How to make Traffic Systems in Blender 3.0!

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Cartesian Caramel

Cartesian Caramel

Күн бұрын

Пікірлер: 94
@wadeeliason969
@wadeeliason969 9 ай бұрын
Thank you for the tutorial. I have been diving into geo nodes and cars driving on curves. One thing I found was using the set curve normal node and set it to Z up. It helped with the road problem. Since this was 2 years ago you may have already discovered that. I also use the 2 align nodes to the rotation.
@Dapps254
@Dapps254 2 жыл бұрын
Great tutorial as always! One suggestion - I would really appreciate if you can enable screen cast keys :)
@Girasole4ever
@Girasole4ever 2 жыл бұрын
Selecting the nodes and pressing SHIFT + P will automatically add the frame to the nodes
@markusvuori
@markusvuori 2 жыл бұрын
You have to have the Node Wrangler Add on to do that
@Denomote
@Denomote Жыл бұрын
Ctrl + J works too
@heinzlu8671
@heinzlu8671 2 жыл бұрын
man, thank you so much for this tutorial! this solves a bunch of problems that i had over the years with particle systems on curves interfering with each other, the particles drifting over time and so on. not to mention the looping aspect. and this is such an elegant and efficient setup compared to all those tweaks necessary when working with particles. thx! :)
@MichaelTzanakakis
@MichaelTzanakakis Жыл бұрын
Gonna be using this to populate the sidewalks of a city with pedestrians for a short film i'm working on. Super useful!
@DECODEDVFX
@DECODEDVFX 2 жыл бұрын
This is great.
@atriptoreality
@atriptoreality Жыл бұрын
Best geometry nodes tutorials channel ! You deserve so much more subscribers....
@sistemafuturo
@sistemafuturo 2 жыл бұрын
Pretty cool, and useful for scene composition! Thanks for sharing!
@orpheuscreativeco9236
@orpheuscreativeco9236 2 жыл бұрын
Poisson Disk will let you set a minimum distance from one another, and avoid the clipping issues. This is an amazing tutorial, thank you!!! 👏
@dineshdiabolic5451
@dineshdiabolic5451 2 жыл бұрын
Can you elaborate this a little more. I used this to generate crowd and they are clipping badly.
@orpheuscreativeco9236
@orpheuscreativeco9236 2 жыл бұрын
@@dineshdiabolic5451 When you _Instance on Points_ you can select "Poisson Disk" from the dropdown menu. This will activate an option that lets you set the minimum distance value. Essentially allowing you to set an offset between instances 👍 EDIT: Let me review this video and my nodes and I'll get back to you. What I said up there is wrong 🤣 Refer to my final reply below 👇
@orpheuscreativeco9236
@orpheuscreativeco9236 2 жыл бұрын
When you use the "Distribute Points on Face" node there is a dropdown menu that has an option called "Poisson Disc". Select it and play with the distance value and you can set the minimum distance between your points, and of course whatever you choose to instance on said points 🙌🎉
@nihrom3210
@nihrom3210 2 жыл бұрын
@@orpheuscreativeco9236 can you mention please where exactly to plug it? Cant understand where to use this node in such setup. Ty
@orpheuscreativeco9236
@orpheuscreativeco9236 2 жыл бұрын
@@nihrom3210 He uses a _Mesh to Points_ node around @03:00 to distribute points along his mesh line. I would rework this section so that I could either A) distribute points on face - or - B) use some vector math to manually set the minimum distance between the spawned points. But without making my own copycat tutorial, I can't really explain it all. Sorry, my comment was more of a suggestion to the creator rather than a point-blank solution. I hope this helps a bit. ✌️
@qubafootbag
@qubafootbag Жыл бұрын
What a chaotic tutorial
@praktikanten1912
@praktikanten1912 2 жыл бұрын
Thank you for the tutorial. It works well. However I stumble upon a problem when I want to instantiate a collection of cars. On some points Blender is spawning two instances although I have the "pick instace" box checked. It doesn't matter how many cars I'm spawning, the two instances just move to a different position on the street and the problem occurs on more points. I've tried different Blender versions, different collections...also using the "Distribute Points on Faces" Node doesn't fix that nor does changing the plane to a curve. Do you maybe have a solution for that?
