Just a hint for improving the performance. In my setup I activated "Persistent Data" in the render properties (Final Render -> Persistent Data). In this case the texture maps will be kept in memory and it reduced the rendertime by 3 seconds per frame. All in all it saved me 12 minutes for the whole animation. My rig: Ryzen 9 3900X with RTX 3070.
@@TheDucky3DI finally got a learnership so I can at least be a Patreon with by using a bit of my stipend. You deserve the support! You are an awesome teacher! Much love from South Africa 🇿🇦
@@TheDucky3D I watched the previous video where that insecure guy got angry over your hat, and saw that you weren't wearing it in this video. Made me so sad, but I'm so glad you're wearing it again in the next videos. Do whatever you want, you'll be just fine either way ! Much love from someone who's barely watched any of your videos so far, but can't stand the obnoxious, insecure minority
This looks fucking awesome, can't wait to make it tomorrow! Also you are the main teacher for me learning blender the past few years and I must say I'm very thankful for your existence
Dude casually flexed with his render time, taking 20 seconds, and looked at us, asking, "Well, you will have to estimate how long your render will take." Bruh, my render time is 10 minutes. I need a serious graphics card like yesterday. Thanks though, my second week on Blender, and I have been binging your tutorials like crazy.
You can distribute a circle with three vertices to each point, realize geometry, make the metaball a child of an object with geometry nodes, and set up the distribution of children by faces in the object. In this way you can control the size of the metaball with the area of the face. Let's try. this will work. you can also convert mesh to volume and volume to mesh inside geometry nodes.
So I went ahead and did this tutorial cause I thought itd make a sick desktop background, and it does. I modified mines slightly by using ur course on materials and made the material look like car paint, I didnt give it the specs and what not but will experiment with that later. But what came out sick AF is that I didnt do what you did with the planes I made 1 then extruded the back half up which made my materials all wonky AF but it looks so sick this way i love the distortion it made to the Tiles 129 B from that sight
Thanks for the tutorial. Another reason why i should learn geo nodes! btw, its also looks very funny when you switch the modifiers, like, first the remesh, then the exact same geo node setup from the tuto. PS: Some infos for the part with the remesh and the materials. It doesnt really delets it. Since the modifier is REMESHING it, the whole default uv unwrap gets cursed. If you put an image texture on it and then a remesh modifier, the remesh modifier mixes all colors together and creats one single color over your entire object. So basicly we need a uv unwrapping node (which doesnt exist i guess) and put it right after the remesh modifier.
7:39 I think it could be because the first geometry node modifier has to be above remesh to work except remesh removes materials maybe? so you have to make another just my guess.
Hey dude! I was wondering if u could make a video on how u made your fabric material in your new add on? Because I’ve been wanting to learn more about shaders and nodes!
Cool titorial - as usual! I created my own version based on your lesson. For those who are interested, I posted it on my channel in shorts. Thanks man. You better👍💪
this looks really awesome!! is there any reason that you don't plug the normal map from the image texture zip into the displacement node? is all the normal information just provided by the height differences? otherwise it seems to me like you could maybe get cheap lighting information at a higher resolution than your subdivision by throwing the normals in as a bump map
hi man! i try to learning 3d blender couse simple graphin design are boring me, can i ask u why i dont have noise texture option and dual mesh option? ty again
Ducky! For the lighting on this tutorial, what version of blender are you using? In 3.6, there’s no beam shape option to control the spread of the area light. Unless there’s a lighting add on for that? 🧐 Thanks in advance!!
I have a super beefy computer, but for some reason whenever i go to the 0.01 remesh it takes an eternity and sometimes crashes my blender, any reason for this you could think of?
Be the way you want, and look the way you want. Dont remove your hat for someone who makes rude comments and still consumes your content for free. /Fellow hat wearer.
out of curiosity why do you prefer to render out a series of Pngs? Dont you have to then put them into a video editing software in order to get a video?
It's done so that if it crashes during, you can resume on the last PNG rendered. If you render as a video file and an error occurs, you'll have to start all over again!
@@TakingThePixelsUK ohhhhhhhh thats some galaxy brain thinking right there lol. I always thought "That just seems like additional hassle now I need another folder"
somebody already answered but just throwing it out there, there is multiple png sequences you can choose jpg, png, and exr jpg is low quality only use it if you really need low storage png is good all around has 16 bit colors and alpha exr is the best except it is a bit of a hassle to use in editing programs you have to add a lut so unless you want to do compositing and want the highest quality I would just use png Also you don't need an external editing software to turn the sequence to a video there's actually one inside of blender you can look up a tutorial.
