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echinopsis
Apr 13, 2004

by Fluffdaddy

Sagebrush posted:

are we allowed to use nodes for only part of the nodevember project or does it all have to be with the default cube?

because i shamefully cannot get my head around geometry nodes like even a little. i think the combination of not knowing how to use them + only doing NURBS modeling just makes it bounce off my brain. i don't think in polygons and vertex normals and stuff. i can think of some cool shaders i could make for some of these prompts, but i need to have some sort of model to start with.

here is an unrelated node thing that i am reasonably proud of, from screwing around in class today. a student was complaining that they didn't know where to start when building a material, so i showed them how you just have to look at the real world object and understand what's going on with its surface and replicate that. the first thing at hand was my pilot logbook so i went with that



ref:


that’s solid man

and coz it’s not really a competition.. so just do whatever. who cares. have fun with nodes.

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echinopsis
Apr 13, 2004

by Fluffdaddy
i’m also quite embarrassed because i can’t do poo poo with geo nodes or extremely 3d displacement and am overwhelmed by the quality and talent displayed here. everyone is so skilled here it’s fantastic

Jenny Agutter
Mar 18, 2009

Day 11: red. may not have gotten exactly 99

https://i.imgur.com/A5oAoBQ.mp4

https://mega.nz/folder/dQcATDbZ#J9a03e-LzrfINvCjATAg2Q

Jenny Agutter
Mar 18, 2009

This is cute
https://twitter.com/danm3d_/status/1458906397417091080?s=20

Jenny Agutter
Mar 18, 2009

Many people went with planets for that prompt
https://twitter.com/apccurtiss/status/1458887805715857414?s=20

Jenny Agutter
Mar 18, 2009

how's everyon'es november going?

inset
Sep 20, 2003

Grimey Drawer
I made a sphere, squished it, tried to scale only the top half ( > 0 ) along the Z axis but failed to find any nodes that made sense and promptly gave up.

Might make another attempt later :11tea:

Jenny Agutter
Mar 18, 2009

inset posted:

I made a sphere, squished it, tried to scale only the top half ( > 0 ) along the Z axis but failed to find any nodes that made sense and promptly gave up.

Might make another attempt later :11tea:

in geo nodes or shaders?

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Jenny Agutter posted:

Round!

https://i.imgur.com/yCZCuTz.mp4

really ran out of time on this one but I think the idea is sound

cool

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

forgot to post it here, but this was my "round"

i tried to do a heptapod from "story of your life" by ted chiang but i 1. ran out of time and 2. tried a new method i saw a guy do in a video where you remesh stuff by points on faces -> points to volume -> volume to mesh. i hated that workflow and really frustrated myself halfway through by doing it this way, it was hard to work with and brought my computer to a crawl just editing anything. so at a certain point i just called it good and stopped. never figured out how to get the 4 digits on the end of the limbs

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

red!

https://giant.gfycat.com/UnkemptPerfectBird.mp4

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

there’s a single random seed as a group input that randomizes the profile curve, seed positions and sizes, and the number of leaves and their distortions

Jenny Agutter
Mar 18, 2009

man you are killing it! great renders. and yeah one thing I found out doing this last year is it's important to know when to give up on an over ambitious idea and try something else, if only for preventing burnout

echinopsis
Apr 13, 2004

by Fluffdaddy
yeah that's why I really only pick up a prompt that inspires me

echinopsis fucked around with this message at 12:58 on Nov 13, 2021

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Jenny Agutter posted:

man you are killing it! great renders. and yeah one thing I found out doing this last year is it's important to know when to give up on an over ambitious idea and try something else, if only for preventing burnout

yeah that seems to be true. i really want to do all the prompts this year and having them every 2 days helps a lot

heres the strawberry blend file btw:
https://mega.nz/file/xNYBEAKb#NiI5qgIiuIlaKfLTei_6yVEKUd4-qLpjo6ZaqoSsVG4

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

echinopsis posted:

i’m also quite embarrassed because i can’t do poo poo with geo nodes or extremely 3d displacement and am overwhelmed by the quality and talent displayed here. everyone is so skilled here it’s fantastic

why are you embarrassed? this isnt like a natural ability or anything, its really tedious and requires a big shift in the way you conceptualize modeling and just takes practice. you do plenty of cool renders already

inset
Sep 20, 2003

Grimey Drawer

inset posted:

I made a sphere, squished it, tried to scale only the top half ( > 0 ) along the Z axis but failed to find any nodes that made sense and promptly gave up.

