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i can tokenize the strings w/ optional parenthesis to override the default length and angles, with a little float parser to parse strings to floats. what a waste of time. but well, im at work
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# ? Nov 10, 2023 03:18 |
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# ? Jun 8, 2024 08:18 |
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ok. heres museum maze. days 9/10 https://i.imgur.com/5MI824k.mp4
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# ? Nov 10, 2023 16:52 |
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fart simpson posted:ok. heres museum maze. days 9/10 Mines still a WIP, I'm actually getting quite frustrated with Blender this year - it's fuckin awesome, don't get me wrong, but there's so much basic stuff missing from geonodes that you end up having to build yourself again and again and again. Is there an easy way to share groups between projects? Also this thread needs more entries
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# ? Nov 10, 2023 20:50 |
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toiletbrush posted:Is there an easy way to share groups between projects? can't you mark them as assets?
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# ? Nov 10, 2023 21:29 |
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Museum Maze Its not a legit maze but I did get 'pointiness' shading working on the wood (even tho its practically invisible) VVV thank you! toiletbrush fucked around with this message at 02:06 on Nov 11, 2023 |
# ? Nov 10, 2023 22:14 |
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toiletbrush posted:nice, that carving effect and the texturing look great check this out https://docs.blender.org/manual/en/latest/addons/node/node_presets.html
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# ? Nov 10, 2023 22:50 |
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Arcade Adventure Lovely Lake It's not cheating if you use the built-in sky texture that come with Blender. Chaotic Cooking Why didn't I think of fractals? Museum Maze Mountaineering Mission
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# ? Nov 11, 2023 01:32 |
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hell yea, those are all awesome Chaotic Cooking is my fave but they're all rad
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# ? Nov 11, 2023 01:38 |
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I cannot get my mind around blender at all. like I hosed up the doughnut tutorial
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# ? Nov 11, 2023 01:58 |
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shitface posted:I cannot get my mind around blender at all. like I hosed up the doughnut tutorial thank you I feel so much better now. I was able to stumble around Fusion360 to make some little cases at one point but I get so lost reasoning about the relationships between scene elements…
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# ? Nov 11, 2023 02:00 |
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toiletbrush posted:Museum Maze looks pretty good to me
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# ? Nov 11, 2023 02:50 |
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Komojo posted:Arcade Adventure nice work! i really like the paintings that you did for the museum also the sky texture is a node, its not cheating. i use it on almost every one lol
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# ? Nov 11, 2023 03:04 |
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shitface posted:I cannot get my mind around blender at all. like I hosed up the doughnut tutorial im gonna make a chaos donut tutorial for you
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# ? Nov 11, 2023 03:04 |
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toiletbrush posted:Mines still a WIP, I'm actually getting quite frustrated with Blender this year - it's fuckin awesome, don't get me wrong, but there's so much basic stuff missing from geonodes that you end up having to build yourself again and again and again. Is there an easy way to share groups between projects? use the asset browser! i have a folder named "assets" and i configured my asset browser to use that folder. now i just mark a node group as an asset and save the file in that folder and i can just drag them out from the browser and drop in
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# ? Nov 11, 2023 03:05 |
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Thanks Fart and Jenny, I can finally free myself from the tyranny of Position->Separate Components I was gonna take a break for Mountain Mission but I had an idea and now it's fun as hell. My entry is going to feature multiple OSHA violations. toiletbrush fucked around with this message at 14:30 on Nov 11, 2023 |
# ? Nov 11, 2023 12:48 |
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I'm trying to finish off my Mountain Mission but Blender seems to have ended up in an unusable state where zooming in and out and orbiting are insanely sensitive, making working on my last little asset pretty much impossible. I've got one object in the scene that is ~1km square, while the object I'm working on is a couple meters tall, is this what is screwing things up? This is really frustrating Argh now thats magically fixed itself, but now when I render I get an empty image? Even though in the viewport camera view it renders fine... toiletbrush fucked around with this message at 13:22 on Nov 12, 2023 |
# ? Nov 12, 2023 12:37 |
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The view rotation can sometimes get weird if the center of rotation isn't where you're trying to edit. If you select an object (or part of an object in edit mode) and press the "." key, it should center the view around your selection. The empty rendering sounds like it could be a problem with the clipping distance. There is one setting for the viewport and then another separate setting in the camera properties.
