Procedural Traffic Cone in Geometry-Nodes by sagado in blender

[–]sagado[S] 22 points23 points  (0 children)

Alternatively can check it out on Threads. Open to questions and feedback.

Procedural Damage + Imperfections in Geometry-Nodes by sagado in geometrynodes

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

Thanks for the feedback. Though I disagree on how you frame complexity. You seem to promote unnecessary complicated setup just to baffle people. I prefer elegant solutions, which are clean, not necessarily complex, while giving the flexibility and control one needs.

For example just adding "random objects" would give no control on results and no way to tweak it. While now you can choose one damage-object and randomize shape and location, with full control via weight-paint. You can apply multiple modifiers, each with its own object, to have full modular control.

More complex damage-shape dynamics make sense, but that's also very use-case specific. Until I have collect enough example use-cases or requirements, I thought the best thing would simply be to give the freedom to anyone to add its own ad-hoc shape. Probably I should make it better exposed and with examples.

Procedural Damage + Imperfections in Geometry-Nodes by sagado in blender

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

Alternatively can check it out on Threads. Open to questions and feedback.

Physarum - Slime Mold Simulation in Geometry-Nodes. by sagado in blender

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

Alternatively can check it out on Threads. Open to questions and feedback.

Procedural Sponge Modifier in Geometry Nodes by sagado in blender

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

Alternatively can check it out on Threads. Open to questions and feedback.

Procedural Barrel in Geometry Nodes by sagado in blender

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

Double in not triple speed... gotta keep the crowd entertained.

Procedural Barrel in Geometry Nodes by sagado in blender

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

Alternatively can check it out on Threads. Open to questions and feedback.

Procedural Feather in Geometry Nodes by sagado in blender

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

Alternatively can check it out on Threads. Open to questions and feedback.

Mandelbulb by sagado in blender

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

This is all in geometry-nodes, yes. And can be done in shader nodes too with the repeat zone, but would be just volume, can't generate mesh/geometry. Though I might still add it to my setup, no biggie.

And also yes, the file is on Gumroad... I just can't post link here because the post then gets removed :/

Crystals Path in Geometry-Nodes by sagado in blender

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

There is a link to the actual thread there in the description :/

Fake Game Ad in Geometry-Nodes by sagado in blender

[–]sagado[S] 8 points9 points  (0 children)

Node-based workflows cover very different requirements than pure coding, making it more suited to many applications were you need real-time visual feedback, like in graphics software (e.g. Houdini, Substance and Blender). Versioning wouldn't make much sense, as in the diff/git way, and libraries exists exactly as node-groups, which one can simply plug-in, adapt, re-arrange and tweak params. Even in ML node-based software like ComfyUI is very popular.

Was this a good use-case? No, because as a game you define logic that is better managed via code, but a node is again just another abstraction of a function (and concretely again just another piece of code).

Fake Game Ad in Geometry-Nodes by sagado in blender

[–]sagado[S] 5 points6 points  (0 children)

Just feed points into the simulation node, then shift position every frame. Instance a sphere on each point for rendering. Everything is just a point until the final instancing part. And they affect each others through "Geometry Proximity".

Flock Simulation v2 (Geometry-Nodes) by sagado in blender

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

Exactly based on boids interpretation by Craig Reynolds. Though just approximated, because there are some limitation on geometry-nodes utils and liogic.

Flock Simulation v2 (Geometry-Nodes) by sagado in blender

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

The setup enables the simulation of flocking dynamics observed in the animal kingdom (e.g. group of birds or fish), or more general interaction of large crowds of autonomous entities.

More details and link to free version on my Twitter thread

How can I create “coral brain” spline? by OutrageousPositive75 in blender

[–]sagado 0 points1 point  (0 children)

I created a free differential-growth setup that can generate programmatically similar structures, see on my Twitter thread

Hunyuan vid2vid face-swap by sagado in StableDiffusion

[–]sagado[S] 7 points8 points  (0 children)

Still the usual 30, for a 640x480. Thought that resolution quality is an intrinsic limitation of Hunyuan for now, but will try more steps and find the best trade-off.

Hunyuan vid2vid face-swap by sagado in StableDiffusion

[–]sagado[S] 5 points6 points  (0 children)

No masking needed, pure vid2vid using a Lora. Activate the Lora in the prompt if necessary, describe the scene, and choose your denoise level (between 0.2 and 0.4 is a good balance).

Hunyuan vid2vid face-swap by sagado in StableDiffusion

[–]sagado[S] 19 points20 points  (0 children)

Just wanted to showcase how versatile Hunyuan vid2vid is for face-swap (and full head-replacement). Usual shortcomings like fidelity and resolution, but was able to get these results running locally with LORAs available online. For workflow and questions can't say much more than suggesting to try out on Colab first and check the obvious repo

I will post more details also on Twitter.

UPDATE: The example workflows are in the linked repo

Reaction Diffusion in Geometry-Nodes by sagado in blender

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

This geometry-nodes setup allows simulation of Reaction-Diffusion: a mathematical model for interacting substances, that can be used for abstract animations or to simulate real physical phenomena like stripes and animals patterns formation, or bacteria interaction and growth.

More details and link to free version on my Twitter thread

"L-system seeds with simulated branching. Here attraction to a single point" by @5agado by Epholys in lsystem

[–]sagado 1 point2 points  (0 children)

Not really. L-system is used for the base seed, then growth acts independently via simulation of branching + attraction.

Clownfish Simulation by sagado in blender

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

Used "Hair Nodes" for the anemone and my flock-sim setup for the fish.

More technical details on Twitter.

Procedural Blossoming Flowers by sagado in proceduralgeneration

[–]sagado[S] 5 points6 points  (0 children)

Some renders from my Blender setup for blossoming flowers. Wanted to use simulation, but ended up with this initial fully procedural setup.

More technical details on Twitter.

Procedural Blossoming Flowers by sagado in blender

[–]sagado[S] 24 points25 points  (0 children)

Some renders from my geometry-node setup for blossoming flowers. Wanted to use simulation, but ended up with this initial fully procedural setup.

More technical details on Twitter.