Might make another attempt later :11tea:

Basically I just have this:

https://imgur.com/a/YZmZHDM

and want to scale just the top part where z > 0, so I guess I first have to split the sphere into a top and a bottom part, and then scale the top part, and then join them back together with join geometry or something.

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

inset posted:

Basically I just have this:

https://imgur.com/a/YZmZHDM

and want to scale just the top part where z > 0, so I guess I first have to split the sphere into a top and a bottom part, and then scale the top part, and then join them back together with join geometry or something.

ok mate this is what you want to do:



your nodes may look different than mine slightly because im running a month old alpha build of 3.0. you'll want at least some sort of 3.0 build

the idea you are going for requires you to use the position input field, which you separate by xyz. then you filter your z based on some math (greater than 0 in this case, but basically anything works). this becomes the scale factor into a vector math scale node. this ensures that whatever gets plugged into that scale node will only affect the part you filtered for.

then for most displacement you dont just want to add or multiply your x, y, z because it will skew off in one direction unevenly. you generally will be using the normal input field and multiplying that with anything you actually wanted to do, which will make sure all the displacement is done in the normal direction. obviously there are exceptions to this but i find the normal multiplication is usually what i want.

you feed all this into a "set position" which is the only real way to deform stuff in geometry nodes based on contextual calculations. the transform node will only work if you're hardcoding in specific numbers, like 2 or 6. it wont work if you're doing offsets or something based on the current position or whatever. in this case we're depending on the current z position, so transform is out and we need to use set position.

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

i mean, honestly none of that is very intuitive. it took me like 2 hours to figure out how to do just what was in that screenshot the first time

but if you keep at it you'll become extremely nodebrained.

call me when you start shading things and getting frustrated that the shaders distort and move around as you transform and deform your geometry lol. that one took me days to solve. (the answer i figured out is to capture attributes to compute a generated uv map and then pass that as a custom attribute into a shader, only works in cycles and not eevee). my bee's abdomen stripes were growing and shrinking and moving around as the wings flapped and i couldnt fix it for the longest time

fart simpson fucked around with this message at 14:47 on Nov 13, 2021

inset
Sep 20, 2003

Grimey Drawer

fart simpson posted:

ok mate this is what you want to do:



this is super helpful, thanks!

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

oh i just remembered, i think instead of the scale node you can input the scale factor thing directly into the "selection" input on the set position. that probably works more reliably in this case but i'm used to using the scale thing because it allows you to use gradients instead of just a binary yes or no

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

i just learned this the other day. now you know too. the proest geo nodes tip ive ever seen

you can get a viewer to see what you're mathing out or whatever

https://www.youtube.com/watch?v=B--ctrZM6-A

Jenny Agutter
Mar 18, 2009

this is baller
https://twitter.com/lateasusual_/status/1459139180529950723?s=20

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:


i have absolutely no idea how theyre doing this. neat.

Jenny Agutter
Mar 18, 2009

I think it's actually controlled with a dynamic paint surface with drying

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

day 13/14: green

this one took a lot more effort on the shader side of things, less on geo nodes.

https://giant.gfycat.com/FirstSomberIndianelephant.mp4

my favorite part: if you look closely you can see the next "layer" of the kiwi hiding under the surface, achieved with an actual real use of 3d textures for once in my life.

https://mega.nz/file/5YwHxIBB#Yr9AEUvz9UD49pDJ7kpa8rsilVTXxod2Bc46ejTCP1g




fart simpson fucked around with this message at 16:40 on Nov 14, 2021

echinopsis
Apr 13, 2004

by Fluffdaddy
that’s incredible man

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

echinopsis posted:

that’s incredible man

thanks mate, ngl it took me like 2 hours just to figure out how to make the seeds

Jenny Agutter
Mar 18, 2009

finally back home, making this much faster and more enjoyable to do. Day 13-14: Green, as in Green Knight

https://i.imgur.com/2v2VTDI.mp4

i made a terrible implementation of recursion here and I think I've forgotten how to make materials but i still kind of like the output

FalseNegative
Jul 24, 2007

2>/dev/null
All of these have been amazing! Here's where I've stopped on Blue (Pokemon Blue that is!). I can't keep going, there's too much minutiae here, and it wasn't a good fit in the end.