@3diculousdesigns
@3diculousdesigns 2 жыл бұрын
You could avoid that clipping by using distribute points on faces (poisson disk) instead of mesh/curve to points
@robinstadtler9748
@robinstadtler9748 2 жыл бұрын
How does this work (on which place I have to put the dis points on faces in?)
@3diculousdesigns
@3diculousdesigns 2 жыл бұрын
@@robinstadtler9748 you'd have to do curve to mesh then distribution of points then mesh to curve and resample curve.
@Denomote
@Denomote Жыл бұрын
he's changing the speed of certain points after distributing, it won't make a difference
@berto13sanchez45
@berto13sanchez45 Жыл бұрын
How can this be so epic, and how can you be so smart and learn all of this
@DonEsteban3D
@DonEsteban3D 2 жыл бұрын
Is there a way to bend this car objects with curve on turns? (I'm making grass blades moving on the curved ramp)
@w.lf404
@w.lf404 2 жыл бұрын
Can you make a follow up or explain how to make the cars not overlap?
@vAmmonite
@vAmmonite 2 жыл бұрын
something with poisson disk might work
@PeterHertel
@PeterHertel 2 жыл бұрын
I'm also interested in this. You can control distributed points to avoid overlapping, and I've done it before but can't recall how 😅
@shauryamaheshwari1351
@shauryamaheshwari1351 2 жыл бұрын
@@vAmmonite I've found that plugging in a cube mesh (any mesh can be used) rather than a line lets you put it in a Poisson disk Distribute points on faces which can be plugged into the set position. It eliminated the problems almost completely for the cost of having a rather empty road.
@vectoor91
@vectoor91 2 жыл бұрын
If you use integers instead of floats with the random number generation and then multiply the numbers appropriately you should be able to give the cars a minimum spacing. I think that should be a simple solution.
@MaxArchitect
@MaxArchitect 7 ай бұрын
@@vectoor91 Hello, I’m trying to solve this issue, could you tell me in more detail how to do this?
@CGObaid
@CGObaid 2 жыл бұрын
I was looking this for a long time. Thanks !
@joelrobert4539
@joelrobert4539 2 жыл бұрын
Exactly what i was searching for...❤️
@familyhester4813
@familyhester4813 2 жыл бұрын
This is a very cool tutorial. I am using it as part of a presentation. Thanks again, this was very helpful.
@NaviJoshi
@NaviJoshi Жыл бұрын
Great Tutorial.... Thanks for helping
@lxic-bz8hf
@lxic-bz8hf Жыл бұрын
excellent tutorial, thank you
@drumboarder1
@drumboarder1 Жыл бұрын
in 3.61 the vehicles only spawn on 1 of the edges for some reason, also for more realistic roads, I'd skip the fillet curve node and just add a subdiv modifier before the geometry nodes modifier and use the "how to draw roads with curves" UV tutorial Caramel made for 3.2 to texture the road
@lordnaps
@lordnaps Жыл бұрын
having issues at 7:50 with my rotation, my cars arent following my path after adding align euler to vector. my path is a circle thought not a road like in the video
@M4rt1nX
@M4rt1nX 2 жыл бұрын
This really made my day, Thanks a lot Bro
@purpleparkstudios4124
@purpleparkstudios4124 Жыл бұрын
This was very useful.
@benyafezstudio3603
@benyafezstudio3603 2 жыл бұрын
Thanks for the tutorial!
@마인드셋이전부이-g1z
@마인드셋이전부이-g1z 2 жыл бұрын
8:40 for better rotation
@마인드셋이전부이-g1z
@마인드셋이전부이-g1z 2 жыл бұрын
11:00 how to make cars color random
@Lattamonsteri
@Lattamonsteri 2 жыл бұрын
My guess is that there's no "issue with Blender" when it comes to the slight misalignment between the cars and the road. I think the root of the problem is that we are taking the rotation from a curve, and the curve may have some tilt to it, but in any case it's not taken into account in the calculations. There's also no x component in the "align euler to vector" section, which i suspect is a different issue but I'm not sure what "tilt" in curves really means in Blender. :P But what i thought it might mean is: it's like when you would put skis into a circular stairway - the ski that likes on the stairs near the outer edge of the staircase is not at a very steep angle, but a ski near the inner edge of the stairs is very steeply angled. That results in non-planar quads/surfaces which a car wouldn't like very much, with its suspension system being the only way to tackle uneven grounds.
