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fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

small:

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

im trying to go with a theme of escalating "crashes" i guess

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fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Jenny Agutter posted:

Day 23-24: small. bed for living in a small apartment
https://i.imgur.com/VcRqsb7.mp4

cool. id like a bed like that

Jenny Agutter
Mar 18, 2009

fart simpson posted:

small:

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

im trying to go with a theme of escalating "crashes" i guess

lol very nice

toiletbrush
May 17, 2010

fart simpson posted:

small:
im trying to go with a theme of escalating "crashes" i guess
i like where this is going

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

every object im doing now im saving as an "asset"

just added books:

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

i want some cool books like these

Jenny Agutter
Mar 18, 2009

“The Librarian’s Nightmare”

Jenny Agutter
Mar 18, 2009

goddamn

https://twitter.com/zylvaingue/status/1463843947160256514?s=21

Bluemillion
Aug 18, 2008

I got your dispensers
right here

Why that's just a voronoi node for the sphere they're on and a sine for the shape of the worms and he right out says it's proximity for the overlap and...
Who am I?

FalseNegative
Jul 24, 2007

2>/dev/null

There's really no limit to these things...

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:


that owns and im guessing its not as complicated as you'd think

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Jenny Agutter posted:

“The Librarian’s Nightmare”

the fun part of this was realizing there isnt a solidify node, so instead of doing what you'd think would be the simply way by deleting faces off a cube to make the cover of the book, i ended up creating an unrolled flat cube, edge sliding the edge loops into the right spots, then doing a vector rotate at the bend points to kind of fold the book shut.

then for the pages, i created a grid the same size as the pre-displaced spine of the book, with the correct number of vertices calculated from the page size input, raycasted that grid onto the fully deformed book spine so it had the same shape, then i instanced a simple grid onto those edges and applied a rotation on the pages to get them to fan out a bit towards the book cover

i love nodes

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

medium:

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

Jenny Agutter
Mar 18, 2009

Day 25: medium. Not too complex, but I do like how I made the "cloth" drape over the table+pedestal here
https://i.imgur.com/Aq99eSB.mp4

Jenny Agutter
Mar 18, 2009


going dark places now :eek:

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Jenny Agutter posted:

Day 25: medium. Not too complex, but I do like how I made the "cloth" drape over the table+pedestal here
https://i.imgur.com/Aq99eSB.mp4

how did you do it? looks cool

Jenny Agutter
Mar 18, 2009

fart simpson posted:

how did you do it? looks cool

grid over the objects, geometry proximity with the target being the objects, then subtract the distance from the z position in a set position node. then you can adjust the profile with a float curve or your favorite math functions

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

i still haven’t figured out the geometry proximity node and how to use it. ive used raycast and transfer attribute and those seem similar though but ive tried geometry proximity a few times and it doesn’t seem to work the way i expect. cant wrap my head around it

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

i like the take on the concept too.

actually in general this nodevember is pretty cool. 1 prompt every 2 days is waaaay more doable and at first i was stumped by how vague the prompts were but i do like how everyone's doing different stuff with them rather than seeing 35 variations on the same theme

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

just figured out this little trick for selecting faces on a complex mesh:

toiletbrush
May 17, 2010
Nice! Is it possible to ray-cast on generated instances, e.g from instances-on-points? Its not very original idea but for large I'm trying to do a Minecraft style landscape and wanted to use ray-cast to colour cliffs differently and place trees etc (as in it's normal ground if the cube can 'see' the sun) but it doesn't seem to be working...



edit: oh, a 'realize instances' node has stopped it complaining, but now everything registers as a hit, hmm

toiletbrush fucked around with this message at 15:00 on Nov 28, 2021

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

toiletbrush posted:

Nice! Is it possible to ray-cast on generated instances, e.g from instances-on-points? Its not very original idea but for large I'm trying to do a Minecraft style landscape and wanted to use ray-cast to colour cliffs differently and place trees etc (as in it's normal ground if the cube can 'see' the sun) but it doesn't seem to be working...



i havent tried it but i assume you need to "realize instances" first

toiletbrush
May 17, 2010
yeah that's it...what exactly does that node do? Everything is registering as a 'hit' too, maybe ray-cast doesn't work quite like I expected

toiletbrush fucked around with this message at 15:02 on Nov 28, 2021

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

toiletbrush posted:

yeah that's it...what exactly does that node do?

it makes your instances into real geometry, lol.

what that means is. instances are just references to something. they don't count as a real mesh or anything. since theyre just a reference, you can't really "do" anything to them unless you also do it to the parent object theyre referencing.

