Chris did this without geometry nodes. Dude is a wizard.
@nirvanbarketaian Жыл бұрын
chris did it in blender?
@USBEN. Жыл бұрын
@@nirvanbarketaian Yep
@phoenix2gaming346 Жыл бұрын
he use scuplt maps as height easy man
@orxanr5955 Жыл бұрын
Who is Chris
@USBEN. Жыл бұрын
@@orxanr5955 blender magic man, search KZbin for Chris wrinkles model.
@ericjeker Жыл бұрын
For the people who will get lost at the Transfer Attribute part, in Blender 3.4, this has been change to Sample Index to which you have to plug an additional Index node.
@alexanderg8466 Жыл бұрын
And does it work for 3.5??
@not_pyxlwhip Жыл бұрын
:3
@3dinspirationsllc11 ай бұрын
Awesome Tutorial! For those of you using Blender 4.0 like I am, do not check the "individual" box on the "Extrude Mesh" to get the result in the video; otherwise you will have a hair particle effect that looks like repeating columns sticking out. Also use the "Capture Attribute" in place of the "Transfer Attribute," since this is the closest replacement in Blender 4.0.
@theunaimedarrow49032 жыл бұрын
Blender and its users never fail to amaze me. Great tutorial.
@jeevapjs2 жыл бұрын
Bro please do muscle sim through soft body sim for human or animal character
@xenostar36062 жыл бұрын
Yes. Please do this
@pepelapew45342 жыл бұрын
yea it would be handy
@belivaboy2 жыл бұрын
Yeah bro please usually you need Houdini and we've seen you do great stuff without Houdini
@JohnNelsonTMFOrgulloMiskito2 жыл бұрын
Por favor 🙏
@diegomac20062 жыл бұрын
yeeesss!!!! pleeaaassseeee
@GibbsonTV2 жыл бұрын
was literally about to start looking into this subject after watching chris' latest vid, then u posted :)
@BadNormals2 жыл бұрын
Perfect!
@antonshakhovnin2 жыл бұрын
Damn, I would never think to use Index as a vector for texture coordinates... Nice!
@fiveoneecho2 жыл бұрын
I discovered this when the face area node was introduced in the alpha builds, but never did anything beyond creating a geonodes tool for it. My generalized method was just duplicating the mesh I wanted the tension map on so it could work for any mesh, but I like the optimizations you have made and will definitely be fixing up my personal tree. Very nice tutorial.
@mr.hashundredsofprivatepla3711 Жыл бұрын
One of the reasons that i love youtubers like this is that he not only knows tons of information, but is willing to share and democratize it.
@thevfxartist88482 жыл бұрын
Honestly, you are one of the greatest. Fell in love with this channel because of how you breakdown complex Hollywood type effects into simple processes.
@JoãoFilipeSantiago2 жыл бұрын
Man you just saved my life with this video! Thank you so much man, keep up the good work!
@Fafhrd422 жыл бұрын
You should be able to save a bunch of math by skipping the multiply by 200 and remap nodes and just dividing the NewArea by the BaseArea and subtracting 0.5 to get the correct range for the color ramp. If NewArea = BaseArea: NewArea/BaseArea = 1. Minus 0.5 = 0.5. If New Area > BaseArea: NewArea/BaseArea = More than 1. Minus 0.5 makes it between 0.5 and 1 (We'll ignore that there's a possibility for NewArea/BaseArea to be greater than 1.5 because the color ramp clamps everything to a 0-1 range) If NewArea < BaseArea: NewArea/BaseArea = Between 0 and 1. Minus 0.5 makes it less than 0.5
@Dabbl1ng2 жыл бұрын
Thanks, your way gave more realistic results
@andrescuccaro8271 Жыл бұрын
I'm sorry if it's a dumb question, but how do you do that? Do you get the NewArea with a NamedAttribute node? And the same for the BaseArea? And then use a Divide node and a Substract node? I tried that and didn't get the same result.
@mr_moon_man2 жыл бұрын
The quality of this KZbin channel is unparalleled. And thanks, I had a wonderful day!
@はな-s4b3b2 жыл бұрын
Thanks!
