I've update the Material Transition node so that it's independent of mesh islands, making this compatible with Blender 3.0, as long as you don't need to have multiple overlapping melters in the transition effect (since the only way to make this work is to boolean Union them inside geometry nodes, where you can flip the faces afterwards). Explanation: The node setup for the Material Transition node is now as follows: i.imgur.com/UOXaSmQ.png Basically, we take the vector from the cube verts to the nearest point on the cutters (subtract the geo proximity pos from the pos) and also get the normal of the nearest face on the cutter. We normalize the first vector and then get the dot product of it and the normal. We use the dot product to determine if the verts are inside or not (it's less than 0 if the two vectors are pointing away). Problem is, in this context, the position node gives the position of the faces, since it's selection of the Set Material node takes faces. Booleans cause ngons and the position of an n-gon is the average of it's verts, which might end up being inside the cutters for low poly meshes. This is why we triangulate all ngons at the boundary beforehand, which is not necessary for high poly meshes, hence I've added a switch for it.
@nateatwell11262 жыл бұрын
My favorite part of this is getting passed the Join Geometry destroying UVs, that is such a simple and such a great method!
@pepsidragon12 жыл бұрын
i never wanted to learn geometry nodes, until i found your channel.
@speedtripvfx2 жыл бұрын
That's the guy I was looking for! No boring effects! Your geometry nodes tutorials are amazing! Please, keep it up!
@fabriziolorito2 жыл бұрын
Great Tutorials. You make sophisticated things in a very easy and elegant way
@VerticalVertex2 жыл бұрын
This channel is gold. Blender god.
@KDawg50002 жыл бұрын
I really liked this one. One thing I changed was instead of using an Instance on Points and Instance to Points, I just used a Mesh to Points, and it seemed to work the same. Keep up the great tutorials! Thanks!
@creativohugo Жыл бұрын
Thank you so much for this tutorial, I am not sure if anyone else is having this problem or just me, but with blender 3.4 I can't for the life of me make the last part of the tutorial work, I am probably doing something wrong, but even with the downloaded files I am still having this issue
@Brandon-3D2 жыл бұрын
Thank you! This was great! I like your style, sub well deserved.
@davilacerda63052 жыл бұрын
Hey man, yout tutorials are great. Nice job!
@mosamaster2 жыл бұрын
Oh my dear lord ! It is awesome 👌🏼
@harshal48772 жыл бұрын
Thanks for such a great video
@teramini11742 жыл бұрын
Amazing tutorials. Thx
@andrewfunny12832 жыл бұрын
You are one beautiful man
@asahdigitalassets3862 жыл бұрын
10:00 What happens if you extrude a vertex from the cube to a location down below and out of sight? Will that prevent the flipping?
@nurb2kea2 жыл бұрын
You can explain very well. Thank you!
@writersblock84932 жыл бұрын
Tuts to the MAX!!!!
@ララポート-o3v2 жыл бұрын
You are GOD.
@FutureAI_News2 жыл бұрын
Geometry nodes makes blender realy powerfull!
@Lance_G2 жыл бұрын
Very clever!
@blendercomp2 жыл бұрын
Whoa! :) Keep'm coming man!!!!!
@qyo Жыл бұрын
🤩
@Elyakim_binenstock2 жыл бұрын
Thank u so much for this
@ShuyaTheDark2 жыл бұрын
So this is how they made terminator!
@yukiakiable2 жыл бұрын
I can’t find ‘’’Flip face’’ where, how?
@outdoorpro89412 жыл бұрын
Can you make it so the goop creates inside the object please?
@scottlee382 жыл бұрын
Hell yes!
@cg.man_aka_kevin2 жыл бұрын
This effect must be from Terminator 2.
@himanshukulkarni95352 жыл бұрын
Awesomely
@cjkalandek9962 жыл бұрын
New subscriber here. Great work! In the future, could you please do a tutorial on how to use geometry nodes to make the Mother Boxes from _Zack Snyder's Justice League?_
@Shpilberg2 жыл бұрын
For some reason, my object disappears when rendering a picture ... it's just empty. And everything is in render view... and in shading mod.
@Shpilberg2 жыл бұрын
in Cycles
@Shpilberg2 жыл бұрын
and in EEVEE
@artemise1tara39382 жыл бұрын
Do you have what you want to render enabled in the hierarchy menu?
@ishaankrajeev45472 жыл бұрын
dude idk why but i cant get 3.1 in my lap
@pile3332 жыл бұрын
Nice!
@no-one37952 жыл бұрын
The Terminator 2 effects
@epicspartanryan94572 жыл бұрын
does this work for 3.2?
@PiononoMatic Жыл бұрын
inventaste el sexo, muchisimas gracias
@chipbill82762 жыл бұрын
I don't have mesh iland in the node , mb someone know what wrong, pls help
@DobarDabar2 жыл бұрын
Download latest 3.1 version...
@chipbill82762 жыл бұрын
@@DobarDabar Thanks
@seryozhailyas42 жыл бұрын
Look fun
@AlexLupoz2 жыл бұрын
This tutorial works to Blender 2.93, sir?
@artemise1tara39382 жыл бұрын
Idk probably but why would you be using blender 2.93 when 3.0 is out
@ishaankrajeev45472 жыл бұрын
hey um i was wondering if we could do this in 3.0 too..can we?
@MaxEdge4202 жыл бұрын
The island index node is only available in 3.1
@delkaidraws10492 жыл бұрын
@Ishaan K Rajeev There's a different way to achieve the same effect without using mesh islands in 3.0. If you want to know how I can describe it in detail :)
@MaxEdge4202 жыл бұрын
@@delkaidraws1049 Please
@delkaidraws10492 жыл бұрын
@@MaxEdge420 I tried to post about it earlier but KZbin didn't want to save my comment, haha. Basically, all you have to do is subtract the Position node output from position output of the Geometry Proximity node using vector math, because the position output on Geometry Proximity is the position on the target mesh that is closest to the current point on the base mesh it will be equal to the position attribute for the current vertex. You then take the absolute value of that just to make sure it's always a positive value, then you can plug that into a Less Than math node with a very small threshold and that gives you a selection mask for the faces that are created by the Boolean operation. For clarity, the node setup is: Geometry Proximity node's Position output goes into top socket of Subtract math node, Position output goes into bottom socket of the Subtract node, then the output of the Subtract node goes into an Absolute Value node which you can put into Less Than with threshold set to something like 0.0001 to get the selection mask.
@MaxEdge4202 жыл бұрын
@@delkaidraws1049 I used mesh island to get a mask to separate the verts that end up inside the cutter objects from the verts outside of them. What you suggested gives a mask for the verts at the boundary of the cutter objects, which is what I did by just plugging the distance of Geometry Proximity to a Less Than.