At 8:14 If you can't see Spread Option under Beam Shape , Change the Renderer from Eeve to Cycles.
I can't believe how consistently you upload given the quality. The rate at which you can put out top quality tutorials is mind blowing.
He's next level thats for sure
@@holyshiftstudio without a doubt.
SAME!
Just a hint for improving the performance. In my setup I activated "Persistent Data" in the render properties (Final Render -> Persistent Data). In this case the texture maps will be kept in memory and it reduced the rendertime by 3 seconds per frame. All in all it saved me 12 minutes for the whole animation.
My rig: Ryzen 9 3900X with RTX 3070.
man.....i , no WE WANT MORE COOL TUTORIALS LIKE THIS. WE DEMAND IT!!!!
You will get them
@@TheDucky3DI finally got a learnership so I can at least be a Patreon with by using a bit of my stipend. You deserve the support!
You are an awesome teacher! Much love from South Africa 🇿🇦
That looping technique with the mix and noise textures....thank you i needed that lmao
Dude, love your tutorials! I always look forward to them!
Thank you!!
I love your tutorials, and keep the hat if you like it, dont worry what people say in comments! You are AMAZING! giving so much wisdom for free!
Thanks man! I think it’s weird if someone is bothered about a hat lol
@@TheDucky3D I watched the previous video where that insecure guy got angry over your hat, and saw that you weren't wearing it in this video. Made me so sad, but I'm so glad you're wearing it again in the next videos. Do whatever you want, you'll be just fine either way !
Much love from someone who's barely watched any of your videos so far, but can't stand the obnoxious, insecure minority
This looks fucking awesome, can't wait to make it tomorrow! Also you are the main teacher for me learning blender the past few years and I must say I'm very thankful for your existence
I think after you do a "remesh" the orignal mess is replaced with the new mesh ( or meshes ) without any materials applied to it :)
Dude casually flexed with his render time, taking 20 seconds, and looked at us, asking, "Well, you will have to estimate how long your render will take." Bruh, my render time is 10 minutes. I need a serious graphics card like yesterday. Thanks though, my second week on Blender, and I have been binging your tutorials like crazy.
You can distribute a circle with three vertices to each point, realize geometry, make the metaball a child of an object with geometry nodes, and set up the distribution of children by faces in the object. In this way you can control the size of the metaball with the area of the face. Let's try. this will work.
you can also convert mesh to volume and volume to mesh inside geometry nodes.
So I went ahead and did this tutorial cause I thought itd make a sick desktop background, and it does.
I modified mines slightly by using ur course on materials and made the material look like car paint, I didnt give it the specs and what not but will experiment with that later.
But what came out sick AF is that I didnt do what you did with the planes I made 1 then extruded the back half up which made my materials all wonky AF but it looks so sick this way i love the distortion it made to the Tiles 129 B from that sight
Incredible tutorial ducky this was really fun to make!!
Thanks for the tutorial. Another reason why i should learn geo nodes!
btw, its also looks very funny when you switch the modifiers, like, first the remesh, then the exact same geo node setup from the tuto.
PS: Some infos for the part with the remesh and the materials. It doesnt really delets it. Since the modifier is REMESHING it, the whole default uv unwrap gets cursed. If you put an image texture on it and then a remesh modifier, the remesh modifier mixes all colors together and creats one single color over your entire object. So basicly we need a uv unwrapping node (which doesnt exist i guess) and put it right after the remesh modifier.
I love these tutorials
I’m glad to hear it!
Wow, this one is epic. I made the spheres from a green glass material 🔥
Amazing 🎉.....this can also become a great music visualiser 🔥
7:39 I think it could be because the first geometry node modifier has to be above remesh to work except remesh removes materials maybe? so you have to make another just my guess.
great now I can get back to my bubble thing I was working on like a year ago! :D
bro why are you so good
Thanks, this was awesome, I'll be sharing my results. This was a cool one!
Thanks as always Ducky...
Sir please bring some new tutorials on compositing.
Hi Ducky, with Valentine's Day coming up, can you do a Valentine's Day themed tutorial?