@Fairesure
@Fairesure 2 жыл бұрын
Thanks mate! Very usefull tutorial. Implemented it to the circle moving fishes swarm. Working as a charm! \m/
@blackswan6386
@blackswan6386 2 жыл бұрын
EPIC, thanks sir ! exact what i need. Brutal nice
@tharunthennarasu2839
@tharunthennarasu2839 2 жыл бұрын
Is there anyway u can change the cars speeding up at turns issue?
@kumaribandara5267
@kumaribandara5267 Жыл бұрын
Is there a way to stop coliding those cars? Pls someone tell me
@Zen_McGrath
@Zen_McGrath 2 жыл бұрын
how do you input a collection of objects, i can only see how to use one object
@blackswan6386
@blackswan6386 2 жыл бұрын
but at the end, how to make them seperate 100% so they do not intersect at all ? do i need to give some physics ? please i need this, but with no intersecting. thanks sir
@sameeruddin
@sameeruddin 2 жыл бұрын
is there a way to create points as collision objects yet in the goenodes ? sorry this may be a stupid question ! :)
@deepakkumar-bq5bp
@deepakkumar-bq5bp Жыл бұрын
Awesome Thanks
@Argyle302
@Argyle302 Жыл бұрын
He did not explain how he went from the one red car to the multitude of cars at 9:25. Can someone please explain how a collection of cars can be added to the scene? I've tried everything that I know, and nothing. 🙁
@adnaanmashqoor7878
@adnaanmashqoor7878 Жыл бұрын
Same car with random color values. Though it's not visible in viewport so you have to switch to rendered/shading view (that's what he did at 9:25)
@usamaibnladin5643
@usamaibnladin5643 2 жыл бұрын
Can you upload a .blend file with this project finished? Because when i follow the tutorial step by step, at the and all of the cars are upside down and rotated 90° to the X axis.
@quintenvanagt3296
@quintenvanagt3296 2 жыл бұрын
did oyou find a solution for this poject? i'm having the same problem
@Astopia
@Astopia 2 жыл бұрын
Maybe you'll have to apply the rotation and scale of your car objects?
@vuxanov
@vuxanov 2 жыл бұрын
Tip: you can do calculations directly inside every input field, so you can put #frame/100 in first math node and get rid of value node and second math node.
@li-cg
@li-cg Жыл бұрын
Thank you
@funkypartyweasel
@funkypartyweasel 2 жыл бұрын
First class tutorial.
@alhdlakhfdqw
@alhdlakhfdqw 2 жыл бұрын
thank you for your great tutorail! subbed! :)
@Argyle302
@Argyle302 Жыл бұрын
Can anyone help me out? My Point is only moving up and down the first road, and doesn't jump over to the 2nd road, unless I add a value of 1 to the Sample Curve node's "curve index". I'm not sure what I did wrong. But my Sample Curve node looks different than his, and I'm using Blender 3.4.1. PS - I think I figured it out. I had to check the "All Curves" box in the Sample Curve window.
@dineshdiabolic5451
@dineshdiabolic5451 2 жыл бұрын
Nice tutorial, I used this on a project to have walking people instead of traffic, and ran into a problem, they spawn in a cluster with lots of empty gap in between.
@macilvoy
@macilvoy 2 жыл бұрын
Is there any way to fix car clipping? (something like relax node in houdini)
@tiagotiagot
@tiagotiagot Жыл бұрын
Would there be a way to adjust the speed on curves so the inner and outer lanes move at the same speed as when they're going straight, instead of going faster/slower?
@musicmuse09
@musicmuse09 Жыл бұрын
how can i find the option to add a new plane? i couldnt find it and it was very fast in the beginning. thanks
@Argyle302
@Argyle302 Жыл бұрын
Top menu ( next to the "Object Mode" tab ), Add > Mesh > Plane.