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# ? Nov 12, 2023 16:19 |
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toiletbrush posted:I'm trying to finish off my Mountain Mission but Blender seems to have ended up in an unusable state where zooming in and out and orbiting are insanely sensitive, making working on my last little asset pretty much impossible. I've got one object in the scene that is ~1km square, while the object I'm working on is a couple meters tall, is this what is screwing things up? This is really frustrating i dont know op. sometimes when im doing weird intense nodeing, i have to restart blender or hide objects im not working on. viewport vs render could be related to camera clipping distance? make sure those are set
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# ? Nov 12, 2023 16:36 |
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mountaineering mission ps: echi: im overusing my film emulation node fart simpson fucked around with this message at 18:01 on Nov 12, 2023 |
# ? Nov 12, 2023 17:54 |
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spent way too much time getting sidetracked on making a hydraulic erosion sim in geo nodes. basically nothing but some simple noise, erosion, and a "sharpen terrain" node i made that makes ridges and peaks pop "sharpen terrain" is neat. i used a trick i learned while doing reaction diffusion to find the "edges" and crisp them up with that node on: and off: fart simpson fucked around with this message at 18:06 on Nov 12, 2023 |
# ? Nov 12, 2023 17:59 |
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fart simpson posted:spent way too much time getting sidetracked on making a hydraulic erosion sim in geo nodes. basically nothing but some simple noise, erosion, and a "sharpen terrain" node i made that makes ridges and peaks pop quote:"sharpen terrain" is neat. i used a trick i learned while doing reaction diffusion to find the "edges" and crisp them up Mountain Mission I've given up trying to figure out why my render is just the background image, restarting didn't help, so this is just from the viewport. There's some other weirdness going on with textures and other bits and bobs so gonna leave it here. I'm happy though, the only really niggling things are the 'ridge' is way too sharp, and all the effort put into the aerial walkways inside the base is kinda wasted cos you can't make anything out.
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# ? Nov 12, 2023 18:39 |
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fart simpson posted:mountaineering mission and yet profoundly appropriate. fuckkn sick dude
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# ? Nov 12, 2023 20:01 |
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toiletbrush posted:Haha I did the same, also just went with some shaped noise. Was fun reading up about it though, lots of cool ideas I might use later. did you check your clipping settings? select your scene camera, go to the data object properties and increase the clip end value if you're dealing with a huge scene, like a realistically sized mountain e: oh yeah and pressing numpad 0 jumps into the scene camera view, so you can check what would be rendered
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# ? Nov 12, 2023 20:13 |
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toiletbrush posted:Haha I did the same, also just went with some shaped noise. Was fun reading up about it though, lots of cool ideas I might use later. lol i love it
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# ? Nov 13, 2023 02:48 |
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i started out trying to make a t shirt for the weird wardrobe and now ive made 75% of a geometry nodes cloth sim
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# ? Nov 13, 2023 16:37 |
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fart simpson posted:i started out trying to make a t shirt for the weird wardrobe and now ive made 75% of a geometry nodes cloth sim i was actually thinking about how hard it would be to make (enough of) a cloth sim that you could use it as jiggle bones. 1)geometry nodes 2) ??? 3) parent bones to vertices 4) jiggle bones!
