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reserved
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# ¿ Oct 30, 2021 09:10 |
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# ¿ Apr 19, 2024 08:36 |
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reserved
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# ¿ Oct 30, 2021 09:10 |
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jk im hyped. ive been looking forward to nodevember all year. thanks jenny agutter for making the thread
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# ¿ Oct 30, 2021 09:11 |
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carry on then posted:every time i see the term nodevember i assume it's some nodejs hackathon event i thought it was about doing no software development for a whole month at first
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# ¿ Oct 30, 2021 16:08 |
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uhh, this is surprising imo
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# ¿ Oct 31, 2021 14:22 |
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ive got no idea what to do for the "form" section. "3 sided" lol, all i can think of is a triangle
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# ¿ Oct 31, 2021 14:35 |
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Jenny Agutter posted:time to vibe. also these should be much easier for people doing audio stuff lol
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# ¿ Oct 31, 2021 15:26 |
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ok i think i have an idea for the first day, and it isn’t just a 2d triangle
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# ¿ Oct 31, 2021 16:52 |
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i think the intent is to go figurative
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# ¿ Nov 1, 2021 04:06 |
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here’s some entries so far: https://mobile.twitter.com/jimmygunawanapp/status/1454941130936635393 https://mobile.twitter.com/lateasusual_/status/1454996569174982660 https://mobile.twitter.com/Newmediasupply/status/1455005262079741955
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# ¿ Nov 1, 2021 04:12 |
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i was stuck for a while on the prompt because it’s so abstract but eventually “the bermuda triangle” popped in to my head still hoping to find time tomorrow to add some more life to the scene and improve some details, but in case i don’t find time tomorrow, here’s what i have so far, done in blender with geometry nodes and shader nodes and some vector displacement that’s entirely the default cube with a bunch of nodes
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# ¿ Nov 1, 2021 18:51 |
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echinopsis posted:I've gone minimalist for this. minimal effort! i like it
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# ¿ Nov 2, 2021 00:32 |
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adding some seaweed and going to mess with some lighting. here's my geometry nodes tree and then my only complicated shader node:
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# ¿ Nov 2, 2021 02:43 |
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ok this is probably my final answer geo node setup here shader nodes: bonus: the scene without the water fogging everything up: fart simpson fucked around with this message at 06:50 on Nov 2, 2021 |
# ¿ Nov 2, 2021 06:46 |
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heres the blend file if anyone wants to look at it. pretty sure you need the blender 3.0 beta for it to work though, because it’s using geometry nodes fields and cycles x: https://mega.nz/file/BEZmQLbb#KuIMa4eiVsVRUWFJMIqzH_ncZERury3VpWXjbvDltCk fart simpson fucked around with this message at 11:42 on Nov 2, 2021 |
# ¿ Nov 2, 2021 11:24 |
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same
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# ¿ Nov 3, 2021 03:11 |
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faxlore posted:Learnin' thangs, pretty simple but thought of the concept and actually learned a bit regarding doing logical stuff with nodes. what does the backfacing input do? ive never seen anyone use it before
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# ¿ Nov 3, 2021 03:12 |
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Jenny Agutter posted:usually you don't mess with backfaces because most geometry is manifold oh, i guess that makes sense. works in this case because its on a plane?
