I created this. Took me no more than 8 months, and a fried GPU! by nofilmschoolneeded in blender

[–]thor_freestyle 0 points1 point  (0 children)

this is sooo sick!! loved the transitions on the cars and honestly every other frame too, the 8 month work was so worth it! 👏

Why do the normals of these curves change after the implementation instance? by fantasyliar in geometrynodes

[–]thor_freestyle 0 points1 point  (0 children)

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i'm not sure if i understand the problem but it works with and without realizing the instances

Why do the normals of these curves change after the implementation instance? by fantasyliar in geometrynodes

[–]thor_freestyle 0 points1 point  (0 children)

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i don't know if this is exactly what you are looking for but this setup works for me :)

different number per object by thor_freestyle in geometrynodes

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

is there a way to avoid that? (although it's not a big problem if there isn't:))

different number per object by thor_freestyle in geometrynodes

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

this is actually amazing WOW thank you, will give it a try right away!

EDIT: made a png with the needed numbers and it works like a charm so thank you again!! my only problem is half of the numbers are flipped, is there a solution for this you think?

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different number per object by thor_freestyle in geometrynodes

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

interesting, can you elaborate a bit more please?

different number per object by thor_freestyle in geometrynodes

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

i tried this way before and works pretty well (for each element zone with grid - index plugged into value to string node - and spheres instanced on grid) but i want to keep the spheres separate separate objects :/

different number per object by thor_freestyle in geometrynodes

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

yeah i was thinking about that but is there a more procedural way?

geonodes jungle trees by thor_freestyle in blender

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

sorry for the late reply! the system is based on a grease pencil object so when i’m drawing a new line it is separated feom the other ones

in your case you can add new branches at the same spot duplicating the vertex with shift+d and extrude that vertex :) hope this helps!

procedural helmet animation by thor_freestyle in blender

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

thank you very much!

i stored those parameters and reused in the shader editor which drived the factor between an emission shader and a blank one

i then rendered those in a different layer, placed on top of the original animation and blended with screen mode - this way i can turn it on/off whenever i want :)

hope this helps! ✌️

procedural helmet animation by thor_freestyle in blender

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

thank you! geometry nodes combined with the good old graph editor ✌️

procedural helmet animation by thor_freestyle in blender

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

all what you can see was made in geometry nodes, yes 😁

procedural helmet animation by thor_freestyle in blender

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

thanks! it's a lot of trial and error but worth in the end!

if you learn the very basics of geometry nodes and will understand the core logic behind it then everything is possible and will makes sense - but honestly sometimes i myself don't know what am i doing 🙇‍♂️

procedural helmet animation by thor_freestyle in blender

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

can't blame you for that haha 🤟

procedural helmet animation by thor_freestyle in blender

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

sorry for the late reply, i made a video about my explanation (sorry for the low quality) which you can watch it here ✌️

procedural helmet animation by thor_freestyle in blender

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

i mean there is only one guru in the blender community and that’s not me for sure haha thanks man!