Having created the Donut, I fancied myself a 3d artist and broke my face on my keyboard for hours trying to figure out how to make object A interact with the scale of instances on object B. Thank you Ducky and the Google algorithm inside of my brain for sending me this video.
4:10 a more precise way would probably be using a map range node, but the advantage of the color ramp is that it would allow for more complicated falloffs while remaining very easy to tweak.
what i found really cool in another case is adding any sort of knot curve inside the whole thing and making the empty following a complety different path from the surrounding shape can create sick result
@@TheDucky3Daccording to all my respect i was actually gonna ask if you ever tried that in your early days/tutorials ahaha turned out funny :) no probbb ahaha
@@TheDucky3D before you even make the big cage that is affected overall i stopped youtube and dropped a torus knot and saw that it was working easy peasy
Hi! I tried this out and couldnt get the object origin to stay with it while it was moving along the braid knot. the origin just keeps going along the y axis and doesn't follow the knot like the object does. is there anyway to resolve this? should i be using something other than a curve modifier to animate the object along the knot? thank you in advance!
Great Video, for animating object mouse movements you enable auto keyframing then press space and click g to move your object and all the animation data will be saved.
I was working on something involving displacement in geometry nodes that it REALLY doesn't like and instead of rage-quitting, I said "Lemme go watch a Ducky video... I KNOW the answer is a damn color ramp!" (I was having a maths/process issue that geometry nodes doesn't have a node for yet and a ColorRamp was the only thing I hadn't tried yet...) Turns out YEP! COLOR RAMP was the answer! 🤣😂
The geometry proximity node requires geometry to be used as a proximity element. Empty objects are not geometry. Ducky3d is effectively pairing a geometry point to the sphere empty meaning that it is always in the location of the empty and he can manually control the empties position which in turn moves a mesh line point which then affects the scaling
I thank you for the amazing tutorials!🤗 Maybe my question is silly. But is it possible to combine particles emitter and particles hair in a single object?
Hey great tutorial! how can I apply this change in color to a different object instead of instances on points. I want to change the distance and its cool but I want everytime I move the mouse to change the size of spheres I want the color of other object to change randomly? is that possible? pls help
@@TheDucky3D does it work like that because the geometry proximity needs a mesh input and the empty isn't a mesh? So it could have been any mesh really?
How do you use multiple objects to control the geometry? In your thumbnail I think you use multiple empty spheres to create more areas on the cube that are affected? how can I achieve this?
why we used mesh line node? As per my though process we are assigning a single vertex to that empty as empty in blender don't have any physical geometry then we are using that assigned vertex in the proximity to effect our cube mesh. correct me if i am wrong.
What an excellent tutorial. I can see about one bazillion uses for it. HEY EVERYONE: What kind of mouse do you experts use? I’m a Mac guy and I love the feel of my Magic Mouse, but of course I need that middle button/wheel. I’ve tried a few mice, but they’re mostly too lightweight. I’d like to have a few programmable buttons, too. And I need wireless, pushing that cord around is crap for accuracy. So any suggestions would be appreciated.
do you know of any way to have multiple objects affecting the geometry proximity? ie; multiple empty spheres so the effect is occurring in multiple places.
You can chain multiple nodes and use compare nodes on the distances to figure out which is closest. I have done this before, too, although I think I was using a Raycast node to do the distance testing for that. Oh, and of course you could just find a way to take all the multiple objects and make one geometry from them - for example, join geometry; instance-to-points and points to vertices; then test those vertices for the distance.
Anyone know if there's a way to use this effect where the proximity is checked along a single axis? Like for example instead of the instances getting bigger the closer they were to the Empty and smaller the further away they got, they would get bigger as the empty approached the same Z position as them and would stay that size for as long as the Empty had the same or greater Z value as that point?
Hey, first of all, awesome tutorial, I loved it, and I would love to render this out but I don't have a high configuration system, I am planning to get one. Can anyone or @ducky3D suggest if I should go for a laptop or a tower PC, and which one?
You can combine this tutorial with his new tutorial on "Mesh to Volume / Distribute points in volume" which, at time of writing, has the great clickbait title "Why is nobody talking about this new node in blender" which I fell for 100%
Hi, thank you for your video! I have a question. How can you achieve keeping the transform. For example, the particle grow, but later it does not shrink. Thank you!
I tried this with a honeycomb and an instance object rather than a primitive. Doesn't work even though I used your exact geo nodes. running Blender 3.5.0
I have a problem, the cold of the ball cannot be changed to 2 colour, the just the orange of the ColourRamp can be displayed. And when I type "control t", the mapping and "texture coordinate" have not been added. Do you know what happen is it?
I only see Blender tutorials about the Geometry Proximity node always involving an object _moving_ with respect to another. Can Geometry Proximity be used for example to produce a gradient onto the surface of an object based on the proximity of another one? I am thinking of creating a color gradient applied along the curved edge of a convoluted object (somehow "cast" onto its surface from its edges) if you understand what I mean.
