Know what you should add to this? Liquid simulation! As material gets with X distance of "floor" it's replaced with a hyper-viscous liquid simulation. Have a puddle of red-hot molten metal :D
O_O I'm writing an addon that will translate Geometry Nodes to Unreal Geometry Script system.... This would allow real-time mesh changes... Imagine playing games where you can *actually* melt stuff with a flamethrower or blowtorch! All new gameplay elements!
@@TopChannel1on1 I post updates on my channel from time to time. It'll probably be a few months. *Lots* of nodes to translate, and Unreal's scripts are... rudimentary. I'm having to write most of the nodes from scratch. Even ones that already exist I have to write from scratch to make sure *every* fine detail is exactly the same as blender... every index for every edge, point, face, no matter what functions are used... :D But I have a couple dozen already done... Extrude Geometry was a *beast*. But I'll keep you in mind for Alpha testing. ^_^ (I have an 18,000 node 'procedural humanoid' that gets dibs, though!) th-cam.com/video/0EdR-YOZM4s/w-d-xo.html
That's such an interesting use of simulation nodes. By the way you could use the raycast node set up with inverted normals of the sphere to detect the collision with other meshes.
@@scatterbrainartunfortunately it's hard to explain this in detail in a short comment. Try the flip normals node and connect the "is hit"(?) output to the viewer node
you did a clever use of blur attribute, but why didn't you just swap the sphere with an empty object or a vertex and then remap to have a good gradient between the point and the mesh? Am I missing something?
Great Video! One Question: Once i connect the Mesh to volume as well as the diestribute Points in Volume nodes it doesnt at all look like in the video where there are a bunch of smal points distributed inside the sphere. There is only a single bog point...i know i can turn up the density but iot just doesnt work the same as in the video. Anyone have a solution for this?
Thank you for the tutorial. Is it possible to use this geometry nodes system with rigged character? I tried it but only rig modifier or the geometry nodes modifier work but not both of them even if I change the stack order of modifiers
When I tried rendering this the statue was outright gone every other frame and attempting to play the resulting MP4 output crashed my computer. Any advice?
Know what you should add to this? Liquid simulation! As material gets with X distance of "floor" it's replaced with a hyper-viscous liquid simulation. Have a puddle of red-hot molten metal :D
im using it for light saber vfx
instead of these workarounds for mask, you can use an empty or directly use the object's location if you only wanna use an object to drive.
its genius, thank you, very helpful )
O_O
I'm writing an addon that will translate Geometry Nodes to Unreal Geometry Script system....
This would allow real-time mesh changes... Imagine playing games where you can *actually* melt stuff with a flamethrower or blowtorch! All new gameplay elements!
That's amazing, let me know when it's done may be I could check it out
@@TopChannel1on1 I post updates on my channel from time to time.
It'll probably be a few months. *Lots* of nodes to translate, and Unreal's scripts are... rudimentary. I'm having to write most of the nodes from scratch. Even ones that already exist I have to write from scratch to make sure *every* fine detail is exactly the same as blender... every index for every edge, point, face, no matter what functions are used... :D
But I have a couple dozen already done... Extrude Geometry was a *beast*.
But I'll keep you in mind for Alpha testing. ^_^
(I have an 18,000 node 'procedural humanoid' that gets dibs, though!)
th-cam.com/video/0EdR-YOZM4s/w-d-xo.html
That's such an interesting use of simulation nodes. By the way you could use the raycast node set up with inverted normals of the sphere to detect the collision with other meshes.
I'm trying that right now, but not having a lot of success figuring it out. Any ideas on how to implement that?
@@scatterbrainartunfortunately it's hard to explain this in detail in a short comment. Try the flip normals node and connect the "is hit"(?) output to the viewer node
Brilliant! Is it possible to make volume preservation? Like it accumulates on the floor as wax i.e.
This was soo good. Subbed.
Awesome, thank you!
Tysm
nice! is you could teach us more cool effects like this it would eb great
Thanks.
You're welcome
you did a clever use of blur attribute, but why didn't you just swap the sphere with an empty object or a vertex and then remap to have a good gradient between the point and the mesh? Am I missing something?
Thanks, proximity works with only faces
@@TopChannel1on1 mmmh im pretty sure i made an effect like this with an empty, maybe i didnt use proximity node… anyway thanks for clarification!
@@yaooooooooooooooooooo_oo yah i dont remember what i used either
Thank you
You're welcome
Great Video! One Question: Once i connect the Mesh to volume as well as the diestribute Points in Volume nodes it doesnt at all look like in the video where there are a bunch of smal points distributed inside the sphere. There is only a single bog point...i know i can turn up the density but iot just doesnt work the same as in the video. Anyone have a solution for this?
Try changing the density and make sure the scale of the sphere is applied
Thank you for the tutorial. Is it possible to use this geometry nodes system with rigged character? I tried it but only rig modifier or the geometry nodes modifier work but not both of them even if I change the stack order of modifiers
yah i have had issues with it too, it some times fails
@@TopChannel1on1 but does it work well sometimes?
I gonna test it on one terminator model that I have
will you be back@@3djramiclone
When I tried rendering this the statue was outright gone every other frame and attempting to play the resulting MP4 output crashed my computer. Any advice?
cant you use some distance?
I followed this tutorial, but everything OUTSIDE the sphere melts, not as shown here.
Invert the mask
@@TopChannel1on1 took me a few days, but I discovered the last two numbers on Map Range were reversed. I can't see well these nodes in the video.
@@basspig there is a 2k version of the video, maybe i will scale the nodes up next time
lovely please do also live stream....
i will very soon
My mom once told me I was a simulation node... 😥 What if we're all just simulation nodes in the Blender software that is our universe? 🤔
Disgusting ! But pretty cool though . :O)
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