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fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

reserved

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fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

reserved

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

jk im hyped. ive been looking forward to nodevember all year. thanks jenny agutter for making the thread

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

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

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

uhh, this is surprising imo

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

ive got no idea what to do for the "form" section. "3 sided" lol, all i can think of is a triangle

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Jenny Agutter posted:

time to vibe. also these should be much easier for people doing audio stuff

lol

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

ok i think i have an idea for the first day, and it isn’t just a 2d triangle

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

i think the intent is to go figurative

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

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

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

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

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

echinopsis posted:

I've gone minimalist for this. minimal effort!




https://twitter.com/rodtronics/status/1455309815224287233?s=20

it's submission for day 6-7 which is six sided. I certainly can't stand out by trying to compete with complexity of node setups so I took a different path toward standing out

i like it

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

adding some seaweed and going to mess with some lighting. here's my geometry nodes tree and then my only complicated shader node:


fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

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

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

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

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

same

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

faxlore posted:

Learnin' thangs, pretty simple but thought of the concept and actually learned a bit regarding doing logical stuff with nodes.

https://imgur.com/OSXp0i8.mp4



Screenshot of nodes of the shader.

what does the backfacing input do? ive never seen anyone use it before

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

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?

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

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

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

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

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

sweet dude. i like it

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

lol just saw this one on twitter. seemed fairly yospos

https://twitter.com/cmzw_/status/1455560265357934595

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

echinopsis posted:

it’s not that dissimilar to photography especially in this regard.

part of doing this I reckon is you start paying attention to everything a bit differently. especially photography and art, but also just real life. noticing how the light can change a room etc. I get a lot of inspiration just from poo poo I see during the day.

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:

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

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

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Jenny Agutter posted:

replacing a bunch of math with one map range node… blissful

he'll yeah i did this today too

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

FalseNegative posted:

Day 3/4 - 4 Sided - Cube Tube

https://imgur.com/YT5BtD9

e. I can't get .mp4 to embed in bbcode.

sick, that looks really cool

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

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

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

in case anything crashes during the animation rendering, here's a still frame for my "4 sided" entry.



it's tibetan prayer flags

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

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

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

echinopsis posted:




I made this with nodes. I don’t really do well with external suggestions so it doesn’t really meet any criteria for nodevember but it’s also made with nodes so I am sharing it regardless so take that nodevember!!!!

use it for “round”

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

https://i.imgur.com/tGM9J8y.mp4

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

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

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

both of those are sick

did you make the letters by hand with nodes?

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

wow i didn’t know about that node

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:


haha mine is also pentagram based. should have it ready in a few hours.

nice!

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

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

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

ive got no ideas for any of the next few days

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

nice

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

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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fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

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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