"Off" is equivalent of "Collider Only" as a better name (imo) to distinguish itself from other two modes. so you don't need to worry this option. it should work basically the same unless otherwise indicated.
heya quick question when i add the inertial deformer it removes my material. is there anyway to fix that? (edit: scratch that i saw it is a current limitation for now but it works fine in versions prior to 4.0.2)
@@thisisgood44 The original question was different. Before 4.1, a mesh that comes with its own material, such as a rigged mesh with many materials, will lose material in simulation zone. It was a known limitation because of missing referencing from object to material. projects.blender.org/blender/blender/pulls/117043 set material won't work for complex geometry, etc.
@@bradleyanimation120 i see, thanks for explaining! I thought it was because the material dissapear,, i used 4.0 and after using geometry node the object doesnt use the material that i applied when i use set material it works. also love the presets man! its really cool, i want to learn geometry nodes too
This is amazing ! procedural stuff looking so organic !
That's such a clever way of handling the buldging. Thank you so much for sharing it.
Quality stuff as usual. Keep them coming
is there a way to use the same object as the colider (to make the effect of self collision)
i don't have the collision node? does he have a addon im supposed to install or something? (4.2.1 LTS)
It's said at the beginning. presets are free from the link in the description
when I add the Collision deformer it's on collider only (not off/island/internal)
how can I change that?
"Off" is equivalent of "Collider Only" as a better name (imo) to distinguish itself from other two modes. so you don't need to worry this option. it should work basically the same unless otherwise indicated.
exactly what i needed thank you so much!
Thanks for the tutorial!
Cool physics! Is it better performance wise than soft body physics included in blender?
sure, because it's completely faked. there's no real soft body involved.
Ok, i learned now, the problem was the cilinder
Boiiing!
heya quick question when i add the inertial deformer it removes my material. is there anyway to fix that? (edit: scratch that i saw it is a current limitation for now but it works fine in versions prior to 4.0.2)
The known limitation should be fixed since 4.1.
@@bradleyanimation120 oh yeah you’re right, also thank you for this tutorial and geometry nodes!!
Im late but if someone wants to know to do it is, you can just add set material node to the geometry
@@thisisgood44 The original question was different. Before 4.1, a mesh that comes with its own material, such as a rigged mesh with many materials, will lose material in simulation zone. It was a known limitation because of missing referencing from object to material. projects.blender.org/blender/blender/pulls/117043
set material won't work for complex geometry, etc.
@@bradleyanimation120 i see, thanks for explaining! I thought it was because the material dissapear,, i used 4.0 and after using geometry node the object doesnt use the material that i applied when i use set material it works.
also love the presets man! its really cool, i want to learn geometry nodes too
hot stuff, thanks
Many many thanks. Really.
hehehehehehehe