html

    • @RobbieTilton
      @RobbieTilton  ปีที่แล้ว

      am i seeing this correctly that you made an entire human out of GEO NODES O_0!?

    • @eclecticgamer5144
      @eclecticgamer5144 ปีที่แล้ว

      @@RobbieTilton More than just "an" entire human. "All" humans and some humanoids. ^_^

    • @eclecticgamer5144
      @eclecticgamer5144 ปีที่แล้ว

      @@RobbieTilton And this was when 3.0 first came out... very few tutorials were out back then... even had to create an new usage for "RGB Curves" node. 😆 It's crazy. I wrote a math formula to graph a humanoid in 3 dimensional space. Working on Wing/Tail now, after that hooves, then "quadruped half-breeds" like centaurs.

    • @RobbieTilton
      @RobbieTilton  ปีที่แล้ว

      @@eclecticgamer5144 you are an absolute legend

    • @eclecticgamer5144
      @eclecticgamer5144 ปีที่แล้ว

      @@RobbieTilton Haha... You should see my 20-year business plan. 😂
      Step 1: Create geometry node groups to represent everything that exists (and most of what doesn't), so that any game dev can click a single button to create a *fully* populated planet, with roads, cities, every building can be entered and explored.
      That's just the start.
      By 2040, I want to have early testing of a Full Dive System using Neuralink up and running.
      Anyway, have fun. ^_^

  • @CassiaConvolution
    @CassiaConvolution ปีที่แล้ว

    The singular of "vertices" is "vertex". "Vertice" is not a word.

  • @CassiaConvolution
    @CassiaConvolution ปีที่แล้ว +1

    You are not "smudging" anything here.

  • @betalars
    @betalars 6 หลายเดือนก่อน

    Sorry, but this is just shrinkwrap with extra steps. ;)