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# ¿ Nov 3, 2021 03:23 |
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FalseNegative posted:First try at nodes, also learning composition and lighting! It's going to be a fun month. i like the scene setup and lighting/shadows in this ive come to understand that lighting is often the most important part of a scene. you can make something look really good without any textures at all, just good lighting
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# ¿ Nov 3, 2021 04:15 |
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ok i just figured out a cool trick that i hope can be useful to someone else this month. i kept banging my head against the wall about instancing to points along a curve, but i suppose it could work for any type of points. basically, i was seeing my instances overstep the ends of the curve because they are wider than the points themselves. see the leftmost and rightmost "flags" here. they dont look attached to the "wire" : the trick is obviously to use the "selection" input comparing against the index of the points. one side is easy, just select all points greater than 0. but how do you programatically figure out the maximum index in a list of stuff in geometry nodes? turns out there is a way! you use the index to "set position" on the points, make a bounding box, and then grab the max output of that bounding box and subtract 1. viola! i havent seen anyone else explain this, i just stumbled across it while messing around basically by trial and error. hopefully someone else finds it useful
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# ¿ Nov 3, 2021 04:20 |
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sweet dude. i like it
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# ¿ Nov 3, 2021 04:46 |
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lol just saw this one on twitter. seemed fairly yospos https://twitter.com/cmzw_/status/1455560265357934595
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# ¿ Nov 3, 2021 05:17 |
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echinopsis posted:it’s not that dissimilar to photography especially in this regard. yeah check out this render i found online: here it is without any real texturing. it already looks great just because of the lighting design, depth of field, and composition. you could totally do art like this and people would still like it:
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# ¿ Nov 3, 2021 05:46 |
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figured out a way to cheat a fake cloth sim animation of a flag blowing in the wind, entirely in geo nodes. needs a bit of tweaking but i think i can get it looking pretty good https://i.imgur.com/7ks39nS.mp4 nodes are here, in case this is useful to anyone this month: the trick is basically making a noisy surface to raycast your plane onto, and using a frame driver to adjust the noise itself. then you scale the set position offset based on something to "pin" it in place, in this case i just went along an axis so it looks like one side of it is pinned
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# ¿ Nov 3, 2021 11:32 |
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Jenny Agutter posted:replacing a bunch of math with one map range node… blissful he'll yeah i did this today too
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# ¿ Nov 4, 2021 12:21 |
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FalseNegative posted:Day 3/4 - 4 Sided - Cube Tube sick, that looks really cool
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# ¿ Nov 4, 2021 16:21 |
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Jenny Agutter posted:I managed to make something that my gpu absolutely hates, no idea why. maybe a 3.0 bug yeah same, although i guess in my case its a lot of noise textures with high detail and roughness, plus subsurface scattering im gonna have to leave this rendering overnight probably
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# ¿ Nov 4, 2021 16:23 |
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in case anything crashes during the animation rendering, here's a still frame for my "4 sided" entry. it's tibetan prayer flags
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# ¿ Nov 4, 2021 17:11 |
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i know sagebrush said materials don’t matter but im kinda proud of that flag material. it took me a lot of experimentation to get something to look appropriate, even if it is a little janky
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# ¿ Nov 4, 2021 17:25 |
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echinopsis posted:
use it for “round”
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# ¿ Nov 4, 2021 23:27 |
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https://i.imgur.com/tGM9J8y.mp4
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# ¿ Nov 5, 2021 00:53 |
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not that happy with how the animation worked out... it's going a little too fast imo and i liked the shadows from this still image i did earlier when testing the flag materials: but once i started animating stuff i couldnt get it tuned quite right i guess all the geo nodes for the whole scene are here. i already posted the trick about flapping in the wind upthread: flag material is here: and higher res video is up https://www.youtube.com/watch?v=SDhfOJjfXMY https://mega.nz/file/ANhw1IjA#ZOosOuV05fmzW9xs7gXkldve5Qawvtc_4Z3Pqfn3idc fart simpson fucked around with this message at 01:13 on Nov 5, 2021 |
# ¿ Nov 5, 2021 01:00 |
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both of those are sick did you make the letters by hand with nodes?
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# ¿ Nov 5, 2021 10:47 |
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wow i didn’t know about that node
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# ¿ Nov 5, 2021 11:05 |
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Jenny Agutter posted:Day 5 - 5-sided haha mine is also pentagram based. should have it ready in a few hours. nice!
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# ¿ Nov 6, 2021 03:54 |
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hail satan https://giant.gfycat.com/PlainGrandioseDachshund.mp4 had a lot less time to spend on this one but i think im getting the hand of geometry nodes a bit better blend file: https://mega.nz/file/kN40UDyY#-Tq6ClO7VTbNeoQRVKb2HH7Oy-VWyPeczeokDPp2ftM
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# ¿ Nov 6, 2021 08:22 |
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ive got no ideas for any of the next few days
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# ¿ Nov 6, 2021 14:22 |
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nice
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# ¿ Nov 7, 2021 16:54 |
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i just found myself reimplementing reverse kinematics rigging in geo nodes with math and got it kinda working ok in 2 dimensions and then took a step back and realized i didn’t want to spend 4 hours on that. so a lot less stuff is gonna be animated than i had hoped
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# ¿ Nov 7, 2021 16:56 |
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# ¿ Apr 19, 2024 08:36 |
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6 sided https://thumbs.gfycat.com/InexperiencedUnitedGroundhog-mobile.mp4 kinda tweaks out at the end because i screwed up some render settings. gonna fix it tomorrow. this was the most complicated geometry node tree ive done yet. the rigging was an attempt to animate the legs, but i totally gave that up
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# ¿ Nov 7, 2021 17:23 |