I might go back to it, might not. I've spent like 6 hours on this so far.

Jenny Agutter
Mar 18, 2009

FalseNegative posted:

All of these have been amazing! Here's where I've stopped on Blue (Pokemon Blue that is!). I can't keep going, there's too much minutiae here, and it wasn't a good fit in the end.



I might go back to it, might not. I've spent like 6 hours on this so far.

Super cute! great job

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Jenny Agutter posted:

finally back home, making this much faster and more enjoyable to do. Day 13-14: Green, as in Green Knight

https://i.imgur.com/2v2VTDI.mp4

i made a terrible implementation of recursion here and I think I've forgotten how to make materials but i still kind of like the output

i like it, fits pretty well with the imagery your going for

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

FalseNegative posted:

All of these have been amazing! Here's where I've stopped on Blue (Pokemon Blue that is!). I can't keep going, there's too much minutiae here, and it wasn't a good fit in the end.



I might go back to it, might not. I've spent like 6 hours on this so far.

well what you have there looks pretty good. agreed on stopping at a certain point though, i find it easy to get going and spend 6 hours on the wrong stuff

Jenny Agutter
Mar 18, 2009

yo what the gently caress
https://twitter.com/BagattiniAntoi1/status/1460314624654561289?s=20

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:


i can see how you might get this working. this is the logical result of geometry nodes for real non-nodevember usage imo

speaking of. in most of my previous stuff this nodevember if i wanted more detail i'd just crank up the subdivides but i just realized you can do a bit more math and do edge slides and crap like that to pinch vertices together only in the areas you need. right now im working on a uv sphere and wrote a node group to select individual edge loops and then i covert to spherical coordinates and adjust the polar and azimuthal angles on the selected loops to pinch vertices together to get more detail only where i need it, that way im not ending up with 700,000 vertices just to do a little sharp edge in 1 spot

Jenny Agutter
Mar 18, 2009

here's blue, inspired by the movie Blue. this one was fun to make

https://i.imgur.com/qZjhpmY.mp4

https://mega.nz/folder/Zcsy1LCb#yAiXAf45p8Gxj2wf1tuc1w

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

are the walls and windows geometry nodes too?

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

today is blue. i have a color theme it seems

https://giant.gfycat.com/SerpentineThinAnophelesmosquito.mp4

biggest development i personally made on this one: instead of just cranking up the subdiv, i figured out how to "edge slide" loops along a sphere using spherical coordinates which let me pinch together edge loops as needed, keeping everything low poly. literally 50x fewer vertices than my strawberry or kiwi had, but i could still get a kinda sharp edge on the top where the skin folds over



fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

the material isnt quite right there but its good enough for me atm.

by the way, does anyone know how to give something like a random seed to every instance of a scattered object? i have a random seed input on those blueberries but i cant figure out any way to randomize it other than clicking on each one and setting the seed value by hand, so i ended up manually copying and hand placing/setting the seed for every one of those which sucks and kinda defeats the purpose of having a seed value like that imo. cant figure out any other way to do it

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Jenny Agutter
Mar 18, 2009

fart simpson posted:

are the walls and windows geometry nodes too?

yeah entire thing is nodes. window is a shader

fart simpson posted:

the material isnt quite right there but its good enough for me atm.

by the way, does anyone know how to give something like a random seed to every instance of a scattered object? i have a random seed input on those blueberries but i cant figure out any way to randomize it other than clicking on each one and setting the seed value by hand, so i ended up manually copying and hand placing/setting the seed for every one of those which sucks and kinda defeats the purpose of having a seed value like that imo. cant figure out any other way to do it

can you post a screenshot? you can use an index or id input node as the seed input but I'm not sure if that's what you want

also, it looks fantastic! that material work is great

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