Press against surfaces with Geometry Nodes in Blender!

  Рет қаралды 21,338

Robbie Tilton

Robbie Tilton

Жыл бұрын

This technique shows you how to constrain any mesh to any other mesh boundary to give that smoosh or squish effect all using Geometry nodes.
Patreon: / robbietilton
Twitter: / robbietilton
Instagram: / robbie.tilton
Discord: / discord
#blender #3D #geonodes

Пікірлер: 81
@tiavstudio
@tiavstudio 19 күн бұрын
Robbie, this is awesome work. I am going to have to watch this video a few more times to fully understand what is happening within geometry nodes, but this is great. Your knowledge shared is welcomed. Thanks again!
@jmdenisme
@jmdenisme Жыл бұрын
This is amazing, thanks for sharing!
@RobbieTilton
@RobbieTilton Жыл бұрын
no problem brother!
@_blender_man_
@_blender_man_ Жыл бұрын
Very interesting! This raycast node quite complicated one.. but with your way of explanation it became easy to understand👍🏻👍🏻👍🏻
@RobbieTilton
@RobbieTilton Жыл бұрын
glad to hear it!
@yesterwhere
@yesterwhere Жыл бұрын
Great tutorial! Thank you!
@RobbieTilton
@RobbieTilton Жыл бұрын
glad you liked it! thx for the comment :)
@spinav
@spinav 2 ай бұрын
that's so smart! Awesome tutorial
@mertcanurcan
@mertcanurcan Жыл бұрын
Wouw thanks! I was be able to squish some objects - it was fun.
@MaxSonicUA
@MaxSonicUA 9 ай бұрын
Thank you!
@pZq_
@pZq_ Жыл бұрын
Amazing. Thank you!
@RobbieTilton
@RobbieTilton Жыл бұрын
no problem boss
@uzaykisi1863
@uzaykisi1863 Жыл бұрын
super, thank you
@VenetinOfficial
@VenetinOfficial 10 ай бұрын
The only issue I'm seeing is if the mesh is highly detailed and gets too "pressed" into the boundary, the geometry completely errors and spikes to infinity. Is there a way to clamp the geometry at the boundary when in contact with it?
@Ajg0r
@Ajg0r 6 ай бұрын
You can skip the smooth modifier, add set position + blur attribute with position attatched
@awkward14
@awkward14 5 ай бұрын
great video
@doriandargan
@doriandargan Жыл бұрын
this is awesome
@RobbieTilton
@RobbieTilton Жыл бұрын
woot woot
@osilvinista584
@osilvinista584 Жыл бұрын
eu precisava muito desse vídeo, o addon collision and cloth não me satisfazem por causa dos controles, obg, virei teu fã! thank you very much!
@RobbieTilton
@RobbieTilton Жыл бұрын
no problem. thanks for watching
@CyrilCommando
@CyrilCommando 23 күн бұрын
This was really close, but it wasn't quite what I was looking for. I need something that will just simply deform a part of a mesh (body, ideally) around another object, without letting it pass through. This got awfully close, I just had to swap the negative values for positives, but it ended up just looking wrong. It was doing what it was intended to do clearly, but just wasn't what I was looking for. I'm left really befuddled. I'd think it's babby's first workflow to just deform a mesh around another mesh with collision, soft body, rigid body, surface deform, mesh deform, or et cetera, but those don't work at all for my use case.
@MaxPuliero
@MaxPuliero Жыл бұрын
wooo! thanks
@Aaws424
@Aaws424 Жыл бұрын
Very Cool😍
@ian2593
@ian2593 10 ай бұрын
can you make it so the spheres don't intersect but use the same method to not cross each others' boundaries?
@jamesriley5057
@jamesriley5057 2 ай бұрын
use the same method but treat the realized instances as the new mesh you want to raycast.
@DesignerNetanel
@DesignerNetanel Жыл бұрын
Can u make a way that the inner spheres will smoosh with each other ,like when using cloth sim ??
@im_Dafox
@im_Dafox Жыл бұрын
Thanks a bunch for that ! With a bit of tweaking, "it works well with characters" too 👉👉
@DJhardsmile
@DJhardsmile 7 ай бұрын
Did u place a character into a shape?
@im_Dafox
@im_Dafox 7 ай бұрын
No,shape is only for collision @@DJhardsmile
@user-yc7pg2jk9y
@user-yc7pg2jk9y Күн бұрын
How do I do the opposite thing? So that a sphere enters a cube and the cube changes?
@sidekick3rida
@sidekick3rida 8 ай бұрын
Would be great if you explained the math behind this
@Ximuish
@Ximuish 8 ай бұрын
any idea how to keep voulme of those spheres constant?
@menmie
@menmie 3 ай бұрын