@amasun13
@amasun13 2 жыл бұрын
It's what i want to know for a long time
@ashokp9260
@ashokp9260 2 жыл бұрын
Wonderful!
@qbrd2611
@qbrd2611 Жыл бұрын
How do you copy the points? If I use Shift + D, to copy the vertices, I get a copy of the road, but the cars/points are not replicated to the second road.
@Argyle302
@Argyle302 Жыл бұрын
I'm having the same issue. My points/cars only jump to the 2nd road if I put a value of 1 into the Sample Curve node's Curve Index. : ( PS - I think I figured it out. I had to check the "All Curves" box in the Sample Curve window ( Blender 3.4.1 ).
@starder6676
@starder6676 2 жыл бұрын
some cars are going through the others,is it possible to deal with that?
@zboy303
@zboy303 2 жыл бұрын
Top stuff.
@medafan53
@medafan53 2 жыл бұрын
Is there a way to reverse the direction of one of the curves? Because the two parallel ones look like one should be going the opposite direction
@stephanepolin8981
@stephanepolin8981 2 жыл бұрын
you must create one curve and dupicate it with geo nodes, after you can use the node "reverse curve" on it
@berto13sanchez45
@berto13sanchez45 Жыл бұрын
One question: is it posible to make the cars go in straight direction, not a random distance? how? I mean, i know i can delete the random value from the sample curve, but what should i plug to it to make it constant and not random?
@berto13sanchez45
@berto13sanchez45 Жыл бұрын
and if i plug a normal value node it doesnt multiply it
@berto13sanchez45
@berto13sanchez45 Жыл бұрын
just 1 car appears
@WCCOMPUTERGRAPHICS
@WCCOMPUTERGRAPHICS 2 жыл бұрын
Terrific useful
@mukeshkalme2398
@mukeshkalme2398 2 жыл бұрын
can i make intersection in this road, how to do that any tutorial please
@yezur88
@yezur88 2 жыл бұрын
Great tutorial thanks! I have a question. The cars in the turn/bend (sorry not sure how to call it) seem to be swooping trough faster and then going back to their original speed. Is that some that would be easy to fix?
@comedon
@comedon 2 жыл бұрын
I often had to face this problem when using curves. The position factor is not strictly linear considering the distance from start to end. It seems to be linear by subdivision section according to their individual length. I can't see the aim of such a behavior. To my opinion, it's a pain in the ###. Is there a good functional reason ? Or is it a technical issue ? The only way so far I've found (but I'm a newbe) to limit this effect is to ensure each section of the curve has approximatively the same length (which seems not possible in this case, subdivisions being created by Fillet Curve Node).
@BlaBla-sf8pj
@BlaBla-sf8pj Жыл бұрын
génial !
@madballdesign
@madballdesign 2 жыл бұрын
How to avoid crash to each other?😆
@joyddeyto5345
@joyddeyto5345 Жыл бұрын
wow! is that simple? I don't know where to go, in 3ds max i just use path follow and that's it. walla!
@ruslan_naguchev
@ruslan_naguchev 2 жыл бұрын
wow
@Rude_soup_cat
@Rude_soup_cat 2 жыл бұрын
I want to do this in under unity :
@akiradaichi3780
@akiradaichi3780 7 ай бұрын
that's not an traffic system, is just an Object Follow Curve
@akiradaichi3780
@akiradaichi3780 7 ай бұрын
and that's real stupid
@redratpetrax
@redratpetrax 2 жыл бұрын
If was posible to put 2 likes i do this deffenetly..
@KIFDRAKON
@KIFDRAKON 2 жыл бұрын
Good day. thanks for the lesson. But the display of the pressed buttons is sometimes not enough. You sit and watch this trick. Well, English is not my native language and I perceive it through a translator from Google or Yandex.)) And the second question. how to add a collection of cars. I have them added to one point. and it turned out to be funny on the level. But it doesn't look very good on the screen.(((
@ralphmoreau2768
@ralphmoreau2768 2 жыл бұрын
⊙﹏⊙ .............. ಥ_ಥ ..
@winglessmecha
@winglessmecha 2 жыл бұрын
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