@juliusfucik40112 жыл бұрын
This is a clever way of doing this. Thanks! Instead of changing the geometry, you can use the same principle to mix textures, which opens up a lot of new possibilities!
@peaolo2 жыл бұрын
And that should be way less demanding in terms of polycount, if the secondary texture you're going to reveal is a prebaked version of all the possible wrinkles! Wow, yours is very cool intuition!
@RomboutVersluijs2 жыл бұрын
@@peaolo yeah this method will explode you polycount in real moduls. I rember old threads where we were testing some addon which could this, sort of. Chris didn't like and it was indeed finicky. I believe he still uses maps for this trick, but I'm not 100% sure of that
@Fleck20112 жыл бұрын
Our hero returns when we need him most
@BadNormals2 жыл бұрын
At your service
@toapyandfriends Жыл бұрын
Thanks so much for finally doing a tutorial about Chris Jones saying this is much as you could throw up about this because this is seriously the future hes made the best ones ever ....I promise I'll stay subscribed forever and sing your praises to everyone I meet
@sobreaver2 жыл бұрын
My brain fried a bit from all this mind blowing stuff, but I think it was worth the loss of a few useless cells ;) Thanks a bunch !
@ЛшЖ2 жыл бұрын
I think many people have been waiting for this tutorial) Thank you!
@maxismakingstuff2 жыл бұрын
hands down the best demonstration of how to set up a tension map I've ever seen in any software
@sciart15122 жыл бұрын
Hi! Great tutorial! Thank you so much! I have learnt much more than just making the wrinkles! One think I decided to change though, because I felt it would be too difficult to apply these nodes to other models. And I also wanted more outside control over the wrinkles. My solution: Connect the Face Area to map range directly (9:54), and take "From max" value to the Group input (through a multiplier by 0.0003). This input would control the spread of the wrinkles. The result of the map range goes to the ColorRamp, separate RGB and Area output. Additionally, I control the size of the wrinkles and the noise scale. Works very well and can be adjusted for any liking.
@leonkecman37782 жыл бұрын
hey I'm trying to do it your way but running into few issues. Would love if you could explain this further, especially how to apply this to any object with a mesh! Tia!
@RobbieTilton2 жыл бұрын
killer tutorial. thanks so much for the detailed breakdown
@manuel.camelo Жыл бұрын
this is INSANE 👁️👁️👃👃👁️👁️
@g00se_ars0nist Жыл бұрын
words can not express how grateful I am for this video
@johnsmith569202 жыл бұрын
Wow! That's a fix. What amazed me most is how you can be so young, so competent at what you do and good at teaching. I have some specific needs so I'll look into you Patreon to see if there is something for me. If so I'll pay up!
@abhinav30812 жыл бұрын
I love your videos. Super easy to understand, super clear, and most of all. so creative. Thank you for making videos
@PrinceWesterburg2 жыл бұрын
Thats a really complex way of working out polygon size change when if you know the the extremes of size you can base map changes from these extremes.
@ChaosProwler2 жыл бұрын
The way you play GeoNodes just opened my mind! Thank you so much!
@man_art_man2 жыл бұрын
The best and most interesting GN Tutorial to understand the Power of Blender GN fields.. Thanks a lot for sharing with us yout Knowlege!
@KaidenBird2 жыл бұрын
Amazing! i love wrinkle maps
@egert284111 ай бұрын
Recognized your Estonian accent! Hea töö! I will try this technique soon! :) Just finished Blender Guru’s “Anvil tutorial”. Jätka samas vaimus ja häid pühi! :)
@stevensteverly6 ай бұрын
great tutorial! Took way longer than 15 minutes, but I suppose that's just a skill issue on my part. got it to work with the cc4 wrinkle system, so now my characters can be more wrinkley than ever before!!:)
@loygeeAGAIN Жыл бұрын
That starting animation is terrifying
@fabriziolorito2 жыл бұрын
Super tutorial: Deep, easy to follow, full of smart solutions. Fantastic as usual.
@David0gden2 жыл бұрын
Yus! This is what I needed. I love sculpting wrinkles by hand, but it is time consuming.
@21EC2 жыл бұрын
Holy fking shit...mind blown, this is way too amazing and advanced, the person who invented this technique is a fucking genius !
