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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? 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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# ? Nov 11, 2021 03:44 |
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# ? Apr 20, 2024 04:03 |
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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
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# ? Nov 11, 2021 03:47 |
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Day 11: red. may not have gotten exactly 99 https://i.imgur.com/A5oAoBQ.mp4 https://mega.nz/folder/dQcATDbZ#J9a03e-LzrfINvCjATAg2Q
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# ? Nov 12, 2021 12:23 |
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This is cute https://twitter.com/danm3d_/status/1458906397417091080?s=20
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# ? Nov 12, 2021 12:33 |
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Many people went with planets for that prompt https://twitter.com/apccurtiss/status/1458887805715857414?s=20
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# ? Nov 12, 2021 12:35 |
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how's everyon'es november going?
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# ? Nov 12, 2021 12:41 |
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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
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# ? Nov 12, 2021 13:56 |
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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. in geo nodes or shaders?
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# ? Nov 12, 2021 16:03 |
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Jenny Agutter posted:Round! cool
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# ? Nov 13, 2021 05:04 |
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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
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# ? Nov 13, 2021 05:09 |
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red! https://giant.gfycat.com/UnkemptPerfectBird.mp4
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# ? Nov 13, 2021 05:30 |
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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
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# ? Nov 13, 2021 06:03 |
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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
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# ? Nov 13, 2021 10:53 |
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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 |
# ? Nov 13, 2021 10:58 |
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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
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# ? Nov 13, 2021 11:07 |
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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
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# ? Nov 13, 2021 11:10 |
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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. 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.
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# ? Nov 13, 2021 12:46 |
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inset posted:Basically I just have this: 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.
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# ? Nov 13, 2021 14:42 |
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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 |
# ? Nov 13, 2021 14:43 |
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fart simpson posted:ok mate this is what you want to do: this is super helpful, thanks!
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# ? Nov 13, 2021 15:11 |
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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
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# ? Nov 13, 2021 15:25 |
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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
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# ? Nov 13, 2021 17:20 |
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this is baller https://twitter.com/lateasusual_/status/1459139180529950723?s=20
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# ? Nov 14, 2021 03:37 |
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Jenny Agutter posted:this is baller i have absolutely no idea how theyre doing this. neat.
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# ? Nov 14, 2021 03:42 |
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I think it's actually controlled with a dynamic paint surface with drying
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# ? Nov 14, 2021 12:42 |
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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 |
# ? Nov 14, 2021 16:02 |
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that’s incredible man
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# ? Nov 14, 2021 16:55 |
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echinopsis posted:that’s incredible man thanks mate, ngl it took me like 2 hours just to figure out how to make the seeds
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# ? Nov 14, 2021 17:02 |
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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
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# ? Nov 15, 2021 00:22 |
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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.
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# ? Nov 15, 2021 00:37 |
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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. Super cute! great job
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# ? Nov 15, 2021 02:54 |
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Jenny Agutter posted:finally back home, making this much faster and more enjoyable to do. Day 13-14: Green, as in Green Knight i like it, fits pretty well with the imagery your going for
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# ? Nov 15, 2021 03:06 |
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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. 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
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# ? Nov 15, 2021 03:16 |
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yo what the gently caress https://twitter.com/BagattiniAntoi1/status/1460314624654561289?s=20
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# ? Nov 16, 2021 00:20 |
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Jenny Agutter posted:yo what the gently caress 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
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# ? Nov 16, 2021 03:47 |
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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
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# ? Nov 16, 2021 23:10 |
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are the walls and windows geometry nodes too?
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# ? Nov 17, 2021 00:54 |
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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
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# ? Nov 17, 2021 01:21 |
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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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# ? Nov 17, 2021 01:23 |
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# ? Apr 20, 2024 04:03 |
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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. 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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# ? Nov 17, 2021 02:07 |