Thank you for the tutorial! I have two problems: First, the direction of the empty is like reversed or something like that, any idea how to fix that? And Secondly, it seems my mix shader is blending both materials instead of having them separetly, how can i fix that? Thank you so much
hello, good vid, please tell me how to make TWO proximity balls, so i can get deformations on TWO different parts of the object im deforming?? all the nodes seem to only accept 1 string. thanks.
I used a feature similar to this a while back to make a virus simulation of cancer mutating and spreading throughout cells. Nice tutorial!
Oh yea that’s a great idea for this!
Can you show the project? Now I'm curious lol
sorry thats illegal dude.. you suppose to do it in c4d. LOL
Having created the Donut, I fancied myself a 3d artist and broke my face on my keyboard for hours trying to figure out how to make object A interact with the scale of instances on object B. Thank you Ducky and the Google algorithm inside of my brain for sending me this video.
4:10 a more precise way would probably be using a map range node, but the advantage of the color ramp is that it would allow for more complicated falloffs while remaining very easy to tweak.
Yes. Maybe with a curve after the map range, allowing to better control the profile.
can't you just use a math node and devide by 1?
@@Maboii-mx6je divide by 1? that would just return the original value
damn, no i mean 1 over the value @@Brixxter
what i found really cool in another case is adding any sort of knot curve inside the whole thing and making the empty following a complety different path from the surrounding shape can create sick result
I need to try that
@@TheDucky3Daccording to all my respect i was actually gonna ask if you ever tried that in your early days/tutorials ahaha turned out funny :)
no probbb ahaha
@@TheDucky3D before you even make the big cage that is affected overall i stopped youtube and dropped a torus knot and saw that it was working easy peasy
Hi! I tried this out and couldnt get the object origin to stay with it while it was moving along the braid knot. the origin just keeps going along the y axis and doesn't follow the knot like the object does. is there anyway to resolve this? should i be using something other than a curve modifier to animate the object along the knot?
thank you in advance!
Thank you Ducky xx
Tysm for letting me know abt the AO map 🙇🏽♀️🙇🏽♀️🙇🏽♀️
Very cool, I love how powerful geometry nodes are for motion graphics. Great tutorial, would love to see some of your actual client work sometime!
Look up “reel” on my channel. It’s got a lot there
You can animate mouse movement using the record button and play the timeline while moving the empty
Fr?
Yup circle (record icon), and use spacebar to start recording if it's pause and escape to stop.
You're a genius!
OUTSTANDING!!!
Can't wait to try this, thank you!
Great Video, for animating object mouse movements you enable auto keyframing then press space and click g to move your object and all the animation data will be saved.
Amazing tutorial, thank you so much!
Is quite similar to what mograph does in Cinema 4d! Love it!
This video is too good bro
Thanks, I learned again.
this is so cool, thanks!
love your videos keep up the good work
Thanks for the awesome tutorial.
Lovely tutorial...very useful! Many thanks!
I’m glad you like it
Very nice
That is incredibly cool
Very nice. I have a perfect idea of how I can use this. Thanks dude
Awesome! Have fun
Super cool and creative,g.o.a.t as always
Thanks man!!
I was working on something involving displacement in geometry nodes that it REALLY doesn't like and instead of rage-quitting, I said "Lemme go watch a Ducky video... I KNOW the answer is a damn color ramp!" (I was having a maths/process issue that geometry nodes doesn't have a node for yet and a ColorRamp was the only thing I hadn't tried yet...)
Turns out YEP! COLOR RAMP was the answer! 🤣😂
Thanks for this exercise. One question: how do you make the scale changes go smoothly, like "easy ease" in After Effects?
Thanks ❤❤❤❤
Great tutorial! Would it be much harder to add more empties to affect different parts of the "cage" at the same time?
soo how can I change the object to the object that I sculpted?
Such a cool affect. What if I want to apply the mesh to curve/curve to mesh on ONLY the Z lines?
I really liked your tutorial bro! It was amazing! I also wanted to ask how did you make a pink shadow on top of the cube?
So cool!! But how do I apply this effect to a mesh Ive modeled?
can we make it on a specific object? cause i tried to make on a mesh it didn't work
Amazing job! Can you create the material to mimic 3D printed plastic parts?
Thanks a lot for this tutorial…
I’m glad you liked it!!
What is the logic behind using "mesh line" node with count of one?
The geometry proximity node requires geometry to be used as a proximity element. Empty objects are not geometry. Ducky3d is effectively pairing a geometry point to the sphere empty meaning that it is always in the location of the empty and he can manually control the empties position which in turn moves a mesh line point which then affects the scaling
I thank you for the amazing tutorials!🤗 Maybe my question is silly. But is it possible to combine particles emitter and particles hair in a single object?
pure beginner here, is there a way to make other spheres on the vertices that didn't affected by the empty not visible?
Hey great tutorial! how can I apply this change in color to a different object instead of instances on points. I want to change the distance and its cool but I want everytime I move the mouse to change the size of spheres I want the color of other object to change randomly? is that possible?
pls help
So cool 😍
Thank you!!
Sick tutorial! Was wondering, though: Why is the Mesh Line necessary?