@gaborzeley2631 Жыл бұрын
You are just simply a genius!
@iluvyunie2 жыл бұрын
Underrated blender channel
@CodeZakk2 жыл бұрын
Thanks for your awesome tutorials!!
@rachelnaswita11 ай бұрын
I'm sorry, I shouldn't be doing this but, the thumbnails is so funny, it made me laugh so much 😂😂😂
@goshawk_fly2 жыл бұрын
This link from Geonodes to Shader editor is very important! I didn't know it! Thanks!
@valovanonym2 жыл бұрын
Funny how I thought about doing this a few days ago and then you post a tutorial about it! I will try to find a way to do it by myself and then compare with you're way, it might be fun
@thefoxxyguy58262 жыл бұрын
Thanks man I was searching for this for years
@MichaelSoluyanov2 жыл бұрын
I suppose it is better to bake the initial colors into texture, so that you don't have to have the duplicate of geometry and recalculate additional object every frame
@ArnoldVeeman2 жыл бұрын
I am at 5:11 and wondering from the start "why not use displacement maps?". It saves computing time drastically.
@cg-denis2 жыл бұрын
Because all this video is a continuous improvisation of the author. And Chris Jones uses displacement maps and drivers and the grid is much easier and can be animated without the death of the computer)
@dant477411 ай бұрын
@@cg-denis yes, actually what matters in the video for the effect is just the second half of the procedure
@Dabbl1ng2 жыл бұрын
Thanks a lot! From the moment I saw that video of the wrinkled face I wished I could learn how to do it :D
@Ivofilosofo2 жыл бұрын
I have been waiting 3 years for this video
@patricenegros39822 жыл бұрын
pure genius... thank you
@luciox29192 жыл бұрын
i didnt understand a thing but still liked the tutorial for pushing the possibilities of what we can do in blender
@toapyandfriends2 жыл бұрын
😎'so badass man...you figured this one out and you're teaching it to us thank you ...his characters that he makes are the guideline I was measuring all mine to o
@HagenvonEitzen2 жыл бұрын
14:00 Instead of mixing the colour-ramped values, should you not rather have mixed the untransformed numerical values of the face areas? And perhaps even divided instead of subtracted them (with 1 meaning stretching)?
@mix-up90032 жыл бұрын
Awesome tutorual, are there any good tutorial that shows on how to apply nodes like this one to a rigged character?
@ganzalez892 жыл бұрын
I don't think it's appliabe to rigged characters(for now at least). and I don't think it should be, because the most common and simples way to make wrinkles or local deformations is bones, shapekeys, drivers, modifiers displacements, but definitely not geometry nodes. you may find the solution in some cases when geometry nodes can be used with rigged characters (wrinkled cloth for ex.), but it will be so complicated and time consuming, you will do better and faster by making driveable shapekeys or constrained bone. Geometry nodes is good, but not universal solution for everything. I've been clickbaited by this video and thought that this guy will show me some quality face wrinkles, like in the beginning of the video. but I've just waisted my time.
@pile3332 жыл бұрын
Super cool! Have you already tried this to simulate wrinkles on elbows and knees, with muscle bulges? That should be a possible solution for that ongoing issue.
@luke_fabis Жыл бұрын
I expect that you could duplicate the node tree that defines the wrinkles, but have it create axial wrinkles instead of radial, and apply that to the blue areas as well, maybe with some additional scaling to flatten it down a little overall.
@vstreet75832 жыл бұрын
Just brilliant! Absolutely brilliant! Your tutorials are master classes. THANK YOU! Dg
@nguyenhongson13302 жыл бұрын
i’ve wait for it for longgggggggg time bro
@marcelomolina50052 жыл бұрын
What's easy about those wrinkles?? XD Great video, man!!
@nystemy2 жыл бұрын
So effectively most of the function here is to compare the rest state of a face to the deformed state of the face. If the face gets smaller we generate a proportional output that gets multiplied by a noise map to generate our desired offset that gets applied along the normal map of the face. To be fair, Blender should really just have 1 function to check the size of a face between two points in "time" along the deformation process. (since we might have armature deformation, shape keys, deformation cages, and the geometry nodes, all intermingled in a fancy soup of confusion. One might be interested in taking the size at different points in that process.)