Incredible
DUCKY I LOVE YOU
Damn, another cool effect
With each of these amazing tuts I get closer and closer to buying your materials 😄 they look sick. Maybe this evening…
Dude, this awesome, Im turning this to a bathroom scene🎉
thank you so much ducky bro i made it with you
Awesome
thank u
Cool
I love this one
I’m glad you do!
Thanks.
Hey dude! I was wondering if u could make a video on how u made your fabric material in your new add on?
Because I’ve been wanting to learn more about shaders and nodes!
Cool titorial - as usual! I created my own version based on your lesson. For those who are interested, I posted it on my channel in shorts. Thanks man. You better👍💪
Thank you, Wil Wheaton!
Consider this a petition to bring back the hat, or not. Do your own thing.
It’s coming back with vengeance
@@TheDucky3D
Please wear a Florida University (F.U.) one, with a big fuzzy ball on it! 🤣
How can I change that round shape to triangle
this looks really awesome!! is there any reason that you don't plug the normal map from the image texture zip into the displacement node? is all the normal information just provided by the height differences? otherwise it seems to me like you could maybe get cheap lighting information at a higher resolution than your subdivision by throwing the normals in as a bump map
hi man! i try to learning 3d blender couse simple graphin design are boring me, can i ask u why i dont have noise texture option and dual mesh option? ty again
Love the tutorial, how did you get a green user interface in your blender application, is it a setting or file you have to download?
is this on patreon? cant find it
Ducky! For the lighting on this tutorial, what version of blender are you using? In 3.6, there’s no beam shape option to control the spread of the area light. Unless there’s a lighting add on for that? 🧐 Thanks in advance!!
Anyone else notice than he ditched the hat after the last tutorial😎
I only put on the hat if I haven’t washed my hair that day, it was washed this time so I didn’t need it.
@@TheDucky3D No problem though....av just read the comments from the previous tutorial smh
Wait I exported them out into PNG how do I animate them?
I love si fi
Me too
I have a super beefy computer, but for some reason whenever i go to the 0.01 remesh it takes an eternity and sometimes crashes my blender, any reason for this you could think of?
How long does it take to create all the frames? Asking cause I´m confused; thought the 4080 would be faster -.-
Sir what your upgrade ram
Realtime materials already have the bake option? :o
That’s a new feature I’m testing out. It’s not available quite yet.
cool tutorial, just one question, when I do the render animation I just get the images but not the video, I have to use another software?
Look “how to combine a PNG sequence in blender” that will show you how to use blenders video sequencer to make that a video
thank you so much!!
@@TheDucky3D
does anyone how to import this to unity?
Be the way you want, and look the way you want. Dont remove your hat for someone who makes rude comments and still consumes your content for free.
/Fellow hat wearer.
Hat wearers unite
Why not keep it all in Geometry Nodes and do Mesh To Volume and Volume To Mesh with a Blur Attribute on the Position?
I haven’t done that before! I’ll try it out
out of curiosity why do you prefer to render out a series of Pngs? Dont you have to then put them into a video editing software in order to get a video?
It's done so that if it crashes during, you can resume on the last PNG rendered. If you render as a video file and an error occurs, you'll have to start all over again!
Yes! It’s basically a safeguard in case of a crash. You won’t lose ur progress!
@@TakingThePixelsUK ohhhhhhhh thats some galaxy brain thinking right there lol. I always thought "That just seems like additional hassle now I need another folder"
somebody already answered but just throwing it out there, there is multiple png sequences you can choose jpg, png, and exr
jpg is low quality only use it if you really need low storage
png is good all around has 16 bit colors and alpha
exr is the best except it is a bit of a hassle to use in editing programs you have to add a lut so unless you want to do compositing and want the highest quality I would just use png
Also you don't need an external editing software to turn the sequence to a video there's actually one inside of blender you can look up a tutorial.
i have very little experience with blender and my renders always have a lot of noise with cycles is there a way to solve this problem?
Up ur samples and denoise
@@TheDucky3D wont it take longer
@@atomicivyeet5846 yea that’s the trade-off
@@TheDucky3D yeah says it would take 3 days a the 4096 samples
@@atomicivyeet5846 mine was 500
I overestimated my setup, its eevee or 3 months for this one.
am doing everything same but lighiting is always strange ((((((((( whyyyyyyyyyyyyyyyyyyyyyyyyyyyy
F😊