It allows the “geometry proximity” to work. the empty by itself won’t do anything so we need some data to start
@@TheDucky3D does it work like that because the geometry proximity needs a mesh input and the empty isn't a mesh? So it could have been any mesh really?
@@MikeSierraFox I believe so!
can you do a car metal deformation with geo node ?
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?
Hello, why did you add a mesh line node?
This looks a little different in 4.2. Any tips on how to hook it up there?
It is the "Distance" output.
QUESTION: Is there a way to set a separate material (or even just color) for the spheres that are NOT being influenced by the empty?
Wanted to upscale the empty but it doesn´t affect the area that i want
How do you use multiple objects to control the geometry? In your thumbnail I think you use multiple empty spheres to create more areas on the cube that are affected? how can I achieve this?
Join geometry/mesh node
thank you!@@arambadr7342
why we used mesh line node?
As per my though process we are assigning a single vertex to that empty as empty in blender don't have any physical geometry then we are using that assigned vertex in the proximity to effect our cube mesh. correct me if i am wrong.
You are correct
How could that empty also displace the position of points? So when one instance grows it pushes away the other ones in proximity?
Hey do you think if i import a point cloud I could follow the same process? Greetings from Netherlands!
I’m not sure honestly
@@TheDucky3D definitely worth a try 🙌
What does the mesh line node do?
What an excellent tutorial. I can see about one bazillion uses for it.
HEY EVERYONE: What kind of mouse do you experts use? I’m a Mac guy and I love the feel of my Magic Mouse, but of course I need that middle button/wheel. I’ve tried a few mice, but they’re mostly too lightweight. I’d like to have a few programmable buttons, too. And I need wireless, pushing that cord around is crap for accuracy. So any suggestions would be appreciated.
Logitech M705. Battery lasts a Brazilian years
@@jamesriley5057 thanks, I’ll check it out.
do you know of any way to have multiple objects affecting the geometry proximity? ie; multiple empty spheres so the effect is occurring in multiple places.
You can chain multiple nodes and use compare nodes on the distances to figure out which is closest.
I have done this before, too, although I think I was using a Raycast node to do the distance testing for that.
Oh, and of course you could just find a way to take all the multiple objects and make one geometry from them - for example, join geometry; instance-to-points and points to vertices; then test those vertices for the distance.
Anyone know if there's a way to use this effect where the proximity is checked along a single axis? Like for example instead of the instances getting bigger the closer they were to the Empty and smaller the further away they got, they would get bigger as the empty approached the same Z position as them and would stay that size for as long as the Empty had the same or greater Z value as that point?
Anyone know why everything I did in the shading tab is not being applied to the object?
I don't know why this is happening, but for some reason my blender decides to crash when I go from CPU to GPU Compute and in render view. please help
Hey, how did you do to make it react to multiple emptys like on the video's thumbnail? Iam really struggling with the shading part... Thanks!
hey, did you ever figure that out?
how can i add an 2nd empty into the whole thing?
and insane tutorial bro🔥
if you found how plss help me haha
Do you have to be in 3.5.1?
You don’t
I mistakenly though this would be about sphere expansion & cloth simulation.
Hey, first of all, awesome tutorial, I loved it, and I would love to render this out but I don't have a high configuration system, I am planning to get one. Can anyone or @ducky3D suggest if I should go for a laptop or a tower PC, and which one?
how can I use a model instead of a mesh (cube in your case)? thanks!
You can combine this tutorial with his new tutorial on "Mesh to Volume / Distribute points in volume" which, at time of writing, has the great clickbait title "Why is nobody talking about this new node in blender" which I fell for 100%
😡i just can't seem to make it work something is off. But thanks for the time to explain.
Hello ducky 3d can we Collab
Hi, thank you for your video! I have a question. How can you achieve keeping the transform. For example, the particle grow, but later it does not shrink. Thank you!
I tried this with a honeycomb and an instance object rather than a primitive. Doesn't work even though I used your exact geo nodes. running Blender 3.5.0
Yeah. It only seems to work with primitives created by geo nodes. wonder why.
I have a problem, the cold of the ball cannot be changed to 2 colour, the just the orange of the ColourRamp can be displayed.
And when I type "control t", the mapping and "texture coordinate" have not been added. Do you know what happen is it?
I only see Blender tutorials about the Geometry Proximity node always involving an object _moving_ with respect to another. Can Geometry Proximity be used for example to produce a gradient onto the surface of an object based on the proximity of another one? I am thinking of creating a color gradient applied along the curved edge of a convoluted object (somehow "cast" onto its surface from its edges) if you understand what I mean.
Thank you for the tutorial! I have two problems: First, the direction of the empty is like reversed or something like that, any idea how to fix that? And Secondly, it seems my mix shader is blending both materials instead of having them separetly, how can i fix that? Thank you so much
Make a tutorial on after render the image . When we zoom the image it become more clearer. i.e optical zoom image
It is so useful, I'm going to not use it in 1000 years..
hello, good vid, please tell me how to make TWO proximity balls, so i can get deformations on TWO different parts of the object im deforming?? all the nodes seem to only accept 1 string. thanks.