@LuisPereira-bn8jq2 жыл бұрын
"To be fair, Blender should really just have 1 function to check the size of a face between two points in "time" along the deformation process." You can already do this, right now: 1. start your modifier stack with a Geo Nodes modifier that does nothing but output FaceArea to an attribute you call BaseArea 2. include all of your deformation modifiers 3. end with another Geo Nodes modifier that receives BaseArea as an input. This works because the BaseArea attribute will be the Area calculated in the very first node, and unchanged by the deformations. On the other hand, the FaceArea node will now compute the area after deformation, meaning that this second Geo Node will have access to both areas, allowing you to do whatever you want with the values.
@nystemy2 жыл бұрын
@@LuisPereira-bn8jq Well, isn't that nice. Makes the whole "importing from a second object that stores our initial face sizes" thing a bit redundant since our object can just do that magic internally.
@RomboutVersluijs8 ай бұрын
@@LuisPereira-bn8jqthanks for the idea. I lost my prebaked cash of a heavy cloth sim due to me duplicating the mesh and then Deleting the cloth sim on the duplicate. Blender then seems to delete the cache from the original as well, that feels like a bug. Should not be doing that
@RomboutVersluijs8 ай бұрын
@@LuisPereira-bn8jq I was tinkering a bit about. But doesn't he use a base shape without movement to get the default face area. That way he can compare original vs new. If you add the base before in the stack, it would be basically be the same. He actually showed that when he duplicates the curve, because it has same GN setup, the out out is the same once you start moving it. Did you test your method?
@TwinLoki2 жыл бұрын
Mindblowing!
@bretmedeiros19032 жыл бұрын
Your the best kid. Keep up the good work. Your going far.
@tavoff702 жыл бұрын
BRILLIANT TUTORIAL!!!!
@nico-s5k2 жыл бұрын
this is beautiful
@sultanthe2nd2 жыл бұрын
Even Loreal would be proud of how quickly you remove wrinkles!
@adambeaumont25342 жыл бұрын
Niko from Corridor Digital! THE PORES STRETCH!
@BadNormals2 жыл бұрын
Yes! haha
@pelakalion2 жыл бұрын
Your tutorials are amazing. You are a master :D
@TallyHD2 жыл бұрын
Wtf, this is so creative! Thank you for that one!
@RefoProduction2 жыл бұрын
Bro this is insane
@millerbyte Жыл бұрын
Brilliant. Thank you!
@shmuelisrl2 жыл бұрын
I usually scale the normal (not mix it) also you can subtract the mid-level from hight and multiply by scale (I made a node for reuse like this)
@miportafolioenfolios4432 жыл бұрын
Life changing thing, if you type .05 this is equal to 0.05
@tistalagosta34492 жыл бұрын
I geuss they say, we learn something every day 💛
@JoeElShawadfy2 жыл бұрын
You are breathtaking!
@fishcelery489411 ай бұрын
HE KNOWS TOO MUCH
@toapyandfriends2 жыл бұрын
I noticed the whole video you're doing it on the cylinder and stuff... Can you make one specifically designed to show us how to make faces like that guy that made that human add-on for blender? 😎'I would seriously be like 🤠'yayyyyyyy
@RomboutVersluijs2 жыл бұрын
I think it won't be ideal, because uses super high poly. That would explode the polycount
@toapyandfriends2 жыл бұрын
@@RomboutVersluijs well eventually you have to use this on a human face if you're going to advance as a VFX artist right?...🙂
@RomboutVersluijs2 жыл бұрын
@@toapyandfriends No, it can be done with maps and looks better than his end result.
@toapyandfriends2 жыл бұрын
@@RomboutVersluijs 😎'you mean wrinkle maps right? I looked at human generators node groups and he seem to have some specialized wrinkle nodes haven't bought it yet but I'm going to...
@RomboutVersluijs2 жыл бұрын
@@toapyandfriends Nodes would be even better perhaps. His models are insanely good in terms of details.the rigs are out of this world
@tclark15002 жыл бұрын
Macs are underrated for blender
@grippa72462 жыл бұрын
Love to see a method to create a wave similar to ones in Surfs Up in blender and isnt a sim.
