This is a genuinely incredible tutorial. You explain everything so thoroughly and clearly, without leaving anything to question. I've been searching for hours for help with a very beginner issue, and this video has been a huge help solving that problem, but it's also just incredibly informative for what you're showcasing. You clearly have a good understanding of blender and the math and science that goes into it. Thank you!
Since I made this video, I came up with a much better solution to this, available on my gumroad maxedge.gumroad.com/l/objectflow It's basically the technique I used in this video - th-cam.com/video/-mAmjkauErU/w-d-xo.html , so I don't believe a remake is needed.
This tutorial was amazing! I just wanted to know how to move different scaled points along a curve with geonodes and now i have something a thousand times better and really inspiring, thank you
Not sure what went wrong, but the ID will not really move the instance, but rather set the value on the next one. So it shouldn’t work with motion blur. At least I got a clear stepping in the forward motion. I did that in another geonode with the curve sample factor, and that did work smooth.
Great tutorial! However, it would be awesome if you could put a final node view up at the end. I have a mistake somewhere and can't seem to find it. Or, even make it available for download. Keep them coming!
Hi please you could you help understand the relationship between curve resample and time in seconds. No matter what I do the animation always looks "staggered" and "choppy" I cannot get the particles to flow smoothly without being extremely fast. Even with the curve resolution set to a really high number.
First off, this looks amazing! Is there any way to sort of "build up" flow along the curve? I tried "build" modifier which at viewport seems to do what I am trying to do with the curve but that does not seem to cooperate/update with geometry nodes and "progress" in this geometry node setup always leave some unwanted straggler particles at the end or at the beginning of the curve
(Blender 3.0.2) First, thank you for this tutorial, was last piece at a scene where I am working now. I am having problems with the Capture Attribute part for the radius, I am using the radius at the transform tab. Seems that the Capture Attribute at the Radius or the use of the radius on the transform tab with the Capture attribute is corrupting the file. For who have problems with this, just stop before Capture Attribute part.
Everything was working until the capture attribute was added. The radius has no response and made it thin. I am using 3.0 and the capture node looks a little different.
It is indeed not present in 3.0. You can recreate it by placing a value node and typing #frame on it. After that, with a little math you can transform frames in seconds if you need to.
@@MrTomyCJ do you know if you can call fps in the same way #fps or something? Would be nice to be able to port the node setup from scene to scene without worrying about adjusting.
If you animate the original models, I think the instances will also move. I don't know how you could offset the animations tho (so that they don't all flap their wings at the same time)... maybe by instancing a bunch of birds with different animations.
"I followed this tutorial to create an awesome project, but since the vertex count can change, I can't export it even as an MDD. Is there a way to bring it into Unreal Engine?"
I believe the index is just to select which element of the collection you want, many instances will use the same index; the I'd is different for *every* instance and is used to get random values for them all
This is amazing! I've not thought of using the ID in that way before
This is a genuinely incredible tutorial. You explain everything so thoroughly and clearly, without leaving anything to question. I've been searching for hours for help with a very beginner issue, and this video has been a huge help solving that problem, but it's also just incredibly informative for what you're showcasing. You clearly have a good understanding of blender and the math and science that goes into it. Thank you!
Since I made this video, I came up with a much better solution to this, available on my gumroad maxedge.gumroad.com/l/objectflow
It's basically the technique I used in this video - th-cam.com/video/-mAmjkauErU/w-d-xo.html , so I don't believe a remake is needed.
This tutorial was amazing! I just wanted to know how to move different scaled points along a curve with geonodes and now i have something a thousand times better and really inspiring, thank you
Not sure what went wrong, but the ID will not really move the instance, but rather set the value on the next one. So it shouldn’t work with motion blur. At least I got a clear stepping in the forward motion. I did that in another geonode with the curve sample factor, and that did work smooth.
loving your tutorials! keep it up u are great!
Thank you so much! This is awesome. So much easier to control than particles on a path
Just amazing! This is some seriously awesome content. Hard to understand to the point of repeatability as a newbie, but I'll get there.
Thank you!
I watch it again and again and still learning from this tut,
How the hell you knew all of this!
We want more like this 👍
Pretty impressive! This is material for put in the asset browser to use later! I will follow more of your tutorials!