hey man, at 3:47 can't we recalculate normals for the boundaries so that the blue faces be inside and the red faces be outside ?
@MedicoVisual
@MedicoVisual Жыл бұрын
Awesome tutorial. This is exactly what I was looking for, to create peritoneum (I am a doctor and I create 3D medical lectures in Blender). BTW, I am confused about Dot product. What is it? How it works?
@RobbieTilton
@RobbieTilton Жыл бұрын
glad to hear it. dot product compares 2 vectors and tells us how much the two vectors point in the same direction
@MedicoVisual
@MedicoVisual Жыл бұрын
@@RobbieTilton Thank you so much. One suggestion! Please try to explain some theory behind the each node in the tutorials.
@tranthikhanhlinhk17hcm29
@tranthikhanhlinhk17hcm29 Жыл бұрын
great tutorial, thank you for sharing! But can i change the ico sphere mesh with object?
@RobbieTilton
@RobbieTilton Жыл бұрын
yeah- you can. just drag it into the geo nodes. you may need to sub-D it to make sure it has enough verts
@primodragoneitaliano
@primodragoneitaliano 2 ай бұрын
Is there a way to apply that effect only to one or several specific vertex groups ?
@zawad1981
@zawad1981 19 күн бұрын
Trying to follow the video. 'Raycast Node' doesn't show up in my nodes search...
@why__die
@why__die 10 ай бұрын
firstly, great video! worked perfecly with the icosphere. When I tried doing it with a mesh (like suzanne for example), I started getting weird geometry spraying everywhere instead of it smoothly squishing. Is that a limiation of this method? my objective is to have a face squish up like it's squishing up against some glass.
@gabrielastepanikova5522
@gabrielastepanikova5522 7 ай бұрын
Im trying to do the same thing. :( Nothing works so far. Did you manage to make it work?
@TomDub20
@TomDub20 Жыл бұрын
Could you use the same ray cast technique to deform the spheres against each other? Creating self collision without a simulation.
@RobbieTilton
@RobbieTilton Жыл бұрын
cool idea. yeah - that should work.
@speedtripvfx
@speedtripvfx 9 ай бұрын
When I used more complex objects like Suzanne instead of the ico Sphere, the collision results were not very satisfactory. How can I make them better?🤔
@avallow1
@avallow1 Жыл бұрын
Sensational, following the tutorial and I got the desired result, I just couldn't apply the material
@RobbieTilton
@RobbieTilton Жыл бұрын
with geo nodes you'll have to use the 'set material' node in the node graph. If that doesn't work you can also use the 'realize instance' right before the set material node. both of these should be right before the output/end of graph
@mater5930
@mater5930 Жыл бұрын
Great tut. Is there a reason why you didn't flip the normals of the cube to avoid the backward raycast problem?
@RobbieTilton
@RobbieTilton Жыл бұрын
could do that as well. i just assume ppl would likely use models or meshes with normals facing outward.
@mater5930
@mater5930 Жыл бұрын
@@RobbieTilton You're right, smart take. I'm working with your node setup to create bouncing balls. I'm trying to find an intuitive way to make the object maintain it's volume while it presses against a surface. Your setup looks cool if the object is something like putty. But a balloon or ball would react differently. Again, great tutorial and very useful setup.
@RobbieTilton
@RobbieTilton Жыл бұрын
@@mater5930 true. would be interesting to find a way to make it maintain volume as it squeezes. goodluck!
@petneb
@petneb Жыл бұрын
If you can make the objects inside the container object also conform to each other as they move and grow it will be a clothless implementation of your "Inflated Objects using Geometry Nodes". Do you think that is doable?
@RobbieTilton
@RobbieTilton Жыл бұрын
when you say 'conform to each other' - i imagine it would just take the avg position of the intersection. to make it look like cloth you would also need to deform the areas outside the intersection to compress/expand which is mathematically harder, but still possible
@petneb
@petneb Жыл бұрын
I probably almost like writing a new geonodes system for softbody or cloth.
@patdimitri
@patdimitri 11 ай бұрын
