Cloth Simulation in Blender Part 2: Non-Destructive Workflow Using Geometry Nodes

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ความคิดเห็น • 6

  • @nxstynate5505
    @nxstynate5505  3 วันที่ผ่านมา +4

    While preparing this video, I encountered an issue in Blender toward the end. In the video, I’m using the Geometry Node to randomize colors on the geometry via the "Random Per Island" output. However, if you have a "Smooth by Angle" modifier applied, like I do in the cloth simulation, the simulated cloth will flicker between colors. I attempted to fix this after the video, but I haven’t found a solution yet. Another issue I encountered was with the bump map after removing the modifier. The bump map works fine with the modifier applied, but when it's removed, it tends to become glitchy.

  • @InfiniteLightAura
    @InfiniteLightAura 3 วันที่ผ่านมา +2

    thx for recording this!

  • @RoN43wwq
    @RoN43wwq 3 วันที่ผ่านมา +1

    nice

  • @AM-lm8ev
    @AM-lm8ev 17 ชั่วโมงที่ผ่านมา

    To have a more consistent attribute shade the different pieces of cloth, use a Store Named Attribute node after the duplicate elements node and store either the index from the duplicate elements node or a random value with the seed from the duplicate elements index output (since you are turning the geo into an instance and then realizing it, you should actually store it after you've realized the geometry so it will be on the geometry domain). In the shader editor you can drop down a Attribute Node and access it with whatever name you stored it as and then use that as a stable random/index value to put into the color ramp.

  • @1280-user
    @1280-user วันที่ผ่านมา +1

    to turn ON and OFF a node press M

    • @nxstynate5505
      @nxstynate5505  วันที่ผ่านมา +1

      I've been wanting to know that one for the longest time thanks for telling me.