I can follow and not learn anything but your explanations make a huge difference. TY - subscribed!
I really need this for my new project! Thank you so much!!
Liked, Subscribed, Comented,5 stared. You are a genius.
Great tutorial! However, it would be awesome if you could put a final node view up at the end. I have a mistake somewhere and can't seem to find it. Or, even make it available for download. Keep them coming!
He has shared it on gumroad for free in the description. Super useful tool and useful knowledge.
Hi please you could you help understand the relationship between curve resample and time in seconds. No matter what I do the animation always looks "staggered" and "choppy" I cannot get the particles to flow smoothly without being extremely fast. Even with the curve resolution set to a really high number.
same problem
Well paced, well explained, Thanks!
Such great tutorials! Thank you so much!
amazing amazing tutorial, beautifully explained thank you
Came to your Chanel few days ago, lovin the videos keep it up. Do you have Patreon?
Love your
Tutorials!!
amazing tutorial
Wow, what a beauty it turns out)) Thanks for the lesson.
Great video man, thank you!
Very nice! Thanks for the tips!
outstanding!
Thank you so much!🤩
First off, this looks amazing!
Is there any way to sort of "build up" flow along the curve? I tried "build" modifier which at viewport seems to do what I am trying to do with the curve but that does not seem to cooperate/update with geometry nodes and "progress" in this geometry node setup always leave some unwanted straggler particles at the end or at the beginning of the curve
amazing explanations
is there a way to make this setup animate in a seamless loop ?
THIS IS SO COOL
Thank you!
this is so helpful! thanks
Awesome, thank you
Very nice!
that is amazing tutorial ever
Thank u so much u got a new subscriber
Since there's just offsetting of indices to fake motion, will there be any motion blur seen on the object instances?
Amazing!
(Blender 3.0.2) First, thank you for this tutorial, was last piece at a scene where I am working now. I am having problems with the Capture Attribute part for the radius, I am using the radius at the transform tab. Seems that the Capture Attribute at the Radius or the use of the radius on the transform tab with the Capture attribute is corrupting the file. For who have problems with this, just stop before Capture Attribute part.
Mind = blown
Great Vid and concept, thank you. Is there a relatively easy way to loop the animation?
how to animate size born instances?
Everything was working until the capture attribute was added. The radius has no response and made it thin. I am using 3.0 and the capture node looks a little different.
but how do i manage to move the path?
u are God
For some reason I can't seem to find the 'Time scene' despite looking around on were it could be is it an addon or somethin?
its actually scene time. so maybe you were searching it wrong?
scene time node is only available in 3.1?
It is indeed not present in 3.0. You can recreate it by placing a value node and typing #frame on it. After that, with a little math you can transform frames in seconds if you need to.
@@MrTomyCJ do you know if you can call fps in the same way #fps or something? Would be nice to be able to port the node setup from scene to scene without worrying about adjusting.
@@MrTomyCJ please tell how to do it :)
@@bran3ding i think it would be just adding another math node, set it to divide and put in the value the frame rate of your project.
although i think may be you can connnect the frame value directly to the add node
outstanding! +1 sub
But does the leafs also bend randomly?
Thanks
Thank you thank you thank you THANK YOU ! Here, have my first born child.
ID as offset = Genius
Can I pay you something for your work you did for us. Some kind of patron? Thank you
i dont have the note 'scene time' how can i fix this?
update ur blender version to 3.1
Please make eevee environment tutorial
Thank you
👏👏👏👏👏👏👏👏👏👏👏👏👏👏👏👏👏
Instead of leaves one can make a flow of butterflies or birds, but how should we make them flipflaping wings?!! 🤸🌟🌪️
If you animate the original models, I think the instances will also move. I don't know how you could offset the animations tho (so that they don't all flap their wings at the same time)... maybe by instancing a bunch of birds with different animations.
Ratio... Hahahahaha, thanks for this guide on IDs!
"I followed this tutorial to create an awesome project, but since the vertex count can change, I can't export it even as an MDD. Is there a way to bring it into Unreal Engine?"
What is the difference between ID and Index?
I believe the index is just to select which element of the collection you want, many instances will use the same index; the I'd is different for *every* instance and is used to get random values for them all
красавчик)
i crashed blender
5 stars
hola xd