@nonexternal2 жыл бұрын
Id love if u also shared a blend file for these tuts. As not everyone dosnt have the time or wants to set these up themselves, but rather use the tool. id even pay you
@BadNormals2 жыл бұрын
They are perfectly available on my Patreon.
@nonexternal2 жыл бұрын
@@BadNormals Takktakk, så ikke noe informasjon om det ^^
@Elyakim_binenstock2 жыл бұрын
Can u make the foundation’s title opening with all those particles and sand color thing or halo opening title with the sand turn into the suit , please please
@CG_Animates2 жыл бұрын
This is really great for making clothes
@fatkart76412 жыл бұрын
In a pure moment of cluelessness and total absence of judgment, here I was, expecting to see someone putting their face in a blender to get wrinkles, somehow.
@lukeswinhoe94507 ай бұрын
Can anyone help me 🙏I'm a rookie and have been following along well up until 8:40 idk how he added the thing, please could someone explain in simple terms
@akunekochan2 жыл бұрын
That's exactly what I need. Thanks
@lumencg2 жыл бұрын
“Sponsored by l’Oreal Paris”. Make me lol on the bus 😂
@senboy9002 Жыл бұрын
Looks like the Transfer Attribute node was replaced with the Capture Attribute node instead which is similar but without the index input, and it's just black. After going to the subtract color step, it still has color before it's moved Edit: I just had to go to Group > BaseState and connect the Area output
@kvendy2 жыл бұрын
It's time to use it on my characters, thank you
@watchitdogs22802 жыл бұрын
Chris jones somewhere - I'm feeling disturbance in force....
@GaryParris2 жыл бұрын
excelllent, love your work
@realtimberstalker2 жыл бұрын
Stretch maps used to be a feature in blender but was removed. I believe there’s actually an addon for stretch maps.
@BL00DeMoN2 жыл бұрын
Need a node wrangler help 9:16 how to turn off a node?
@berow88302 жыл бұрын
plz make tutorial about camera cinematic movement
@HarrisonKillianAnimation2 жыл бұрын
Thank you so much for the amazing tutorial! One of the best I’ve ever seen, so helpful. I’m so grateful for your expertise! If my vellus and beard particle hair are sinking under the head mesh with certain facial poses, how can I make the can stay on top of the head mesh?
@kingofgranges2 жыл бұрын
Brilliant mate
@ian_b Жыл бұрын
Having waded through this to the end, thank you for posting! But it does kind of confirm my view that visual programming like this is not a good paradigm once one wants to do anything complicated and is actually less ergonomic than an API, and I say this having written a node-based application myself. You always ends up almost having to fool the nodes to do what you want them to do, as with the stage where we're duplicating the object to use as a base state, which is pretty much kludge territory.
@BadNormals Жыл бұрын
It is true, luckily geometry nodes are constantly developing and some things from this video can already be done better.
@ian_b Жыл бұрын
@@BadNormals It's really a pity there's no simple way to get a base state from the mesh; Blender knows what it is internally, but it's not exposed apparently?
@coffeediction2 жыл бұрын
14:26 its just blue/black to me, basically it doesnt go below 0.5 Ive tried remapping the values, noped out.
@PCgmesforever Жыл бұрын
I suppose the base state and it's base attribute could be all computed in one object and geometry nodes tree right ?
@toapyandfriends Жыл бұрын
How do I apply this for the character's face I understand the science behind it and how to create the nodes but how do I use that to improve my character's face with wrinkles ... Can you start off with an already made character and make a tutorial on that
@vondonks2 жыл бұрын
I hope you know you're a genius and I hope it never goes to your head.
@Mr_Sapphire2 жыл бұрын
Chris Jones very good artist
@BadNormals2 жыл бұрын
He truly is.
@jamaalsineke2405 Жыл бұрын
This is cool. How would I get this into a game engine? I'm using Unreal engine if that helps
@RomboutVersluijs8 ай бұрын
I'm trying to grasp why the face area actually shows black and white when we those calculations with the multiply. What's is actually happening? Does it show different area as it compresses and stretches and that makes it turn black and white?