"realize instances" basically transforms them into an actual object. it's like you made a bunch of things and used "join geometry" on them. they are no longer a reference to anything but objects themselves, so you can do anything to them at this point. downsides are: it uses more memory since everything has to be copied. it's harder to do things "per object" since they no longer hold the concept of being independent objects. theyre now just 1 big mesh, so stuff like rotate vectors will work on the entire group as a whole instead of per thing. texturing can be harder, since the object/whatever coordinates are now not shifted to the instantiation point, but now referenced to global 0,0,0.

you can work around the last 2 points but it's a complex web of transfer attributes

toiletbrush
May 17, 2010
Hah, cheers, that makes sense.

So with the ray-cast node I was hoping that it would only return a hit if there was no geometry occluding the target geometry from the source's pov but I guess that isn't how it works. I'm gonna have to figure out another way to detect cliffs and open ground!

Jenny Agutter
Mar 18, 2009

e: nvm

Jenny Agutter fucked around with this message at 18:42 on Nov 28, 2021

toiletbrush
May 17, 2010
my effort, a bit unhappy with how glitchy it is though


I've done a bunch of math so that the vector going into the noise node that generates the ground *should* be quantised to the block size, so I can smoothly change the input vector but have the shape of the ground stay constant within a block's worth of movement (if that makes sense?) but it's clearly not working and so you get that 'rippling' effect. Bah.

It's also weird that the set-material node seems to set only part of some of the cubes to grass :confused:

Corla Plankun
May 8, 2007

improve the lives of everyone

toiletbrush posted:

my effort, a bit unhappy with how glitchy it is though

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

I've done a bunch of math so that the vector going into the noise node that generates the ground *should* be quantised to the block size, so I can smoothly change the input vector but have the shape of the ground stay constant within a block's worth of movement (if that makes sense?) but it's clearly not working and so you get that 'rippling' effect. Bah.

It's also weird that the set-material node seems to set only part of some of the cubes to grass :confused:

omg this is incredible. all this parameterized node stuff is cool as heck

Jenny Agutter
Mar 18, 2009

Day 27-28: large cactus generator

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

Jenny Agutter
Mar 18, 2009

toiletbrush posted:

my effort, a bit unhappy with how glitchy it is though
https://i.imgur.com/TAONJDT.mp4

I've done a bunch of math so that the vector going into the noise node that generates the ground *should* be quantised to the block size, so I can smoothly change the input vector but have the shape of the ground stay constant within a block's worth of movement (if that makes sense?) but it's clearly not working and so you get that 'rippling' effect. Bah.

It's also weird that the set-material node seems to set only part of some of the cubes to grass :confused:

excellent work goon!

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

toiletbrush posted:

my effort, a bit unhappy with how glitchy it is though


I've done a bunch of math so that the vector going into the noise node that generates the ground *should* be quantised to the block size, so I can smoothly change the input vector but have the shape of the ground stay constant within a block's worth of movement (if that makes sense?) but it's clearly not working and so you get that 'rippling' effect. Bah.

It's also weird that the set-material node seems to set only part of some of the cubes to grass :confused:

looks pretty good to me!

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Jenny Agutter posted:

Day 27-28: large cactus generator

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

now you gotta make a desert scene after nodevember's done

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

large. added some more stuff. unhappy with the new camera movements but i was going crazy trying to fix a huge problem that was only showing up in final renders and not in viewport (turned out to be too much motion blur) so i didnt spend time fixing the camera.

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

this scene is up to 2400 geo nodes :shepface:

toiletbrush
May 17, 2010
^^ That's incredible lol

Epic cactus work also!

I fixed the issues with mine, it broke my materials but its like 1:30am I need to sleep

toiletbrush fucked around with this message at 10:27 on Nov 29, 2021

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

i copied the explosion thing from here: https://twitter.com/lateasusual_/status/1461495081156976647?t=l5944TFRo_qWKtlr8HuK2Q&s=19

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

i am now rendering my final entry.

anyone care to guess how my scene ends?

Jenny Agutter
Mar 18, 2009

moon crashes into earth

Jenny Agutter
Mar 18, 2009

Day 29: Huge. doesn't get much bigger than a cosmic megastructure
https://i.imgur.com/hCW4r1F.mp4

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Jenny Agutter posted:

Day 29: Huge. doesn't get much bigger than a cosmic megastructure
https://i.imgur.com/hCW4r1F.mp4

is that a dyson sphere?

how'd you do the greebles?

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fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

also congrats. youre done! i was supposed to be done right now but i woke up and found out blender crashed halfway through my render. gonna try again while im at work today

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