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Redjam9 @UCpdGdXzKqCdOjrMR084sMRA@youtube.com

7.1K subscribers - no pronouns :c

Motion graphics design explorations by James Redmond. I am


Welcoem to posts!!

in the future - u will be able to do some more stuff here,,,!! like pat catgirl- i mean um yeah... for now u can only see others's posts :c

Redjam9
Posted 11 months ago

The output of the merge by distance node changed in 3.6, and this broke the cobblestones and some of the other tutorials that use a similar fracturing technique (like in the seamless animation tutorial).
My best guess is that the vertices where originally being merged in a somewhat random order, but in 3.6 onward it there were merged in order of the vertices.

To remedy this, I have posted graphs for 2 easy solutions. The first one will work in 3.6 and 4.0 and basically randomizes the point positions slightly and which points are being merged. It then uses the exact some method as the video tutorial. Note that the black frame has the changed nodes.

In 4.1 there is a an even better solution that replicates the randomized vertex order with the brand new sort elements node (only committed last week!). This gives a randomized vert order to grid before going into the merge by distance node. It is actually even better with the added random boolean input, since you can selectively add in smaller pebbles by lowering it.

Note that these images are only 1440 x 1440, but should be readable if you download them and zoom in.

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Redjam9
Posted 2 years ago

Someone asked in the comments for the cobblestone tutorial about how to add a backface to the stones. Most of the time this is not necessary, as the cobblestones would be inset into concrete, but this technique is still good to know!

Here is how to alter the existing node setup to achieve this. Notice the need to flip the normals of the original face, and the merge by distance to node to join all faces correctly into individual stones.

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Redjam9
Posted 2 years ago

This is an easy way to create a smooth/blur node group for attributes. There is currently no way to smooth or blur attributes in geonodes 3.1, which can be useful if you want to blur color values or smooth out some geometry (like the smooth modifier).


By stringing together multiple capture attribute nodes, alternating between point and face domains, you get an interpolation of the attribute values to give the smoothing effect. It is a hack, but works well enough for the moment. In this example the node group is doing the point to face interpolation 5 times, but it could be more or less if desired. I then string 2 of these in a row to get it extra smooth.


In this example I smooth out the voronoi texture color values that are used to then color and displace the icosphere.



project file can be downloaded by anyone from my patreon. www.patreon.com/posts/64649709

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Redjam9
Posted 2 years ago

I have created a demo file for creating solid text in 3.1 with correctly shaded normals using 3.1beta version. The recently added edge angle and face flip nodes have made this possible, as it was a nightmare in the current 3.0. This demo is setup as a good starting point for graphic design or mograph and has many builtin controls. Can be downloaded by anyone from my Patreon page (note that some people have had trouble downloading the free files from Patreon, so not sure if it is browser related or not....you can create a patreon login if needed. You don't need to actually be a paid patron though, just the login to Patreon is fine) www.patreon.com/posts/blender-3-1-file-61708639

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Redjam9
Posted 3 years ago

I have remade the "proximity text" tutorial project file for 3.0 .Updated project file for 3.0 is available for download by anyone at www.patreon.com/posts/60163050

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Redjam9
Posted 3 years ago

I have updated the 4 demos I made for 2.93 to the new 3.0 fields system. They can be downloaded by anyone from my Patreon page: www.patreon.com/posts/blender-2-93-for-59265187

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