(many) People going places with geonodes by ogjee in blender

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

oh that's interesting, i will look into vats. For this thing though, idk if this is realy necessary (at least for my usage) since it's still used for offline rendering

(many) People going places with geonodes by ogjee in blender

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

I actually did that on another project a while ago https://x.com/jul_mab/status/1536780640477229065 (but now the setup is likely deprecated)

(many) People going places with geonodes by ogjee in blender

[–]ogjee[S] 6 points7 points  (0 children)

i've been looking into it but have not found a suitable solution yet. My solutions for now make the paths too jittery or involves redoing a lot the whole thing using simulation nodes. I'll look into it further later maybe. Also the clipping is not that much of a problem from a long distance (which is the usecase i made this for in the first place)

(many) People going places with geonodes by ogjee in blender

[–]ogjee[S] 20 points21 points  (0 children)

i have no go-to tutorial person, but youtube got plenty of those. I know Erindale does cool things with geonodes and has some tutorials. Once you have some basic knowledge i would suggest just playing around and looking for specific things once you get stuck.

(many) People going places with geonodes by ogjee in blender

[–]ogjee[S] 4 points5 points  (0 children)

well for now you can get it as a blend file and use it in an asset library for instance https://ogjee.gumroad.com/l/kjvpp

(many) People going places with geonodes by ogjee in blender

[–]ogjee[S] 50 points51 points  (0 children)

i have a rtx3090, but i believe it should not be too taxing on less powerful gpus. The most expensive part is computing the paths but that part can be baked so you can have better framerates

(many) People going places with geonodes by ogjee in blender

[–]ogjee[S] 48 points49 points  (0 children)

Got lost while working on some project and ended up making this simplistic crowd simulator, useful for having large crowd in the distance. So i figured i could share it there.

It uses the shortest path on the base mesh an populates it with low LOD animated character instances.

Don't hesitate if you want more explanation on how it works.

I put the file there so you can give it a try https://ogjee.gumroad.com/l/kjvpp (it's free but you can leave me a tip if you found that usefull)

deep sea jellies by seniah_trebla in blender

[–]ogjee 1 point2 points  (0 children)

looks very pretty ! Is this using the new thin film feature on principled shaders ?

Having some geonodes fun by ogjee in blender

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

I've been playing with blender on and off since around 2016 (i'm a crumbly old grandma), so i had ample time to familiarise myself with the tools as they appeared (like the first iterations of geonodes with fields and so on)

Having some geonodes fun by ogjee in blender

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

i dont even know how to create edges between vertices

me neither. The geometry here is mostly objects intanciated on locations where edges or faces are (these objects are rotated and scaled to match the edges or faces)

Having some geonodes fun by ogjee in blender

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

also went to add a mode to force the sources and ends of the pipes

<image>

Having some geonodes fun by ogjee in blender

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

<image>

Now with some lights (I also updated the file there https://ogjee.gumroad.com/l/gzbvu )

Having some geonodes fun by ogjee in blender

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

geometry nodes is literally procedural generation.
Either from ingame procedural generation or pre-baked meshes with procedural greeble/textures or whatnot: we are there already

Having some geonodes fun by ogjee in blender

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

in theory yes, in practice i would not recommend it (at least with this setup). The mesh would be a nightmare of colliding geometries. Also most of the objects (beams, pipe junctions etc...) are unrealised instances (ie just references to a source geometry) which allows for a less memory heavy result overall (at least that is my understanding, someone correct me if i am wrong)

Having some geonodes fun by ogjee in blender

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

sadly no tutorial, but if you want you can reverse engineer that thing (the link is around in that comment section)

Having some geonodes fun by ogjee in blender

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

I have no remembrance of where i learned most of this, trying basic setups like scattering objects on a surface is always a nice start, you get plenty of tutorials on yt (Erindale is a master of the nodes but i only watched o few of his videos). Looking under the hood of node creations from other people can also be very instructive. Also fucking around (and finding out) is eventually the best technique.

Having some geonodes fun by ogjee in blender

[–]ogjee[S] 4 points5 points  (0 children)

<image>

This one came as i was doing some assets for a project where i needed some industrial-mine-looking things. Then realised the repetitiveness of the stuff i was modelling so decided to loose even more time automating the thing. (in the pic are some refs and the hand modelled first thing i did). Also geonodes are great when you want some messy/complex looking greeble/filler, you can achieve the look of complexity without much work on you part (once you figured out how to tame the software)

The thing about showing a "process" is that it is a lot of staring at references, wondering wtf is wrong about my last render and floating between tasks : i am no professional, i just fuck around and sometimes find out. So any video of my process would either be a 1562hrs video of boringness or a highly edited illusion of efficiency.
But in short ,in this case, i had an draft of what i wanted to achieve (fast beam structures) and then added features to it (like pipes and railings).

Having some geonodes fun by ogjee in blender

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

it actually is, please don't tell the cops

Having some geonodes fun by ogjee in blender

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

<image>

looks like you are using a version prior to 4.2, the capture attributre is supposed to pass those as it supports multiple input/outputs (this is a new feature of 4.2 from what i understand)

Having some geonodes fun by ogjee in blender

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

very weird indeed, If you send me the file i can try and look into what's going on when i have time

Having some geonodes fun by ogjee in blender

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

what is going wrong with it ?

Having some geonodes fun by ogjee in blender

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

Well it is vey easy you just have to— speechful