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Jenny Agutter
Mar 18, 2009

fart simpson posted:

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

thanks! yeah it's supposed to be a Dyson sphere. also oof, I know that feeling. you're not rendering straight to a ffmpeg video right?

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fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Jenny Agutter posted:

thanks! yeah it's supposed to be a Dyson sphere. also oof, I know that feeling. you're not rendering straight to a ffmpeg video right?

no thankfully im rendering stills and using ffmpeg manually so i can pick up where i left off

Bluemillion
Aug 18, 2008

I got your dispensers
right here

fart simpson posted:

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:

The number of youtube tutorials I would need to watch to get to this point would probably take longer to watch than a certain Japanese pirate cartoon.

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

you mostly just figure it out via trial and error as you go. i only picked up some very basic stuff from tutorials. the rest is just learning via experimentation a relatively small set of patterns and tricks that you apply over and over again in different ways, and building up an intuition and feel for it

also seeing how other people accomplished stuff and reverse engineering it so you understand it too

fart simpson fucked around with this message at 02:19 on Nov 30, 2021

Bluemillion
Aug 18, 2008

I got your dispensers
right here
What version are you using, exactly? I know they changed geo nodes a great deal in the expermental versions.

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

one of the daily 3.0 beta builds

Bluemillion
Aug 18, 2008

I got your dispensers
right here
I was holding off learning geo nodes in full until they finalized the format. I was starting to understand attributes, and then they decided to change it to be more in line with how texture nodes worked, so I decided to wait until things settled down.

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

the big new thing in 3.0 is "fields"

the geometry nodes in 3.0 are sorta evaluated backwards, from group output backward through the tree. this means anything that isn't connected up to the group output isn't evaluated.

a "field" is the description of a computation that is evaluated in the context of some geometry. there are some named fields built in, like "position", which is a computation that takes a point and returns its position vector in global space. the position field itself isnt attached to any particular geometry context, so you can plug the exact same position node into multiple different objects in your graph and it will return correct results for each object individually as its evaluated in each context separately. this extends out to calculations you perform on position, so you could plug in "separate xyz" and plug the x into a math add 1 node. now you'd have a new field that returns the x position plus 1 in any geometry context.

its kinda like the IO monad in haskell

Zlodo
Nov 25, 2006
The way attributes clicked for me is that they're just a name that tell a node which attribute to extract from whatever geometry it manipulates.

Another thing that clicked for me with 3.0 geo nodes is that what you plug into diamond shaped inputs are basically functions which are called by whatever node you connect it to to generate data (ie the destination node pulls data from the function as required)

I was a bit surprised that the edges aren't just straightforward bundles of data because I thought that's what artists were used to when working with node graphs

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Zlodo posted:

The way attributes clicked for me is that they're just a name that tell a node which attribute to extract from whatever geometry it manipulates.

Another thing that clicked for me with 3.0 geo nodes is that what you plug into diamond shaped inputs are basically functions which are called by whatever node you connect it to to generate data (ie the destination node pulls data from the function as required)

I was a bit surprised that the edges aren't just straightforward bundles of data because I thought that's what artists were used to when working with node graphs

i dont think theyre just a name, to me theyre more like a computation. the blender devs call this a "named attribute"

and they call this an "anonymous attribute"

and this is a "named attribute" again


im probably a big weirdo here but what made it click for me was thinking about it in haskell terms: both of those examples are kinda like working in the "position monad". the first one is like a simple return expression, the second is like describing a computation within the position monad using an anonymous binding, and the third one is like doing <- binding in do notation but also that 3rd way is very inconvenient to use right now and i've heard talk that they might add back real support for named attributes again

the analogy doesnt go that deep if you really think about it but its what made it click for me

fart simpson fucked around with this message at 11:28 on Nov 30, 2021

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

maybe i just have nodebrain and haskellbrain

Zlodo
Nov 25, 2006
Ah that's neat, i didn't realize that you could do computations on the attributes directly before feeding them into something else

Bluemillion
Aug 18, 2008

I got your dispensers
right here


https://www.youtube.com/watch?v=tvjWS0SBgoM

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Jenny Agutter posted:

moon crashes into earth

huge:

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

blend file here if anyone wants to look at a giant mess
https://mega.nz/file/EJBW0RaK#j-qeh5EC7OC0fAt4x-2O7ychZ74Al6AKmP_eTTkA4LE

fart simpson fucked around with this message at 17:34 on Nov 30, 2021

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

2625 geometry nodes, 1071 shader nodes, and 6 compositor nodes
575 frames of animation that took me like full day to render

Jenny Agutter
Mar 18, 2009

Lol awesome. great job on completing nodevember!

Jenny Agutter
Mar 18, 2009

Congrats to everyone who participated this year, we had some great renders! Happy nodevember, and we'll see you all next year!

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Jenny Agutter posted:

Congrats to everyone who participated this year, we had some great renders! Happy nodevember, and we'll see you all next year!

Jenny Agutter
Mar 18, 2009

lol
https://twitter.com/erindale_xyz/status/1465825994405814280?s=20

echinopsis
Apr 13, 2004

by Fluffdaddy
all hail fart simpson king of nodes

Bluemillion
Aug 18, 2008

I got your dispensers
right here

holy poo poo piss

Sagebrush
Feb 26, 2012

how long does it take to recalculate your scene when you update something in a graph like that

Jenny Agutter
Mar 18, 2009

Sagebrush posted:

how long does it take to recalculate your scene when you update something in a graph like that

Looks like it takes a couple seconds https://youtu.be/6RDI7lFbwkU
the geometry nodes system is all written in C and its basically just a bunch of matrix operations, the renderer probably usually takes more time than the calculations themselves

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

yep. my last entry had 2600 nodes and if i switch to solid view instead of rendered view it flies around no problem

except mesh boolean nodes take a few seconds in every change, that’s the only slow one

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

good job all y’all

Jenny Agutter
Mar 18, 2009

very good

https://twitter.com/3d_eric/status/1468242950941560841?s=21

Jenny Agutter
Mar 18, 2009

goodbye 2021! click through for some interesting stats

https://twitter.com/nodevemberio/status/1476902572577501185?s=21

https://nodevember.io/stats

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

that’s pretty cool

Jenny Agutter
Mar 18, 2009

wtf

https://twitter.com/greenbaburu/status/1531922654613086209?s=21&t=fjyVqHazZY5VGMS06k7HVg

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

wtf

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:


i can see it. how youd do it

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

the hardest part of stuff like that is managing your subdivisions and geometry density. you can see when it’s just a diffuse white material the vector displacement is done, the rest is just fancy masking out areas for different mix shader nodes with somewhat basic materials

Bluemillion
Aug 18, 2008

I got your dispensers
right here

Vector Displacement people are loving Terrifying.
I have nightmares where they hover over my bed with their phone: "I morphed a sphere into the Taj Majal, the gently caress did you do with Blender today, scrub?"

Jenny Agutter
Mar 18, 2009

its not even nodevember...

echinopsis
Apr 13, 2004

by Fluffdaddy

Bluemillion posted:

Vector Displacement people are loving Terrifying.
I have nightmares where they hover over my bed with their phone: "I morphed a sphere into the Taj Majal, the gently caress did you do with Blender today, scrub?"

lol

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Jenny Agutter
Mar 18, 2009

this person is a good follow if you're thinking about doing nodevember in the future or if you want ideas on how to make specific shapes procedurally https://twitter.com/cmzw_

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