Wow! Great pacing and level of depth, I really like how you talked us through your process and showed how to troubleshoot. The attribute part was also very helpful, so thanks for the tips!
Great tutorial, thanks! To inflate the balloons a bit after the sim, I would use the displace modifier instead of the solidify modifier to avoid to creating an inner shell. Also, to distribute the points within the volume without them intersecting, you can change the 'random' dropdown to 'poisson disk' instead of adding the merge by distrance. You can than set a minimum distance for each point.
Hi Robbie! Another way you can do this without actually simulating anything is by using Geometry Proximity. Each particle would "sense" the closest particle to it and you can use the distance factor to deform the particles according to how close they are to the next one. This works because particles are scattered based on the Voronoi pattern.
Perfect tutorial! The only thing I would like to ask is, once you are happy with the shape and colors, how do you convert the object to a mesh that can be used in other projects?
It's been a year, so I hope you will see my comment. Is there a way to export this thing to key shapes? I'm struggle, I saw only very basic plane cloth simulation export tut, but it wasn't based on geo nodes, just a plane hitting the table surface with the gravity turned on. I want to export latter inflation that also based on geo nodes plus cloth simulation, but when I try to export it as MDD file it doesn't work. thanks a lot anyways
Im currently trying to do this all within geometry nodes using simulation nodes and distance or ray tracing but cannot figure it out lol, got them to inflate and they do interact with each other but they seem to interact as a whole and only from the centers of the balloons, not sure what im doing wrong
So finally figured out a method, posted a short clip to my alt account, pretty happy with how it turned out without a cloth sim and entirely in geometry nodes th-cam.com/video/phO2ws4WjnU/w-d-xo.htmlsi=ZYKKUXmsAaYK_t1K
Hi! I love this idea but I'm having some issues! I followed every step, but my particles just explode out of the collision shape right away. I turned the pressure down and then they do nothing, but once I turn the pressure to 130 they leave the collision field. I can see that theyre slightly colliding with eachother but I dont get how theyre leaving the mesh? I followed every step.
you play with the tension parameter? try increasing it a little bit. depending on the scale of your meshes the parameters will always be different so my best advice is to play with both the pressure and tension. find where the pressure is enough to just make it explode (at the edge where it does nothign vs explode) and then add tension until it doesn't clip
Wow! Great pacing and level of depth, I really like how you talked us through your process and showed how to troubleshoot. The attribute part was also very helpful, so thanks for the tips!
Great tutorial, thanks! To inflate the balloons a bit after the sim, I would use the displace modifier instead of the solidify modifier to avoid to creating an inner shell.
Also, to distribute the points within the volume without them intersecting, you can change the 'random' dropdown to 'poisson disk' instead of adding the merge by distrance. You can than set a minimum distance for each point.
good suggestion re displace modifier!
Thanks! I've been looking for something like this 😁
Thanks Robbie
Dude, came here from your Instagram. Easy to follow, nicely explained. Keep it up!
appreciate it mate!
Hi Robbie! Another way you can do this without actually simulating anything is by using Geometry Proximity. Each particle would "sense" the closest particle to it and you can use the distance factor to deform the particles according to how close they are to the next one. This works because particles are scattered based on the Voronoi pattern.
Could you develop? How can I use Geometry Proximity inside a point cloud with « itself » (the points arounds) ?
Perfect tutorial! The only thing I would like to ask is, once you are happy with the shape and colors, how do you convert the object to a mesh that can be used in other projects?
great tutorial! Thanks!
Thank You Sir
neat technique. never even noticed the Pressure aspect of cloth physics. I guess it's just like a built in force field.
very useful, thanks
Great tutorial! More please!
excellent video! easy to follow :)
OMG LOVE IT! Thank you for sharing!
😊How balloon increase with upper layer increase 😊
thank you so muchhhhh 💕💕
Good stock! great explanation
Thank you so much, this is what I was looking for.
This tutorial is very useful and super easy to understand. Just one question: how could I add a text or logo to the soft body spheres?
Is it possible to use nodes to control the rotation of individual instances on a curve in order to create, for example, an animation of cutting grass?
This tutorial is about regular cloth inflating, geo nodes here are just for base spheres scattering , don't be baited.
The tutorial is GREAT, but how to replace colors with sample three textures.(Replace ColorRamp...on what node?)
It's been a year, so I hope you will see my comment. Is there a way to export this thing to key shapes? I'm struggle, I saw only very basic plane cloth simulation export tut, but it wasn't based on geo nodes, just a plane hitting the table surface with the gravity turned on. I want to export latter inflation that also based on geo nodes plus cloth simulation, but when I try to export it as MDD file it doesn't work.
thanks a lot anyways
I would expect MDD to work. Why it's not working for you - I don't know.
@@RobbieTilton Hmm, so I need to dig deeper then, thanks!
Thank you very much for your tutorial...I cannot see any move in my ballons 😢
Perfectly shaped poopy
Great tutorial! How do you randomize the scale of the ico spheres? Yours seem to have different scales but mine are al the same size!
love it
thanks jm!
Im currently trying to do this all within geometry nodes using simulation nodes and distance or ray tracing but cannot figure it out lol, got them to inflate and they do interact with each other but they seem to interact as a whole and only from the centers of the balloons, not sure what im doing wrong
So finally figured out a method, posted a short clip to my alt account, pretty happy with how it turned out without a cloth sim and entirely in geometry nodes
th-cam.com/video/phO2ws4WjnU/w-d-xo.htmlsi=ZYKKUXmsAaYK_t1K
Hi! I love this idea but I'm having some issues! I followed every step, but my particles just explode out of the collision shape right away. I turned the pressure down and then they do nothing, but once I turn the pressure to 130 they leave the collision field. I can see that theyre slightly colliding with eachother but I dont get how theyre leaving the mesh? I followed every step.
you play with the tension parameter? try increasing it a little bit. depending on the scale of your meshes the parameters will always be different so my best advice is to play with both the pressure and tension. find where the pressure is enough to just make it explode (at the edge where it does nothign vs explode) and then add tension until it doesn't clip
why I can not find mesh to volume?
Great job, but I have to say the first thing that comes to my mind is I can use this tech to create poop...
lol
Haha I had the same thought. Make it brown and it'll look like intensities 😂
okay but why dont you show this on an already existing model? i dont want ico spheres i want to squish MY object...
Hi! tks for the tutorial. Can't find 'distribute points in volume''. I just see the 'distribute points to faces'.
which blender version are you on? IT was added on 3.4 and up
i dont find add torus on my screen :/
press shift+a
doooope
thanks dorian :)
pyrocynical
😻
Soooo... you're not actually using geometry nodes to inflate the objects... 🤦
part of it is and part of it is cloth sim. geo nodes lets you easily apply the inner balloons to any mesh