nice video. Can you create a gaming desk with hexagon surface?
@limo_learning_
2 жыл бұрын
Thank you! Do you mean that the surface of the desk is made with hexagons? That they move or not?
@RenderEngine
2 жыл бұрын
Ah, yours is far more efficient process than mine
@limo_learning_
2 жыл бұрын
Great to help!
@RenderEngine
2 жыл бұрын
@@limo_learning_ my approach was to have 2 planes and offset knowing the aspect ratio of the hexagons... primative compared to your approach. This was my go... kzitem.infoqkGSW9CCp0E?feature=share
@caidoz3224
8 ай бұрын
I need to do the same with triangle, do you now how to have a line off triangle rotade ? And how to put that in the geometri node
@TheTwilightStorm
Жыл бұрын
This is my first Blender project, and it came out awesome. I even added a Carbon Fiber texture to the top of the hexagons to make it look even cooler. Lol. But I did have a few questions. First off, how can I loop this so it make a seamless transition from end to beginning? One of the ways I'd want to do that is to have it start "flat", then animate a bit, flatten out, animate, etc. for about 5 minutes, then repeat that loop. My other question is, how can I make it so any time the hexagons pop up they go all the way up, then all the way back down? And how can I make sure that the max Z height is just enough to show the "lights"?
@limo_learning_
Жыл бұрын
Great to hear about the carbon texture. did you upload it somewhere? and I will upload a reel on insta on how to do the loop and the doubts, i’ll let you know in this comment when it’s done :)
@TheTwilightStorm
Жыл бұрын
@@limo_learning_ I haven't uploaded it anywhere yet because I will be using it as a background for my AFK screen for my streams. That's why I wanted a looping version. Lol.
@Cliquetis
Жыл бұрын
Hi ! Amazing tutorial ! Is there any way to make an infinite Loop out of this ?
@limo_learning_
Жыл бұрын
Yes there is. I believe it’s in another tutorial, let me find it.
@francesco-vb
7 ай бұрын
@@limo_learning_ did you find it?
@francesco-vb
7 ай бұрын
Ok, actually, I figured it out. Shift+D your noise texture and duplicate it. Then, on the duplicate noise texture and keyframe, the W is to be whatever the last value is of your first noise texture on the last frame of your timeline. For example, mine starts at 0.000 and ends at 0.409, so on the 2nd texture node, I just keyframe it to be the opposite of that, so it starts at 0.409 and ends at 0.000. Then, after you've done that, add a math mix node, attach the first noise texture fac to A on the mix node, and attach the 2nd noise texture fac to B on the mix node. Then, attach the result to the map range node value(what the first texture node was originally attached to before, as shown in this tutorial. Some notes, though, with this technique, I think you'll need to add a lot more frames to your timeline, and you'll probably need to lower the "To Max " value located on the map range node and maybe play around a bit with the other values to get the exact effect you are looking for depending what that is.
@allanalbrecht3112
Жыл бұрын
I'm sorry, I don't consider this a tutorial. This is a demonstration. A tutorial tells the viewer what to do and WHY it should be done. Your demonstration shows how YOU did it, but there is very little explanation as to WHY you did something. This is especially true when you start dealing with nodes.
@limo_learning_
Жыл бұрын
I get it, of you can, watch newer videos and tell me if this still happens, some people like short and direct videos, and others like explicative long videos, I try to do both.
@hotsince84
10 ай бұрын
Nice one but it's not really good for wallpaper and stuff since it needs to be seamless.
@francesco-vb
7 ай бұрын
Ok, actually, I figured it out. You can make it loop seamless by: Shift+D your noise texture and duplicate it. Then, on the duplicate noise texture and keyframe, the W is to be whatever the last value is of your first noise texture on the last frame of your timeline. For example, mine starts at 0.000 and ends at 0.409, so on the 2nd texture node, I just keyframe it to be the opposite of that, so it starts at 0.409 and ends at 0.000. Then, after you've done that, add a math mix node, attach the first noise texture fac to A on the mix node, and attach the 2nd noise texture fac to B on the mix node. Then, attach the result to the map range node value(what the first texture node was originally attached to before, as shown in this tutorial. Some notes, though, with this technique, I think you'll need to add a lot more frames to your timeline, and you'll probably need to lower the "To Max " value located on the map range node and maybe play around a bit with the other values to get the exact effect you are looking for depending what that is.
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