Photoreal Abstract Sci-Fi Animation Made in Geometry Nodes

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In this #blender tutorial we will be using #geometryNodes to simulate what looks like metaballs. We will find a good workaround since metaballs don't work in geometry nodes. then we will loop the animation, add some realistic lighting and materials and render in cycles!
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Dude, love your tutorials! I always look forward to them!

guinness
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That looping technique with the mix and noise textures....thank you i needed that lmao

Gage
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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.

キラキラくりくり頭
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Incredible tutorial ducky this was really fun to make!!

Chicimono
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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

dissolved
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Thanks, this was awesome, I'll be sharing my results. This was a cool one!

holyshiftstudio
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, no WE WANT MORE COOL TUTORIALS LIKE THIS. WE DEMAND IT!!!!

nafiz
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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.

mash
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Amazing can also become a great music visualiser 🔥

animzotic
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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!

shokomann
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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.

karlpelzer
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great now I can get back to my bubble thing I was working on like a year ago! :D

Jonte
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At 8:14 If you can't see Spread Option under Beam Shape, Change the Renderer from Eeve to Cycles.

coldbyte
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Wow, this one is epic. I made the spheres from a green glass material 🔥

christophcooper
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I think after you do a "remesh" the orignal mess is replaced with the new mesh ( or meshes ) without any materials applied to it :)

alexhoang
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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

papasalvo
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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.

clayletter
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thank you so much ducky bro i made it with you <3

aryankaushik
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Dude, this awesome, Im turning this to a bathroom scene🎉

mikeagoya
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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.

artemsh