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# ? Nov 13, 2023 18:57 |
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Weird Wardrobe isn't going great but I did realise that you can use extrude->scale iterations inside repeat-zones to create crazy fractals... Nodes: These seem to cause some sort of pathological case in Cycles though, some of these took *ages* to render even though there's never more than ~9 million faces. I've also tried and failed to create 'portals' in Blender. I wondered if you could do something clever with light paths, but I'm not sure you can modify them directly. It would be fuckin rad if you could project incoming intersections on one surface onto outgoing intersections on another, then you could do crazy non-euclidean stuff like doorways that shrink/expand/flip space etc or flat space onto curved space. toiletbrush fucked around with this message at 22:31 on Nov 13, 2023 |
# ? Nov 13, 2023 22:27 |
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Wheany posted:i was actually thinking about how hard it would be to make (enough of) a cloth sim that you could use it as jiggle bones. i think it wouldn’t be too hard. my cloth sim right now is simple verlet integration with constant gravity as the only acceleration, then my constraint is to use the edge vertices node, compare the distance between points 1 and 2 and if it’s too far then i scale elements: edge with a scale amount of 0.95 or something. i do substeps on that constraint with repeat zone fart simpson fucked around with this message at 00:10 on Nov 14, 2023 |
# ? Nov 13, 2023 23:56 |
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it looks ok too although without self collisions its kinda a mess https://i.imgur.com/lVEsJQg.mp4 i added a janky rear end self collision constraint but i dont want to implement spatial indexing or something "real" so comparing every point to every other point sucks and is too slow i tried it. so i just compare points in the direction of velocity with raycast node which is super fast but it glitches out in the middle but if i freeze it on certain still images it looks good https://i.imgur.com/MQFLDCB.mp4
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# ? Nov 14, 2023 00:13 |
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toiletbrush posted:Weird Wardrobe isn't going great but I did realise that you can use extrude->scale iterations inside repeat-zones to create crazy fractals... those look really cool actually. i suspect the "proper" way to use it would be to bake it down into texture maps and then apply the textures as for curved space or portals, i thought about that before. for curved space you really have 2 options because you are right you cant manipulate light paths directly: 1. you can abuse refraction shaders. this is how i did my black hole last year. i created hundreds of nested spheres and changed their IOR value according to a formula based on distance from the center. you crank refractive light passes up to something absurd like 512. and you can get curved space but you get a kinda onioning effect if you look at glancing angles as one sphere goes into the next. i found a way to sorta smooth out that transition but i forgot how, it was something to do with the layer weight nodes 2. you implement your own new raytracer or raymarcher in a material lol. i did this too, with raymarching and SDFs. to hack up a quick raymarcher isnt that bad but to do it properly with colors and shading and materials youre basically reimplementing a signficiant percentage of cycles. and then you need to redefine your scene in shader nodes rather than using real geometry.
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# ? Nov 14, 2023 00:20 |
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i guess theres this: https://www.youtube.com/watch?v=YA4zaZgsFao
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# ? Nov 14, 2023 00:24 |
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fart you’re the christopher nolan of blender
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# ? Nov 14, 2023 06:42 |
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i gave up on cloth sim for now. weird wardrobe:
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# ? Nov 14, 2023 15:40 |
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ok i saw a few little glitches that were bugging me. fixed
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# ? Nov 14, 2023 16:39 |
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fart simpson posted:ok i saw a few little glitches that were bugging me. fixed
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# ? Nov 14, 2023 16:55 |
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thanks for leaking one of my secret reference photos
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# ? Nov 14, 2023 16:59 |
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that took way more nodes than i expected
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# ? Nov 14, 2023 17:29 |
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YOSPOS > nodevember 2023 thread - that took way more nodes than i expected
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# ? Nov 14, 2023 17:30 |
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fart simpson posted:ok i saw a few little glitches that were bugging me. fixed When your donut tutorial involves animating an entire episode of The Simpsons.
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# ? Nov 15, 2023 18:09 |
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# ? Jun 8, 2024 08:18 |
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fart simpson posted:i gave up on cloth sim for now.
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# ? Nov 16, 2023 20:15 |