is there a way to do this with particles? IE effectively boxing in particles in a container as if it were a fluid? doing this exact method didnt yield usable results and i'm hitting my head against the wall
@RobbieTilton
@RobbieTilton 11 ай бұрын
you'd have to make the particle system in geometry nodes using the simulation node. not easy tho
@dreamsprayanimation
@dreamsprayanimation Жыл бұрын
How do you make it so that if a sphere were to completely go out of the the box then it would just delete itself. Currently with this setup if a sphere goes completely outside it just glitches out really weirdly. I am trying to create a jar with fireflies inside that bump against the jar when they try to fly outside the bounds, they are points being animated with 4d noise. I can't seem to find a good way of acheiving this.
@RobbieTilton
@RobbieTilton Жыл бұрын
you can do 'delete geometry' node based on distance for sphere - or for cube you can compare position and delete based on each side of cube
@dreamsprayanimation
@dreamsprayanimation Жыл бұрын
@@RobbieTilton Could you make it so that the sphere squishes and bounces back like a simulated collision?
@justy256
@justy256 6 ай бұрын
1 vertex, 2 or more vertices.
@Sumo3D
@Sumo3D 11 ай бұрын
would this work for existing mesh?
@RobbieTilton
@RobbieTilton 11 ай бұрын
yes
@BBB-vb2fn
@BBB-vb2fn Жыл бұрын
Was i the only one who thought about a pair pressed up against a sheath of glass?🤔😁
@namdoyle
@namdoyle 10 ай бұрын
4:55 Why not use" is hit" for selection?🤔
@RobbieTilton
@RobbieTilton 10 ай бұрын
ooo. that would be way simpler!!!
@matthewmounsey-wood5299
@matthewmounsey-wood5299 Жыл бұрын
😻
@bdissl4310
@bdissl4310 6 ай бұрын
So lets imagine I have 5 water balloons and I want to squish them into a certain geometry (boundry) so they start to resemble the geometry in an ensemble. I have a specific design and I want to 3D print it. But I am a total beginner in Blender. Can anyone help me and recommend me videos or key words I have to google to reach my goal?
@scyther5607
@scyther5607 9 ай бұрын
It didn't work on my rig. Did I miss something?
@RobbieTilton
@RobbieTilton 9 ай бұрын
i just shared my file on my discord under the help section. feel free to download it there if you want to compare what might've went wrong.
@myslef7636
@myslef7636 Жыл бұрын
as soon as i saw the preview i thought of 🍑 pressing against window 😄
@LiveKingPoker
@LiveKingPoker Жыл бұрын
LFG
@eclecticgamer5144
@eclecticgamer5144 Жыл бұрын
This is very similar to how I did "self-intersection fix" I have for my humanoid I made in geometry nodes. ^_^ kzbin.info/www/bejne/j2i1lqylrcull68
@RobbieTilton
@RobbieTilton Жыл бұрын
am i seeing this correctly that you made an entire human out of GEO NODES O_0!?
@eclecticgamer5144
@eclecticgamer5144 Жыл бұрын
@@RobbieTilton More than just "an" entire human. "All" humans and some humanoids. ^_^
@eclecticgamer5144
@eclecticgamer5144 Жыл бұрын
@@RobbieTilton And this was when 3.0 first came out... very few tutorials were out back then... even had to create an new usage for "RGB Curves" node. 😆 It's crazy. I wrote a math formula to graph a humanoid in 3 dimensional space. Working on Wing/Tail now, after that hooves, then "quadruped half-breeds" like centaurs.
@RobbieTilton
@RobbieTilton Жыл бұрын
@@eclecticgamer5144 you are an absolute legend
@eclecticgamer5144
@eclecticgamer5144 Жыл бұрын
@@RobbieTilton Haha... You should see my 20-year business plan. 😂 Step 1: Create geometry node groups to represent everything that exists (and most of what doesn't), so that any game dev can click a single button to create a *fully* populated planet, with roads, cities, every building can be entered and explored. That's just the start. By 2040, I want to have early testing of a Full Dive System using Neuralink up and running. Anyway, have fun. ^_^
@CassiaConvolution
@CassiaConvolution Жыл бұрын
The singular of "vertices" is "vertex". "Vertice" is not a word.
@CassiaConvolution
@CassiaConvolution Жыл бұрын
You are not "smudging" anything here.
@betalars
@betalars 6 ай бұрын
Sorry, but this is just shrinkwrap with extra steps. ;)
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