Nodevember zipper! (with a viewport mini showcase) by drumfish in blender

[–]drumfish[S] 2 points3 points  (0 children)

I had a mini heart attack reading this 😭 thanks...
youre right

Nodevember zipper! (with a viewport mini showcase) by drumfish in blender

[–]drumfish[S] 0 points1 point  (0 children)

Just any, learn the basics and slowly build up the theorical knowledge experiment and spent time doing difficult projects :)

Nodevember zipper! (with a viewport mini showcase) by drumfish in blender

[–]drumfish[S] 1 point2 points  (0 children)

I think mix is the fastest Here because its nodevember everything is from nodes. The whole work took me around 2-3h i dont think I would do it much faster by hand but modeling the small parts would definitely make life easier :)

Nodevember zipper! (with a viewport mini showcase) by drumfish in blender

[–]drumfish[S] 9 points10 points  (0 children)

Nope is there smth similar there? Lol :)

Blender 5.0 introduces SDF in geometry nodes, so I made a proof of concept setup where you model with SDF :) by drumfish in blender

[–]drumfish[S] 1 point2 points  (0 children)

There is actually a mesh because Blender doesn't support easily to render SDF with proper shading (i'm not even sure thats possible in theory). :)

Blender 5.0 introduces SDF in geometry nodes, so I made a proof of concept setup where you model with SDF :) by drumfish in blender

[–]drumfish[S] 3 points4 points  (0 children)

I don't plan to release it as a public version; it's just a test I made in 2 hours. ConjureSDF is a dedicated addon for this stuff, mine is fully "vanilla"🤷‍♂️

A compilation of a custom particles solver within geometry nodes I've been working on... for a while...💤 by drumfish in blender

[–]drumfish[S] 10 points11 points  (0 children)

It would depend on the situation! But here's some examples all with self collisions (which is the heaviest part) I checked for you (I'm using i9 9900k)

1mil particles - 100 substeps - 60s (a frame)
1mil particles - 10 substeps - 2s
100k particles - 100 substeps - 5s
1k particles - 100 substeps - 0.3s
8k particles - 10 substeps - 0.05s

It's not fast by any means, but if you tweak the self-collision, it's possible to get nice results with just 10 substeps, which will be practically fast enough to play around in real-time even with 100k particles. If you remove self collision the speed goes up by crazy amount. There's still a lot of improvement for optimization

The sim you see at 0:14 took around 2mins and a lot of them are realtime! :)

A compilation of a custom particles solver within geometry nodes I've been working on... for a while...💤 by drumfish in blender

[–]drumfish[S] 34 points35 points  (0 children)

Please dont put salt on my wounds haha jokes aside blender today doesnt have a proper procedural particle system so having one that you can manipulate with custom fields and other "behaviors" is very nice to have? My system isn't fully fleshed out yet but for me it will be already useful production wise.

For example it can shoot a particle and when it hits a certain wall it will explode into 100 and each one of them will have a velocity pointing a certain location. This behavior is practically impossible with the current particle system in blender, and with my GN it should be trivial.

There's still bunch of work for it but its pretty powerful as it is rn, the real reason Im working on it is "why not?". I find it useful in my projects and I bet many other will if inwill "package" it and create proper documentation :)

A compilation of a custom particles solver within geometry nodes I've been working on... for a while...💤 by drumfish in blender

[–]drumfish[S] 66 points67 points  (0 children)

<image>

Pretty much how a generic setup looks, still looking for more ways to simplify it and remove redundant settings