Masterrrrr !! Next episode >> Extrude end point + Collision please
@genesis2303
Жыл бұрын
Can't wait for next experimental build 🙌
@mj2068
11 күн бұрын
unlike me, sir, you're really good at math. anyway thanks for this series.
@SalymGuer
Жыл бұрын
Man this channel is so so so sooooooooooo under-rated, you bring so much value to the community!
@chrisprenn
Жыл бұрын
Thank you so much! I honestly don't understand how other blender channels get the amount of subscribers they do 🤷🏻♂️
@SalymGuer
Жыл бұрын
@@chrisprenn The difference is that you don't play the youtube game the same way they, you focus on the content more than the packaging which GREAT for the viewer, but not so great for you, But i think that it has a good side, which that your audience is a core audience that follows you for what you create, not stories you tell!
@chrisprenn
Жыл бұрын
@@SalymGuer I would still really like that silver play button LOL
@SalymGuer
Жыл бұрын
@@chrisprenn i hope you will get it, i mean i'm sure you will
@gabrielmoro3d
Жыл бұрын
Cool! I don’t feel like this is user friendly though… If they want to make the simulations as a node-based system it would probably be cooler to do it as they did Geo-Nodes v2, with nodes having clear effects. Like a collision node, particle emission node, kill particle node, etc.
@WwAiRtRhIiOnR
Жыл бұрын
Great as always! We could use raycasting from the particles in the direction and with the distance of the velocity to detect a collision. This would also provide a kind of a simulation substep as we know after how much of the next step we will collide (travelling with the original velocity until that point and only the remaining fraction with the reflected velocity, while storing the full reflected velocity for the next step).
@chrisprenn
Жыл бұрын
cool idea!
@thornnorton5953
10 ай бұрын
I tested that yesterday and it works very easily.
@DesignerNetanel
Жыл бұрын
The best explanation on KZitem by farrrrrrr
@Unleashed75
Жыл бұрын
So much of this went over my head but so interesting to watch and learn. Keep up the great work
@josiahgil
4 ай бұрын
Please consider making a tutorial for hair/curves simulations with geometry nodes.
@BRON3D
Жыл бұрын
Thank you very much! Can you figure out how to make the particles detect self collision?
@shmuelisrl
Жыл бұрын
you can get perfect particle collisions using raycast with no buffer zone or sub frames.
@tapiolahde6987
Жыл бұрын
Fantastic! Thank you for keeping us in the loop! (pun intended) One thing to change is to sample faces instead of points, should give a much more satisfying result! 😀
@gelerli
Жыл бұрын
@jimsmindonline
Жыл бұрын
Very cool, thanks! I tried before this vid to work it out myself, didn't quite manage it.
@johnsmith56920
Жыл бұрын
Hi there, Pity I can’t contact you. Thanks to your wonderful tutorials, I have been able to do something I need. When I am using the “sample nearest” and “sample index” or “sample surface” nodes it doesn’t work for me in 3.6. A bug in the software or, more probably, a misconception from me. So, in order to get the local coordinate system I do the following. I get the normal as you do. Then I choose a vector (1,1,1) and cross product it with the normal. I call it x-axis. Then I cross product this x-axis with the normal and get the y-axis. Normalize the things, translate to the chosen point and we are in business. To avoid errors when the normal is co-linear with (1,1,1) I test the dot product of (1,1,1) and the normal and if it equals 0, I choose the dot product of normal and (2,1,1). One, it works for me and two, I understand it. I’d send you the nodes but as I said I can’t contact you.
@dontmvme8796
Жыл бұрын
Thanks for your videos! I'm learning a great deal from them ^_^
@totochandelier
Жыл бұрын
Epic ! Chris is back 👊
@chrisprenn
Жыл бұрын
😁
@Hubertoser
Жыл бұрын
Well nice, but it feels way to complicate. I do not understand the most node stuff. I can do some scatter things, but that's it. I like what i can do with it with the new hair system. ..but this. Is it possible to convert that into a water sim? I mean i play around with points to volume and volume to mesh. Got some waterlike static stuff. Would be nice it could be work like particles.
@RoyMendezCastro
11 ай бұрын
Piensa en hacer un tutorial de simulación de túnel de viento para diferentes modelos. No he visto ni un solo tutorial que lo abarquen, podría ser con simulación de humo y generar lines de velocidad con flechas para visualizarlo mejor. Tiene aplicables de diseño aerodinámico y de análisis de ventilación de diseños de arquitectura.
@no-one3795
Жыл бұрын
Blendini
@johnsmith56920
Жыл бұрын
Great. Went like the breeze. This rigmarole about the sample index sample-nearest and all that upsets me. Besides I think it is bad coding (and therefore bad geonodes) habits to have non typed variables. I’d like to have a node with inputs like Object and options like “domain, at index, nearest, and so on” that we choose and the outputs will be “normal, position, and so on” of the connected object. This way we know what is going inside the node from start and we know what we get out of it at a glance. I can’t do it because I don’t know how to have those drop-down lists with geonode.
@flarrossa
Жыл бұрын
cool, you're a great teacher :)
@chrisprenn
Жыл бұрын
Thank you!
@jgdublin
Жыл бұрын
I think KZitem erased my comment, such a pity as it was my best ever comment. Anyway stimulation node is a great addition to the geonode universe.
@Number_Cruncher
19 күн бұрын
May I ask, why it is not necessary to specify the source position in the Geometry Proximity node?
@chrisprenn
3 күн бұрын
it uses the point's position by default
@DuskJockeysApps
Жыл бұрын
You have the sample nearest and normals being defined from the nearest points in the point domain, yet you were referring to faces. Shouldnt the sample nearest use faces?
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