Boids Simulation - Blender Geometry Nodes

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LooseEdges

LooseEdges

Күн бұрын

Boids is a method of simulating the motion of points by applying simple rules that can mimic flocking behavior similar to birds or schools of fish. In this video I walk through an implementation of boids made with Blender's Geometry Nodes, it uses both a Simulation Zone and a Repeat Zone to achieve the result.
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============CHAPTERS=============
0:00 intro
1:53 what are boids
5:15 create some points
6:00 assign a velocity
6:30 sim zone sets position
8:09 force vector overview
9:39 the repeat zone
11:20 evaluate at index
13:03 compare distances
13:42 field of view
15:27 ignore self
15:57 'TRUE' adds to total force
16:44 separation force
18:47 alignment force
19:01 cohesion force
19:22 calculate force averages
21:21 random force
22:03 bounds force
24:34 apply speed
25:43 instancing
26:09 in summary
====================================
I have made a number of tools for Blender:
Strands: A GeoNodes Library
Do you ever add ropes, chains, wires, or other long thin and flexible objects to your scenes? Strands is a GeoNode Asset Library, containing a set of modular modifiers to help you do exactly that. The modifiers assist with placing curves in your scene, appending additional details to them, and meshing those curves into ropes, braids, or chains.
DJH Geometry Node Assets
Since their addition to Blender I have been gradually making and incorporating procedural tools into my workflows. With the addition of the Asset Browser and Geometry Node Assets, --and mostly to end the endless pain of browsing and appending--I began organizing my best nodes into an asset collection. This project is the result of that effort and currently contains 65 modifiers/nodes that are generally aimed at reusability and versatility.
TerraNode - Node-Based Terrain Modifiers
When making terrain, I often want to place details where I find them important, but I usually do not want to take the time to sculpt every little mound and rivulet . . . To marry those two contradictory facts, I made the TerraNode modifiers.
Bake Batcher - Collection Based Baking
Because I got fed up with manually setting up each bake, editing dozens of settings, painstakingly selecting objects, baking each map separately, saving each image, and fifty other frustrations, I made DJH Bake Batcher. An addon that makes baking standard PBR assets feel more like pressing F12 to render a scene, and less like a marathon of details. Bake Batcher removes headaches by sacrificing the flexibility of customizing a ton of settings, for the speed and convenience of baking in a single click.

Пікірлер: 7
@garrysalisbury211
@garrysalisbury211 Ай бұрын
Thanks for this. Very helpful. An added effect is to add a trail of the geometry using another simulation zone after the first simulation zone that has a join geometry node only. Then join the geometry of that simulation zone with the output from the Store named geometry node. One can add a 'set point radius' to get the trail you like and add a material if desired.
@user-kb2qz3gj6k
@user-kb2qz3gj6k Ай бұрын
Awesome Bro
@windworldwide8840
@windworldwide8840 Ай бұрын
Thks Daniel, ... Learning Blender is a long haul, and your help is very much appreciated ! ... and thks for sharing !
@looseEdges
@looseEdges Ай бұрын
You're welcome!
@bUildYT
@bUildYT Ай бұрын
hey, what would u say suggest to learn that fast? do i have to know python or c++ before i can takle that, would be very cool if could recomend a few good courses/tutorials... very very cool what u r doing!
@looseEdges
@looseEdges Ай бұрын
To learn how to make node setups like the one in the video? I don't think it's essential to learn a specific language, I think a basic knowledge of programming concepts helps a lot with understanding what nodes are doing under the hood. But, if you have some interest in programming, (as opposed to viewing it as a necessary evil) and your main focus is Blender related, I'd recommend learning python and the blender python api, which would enable you to make scripts and addons and opens up possibilities beyond just Geonodes. Regarding courses and tutorials, I'm afraid I may not be the best source for specific recommendations. I am self-taught and have been trying to learn whatever I could get my hands on about 3d graphics, programming, game development, proceduralism, etc for a long time, in my spare time. I've learned a lot of what I apply to nodes from GDC talks, articles about code architecture and design patterns, Catlike-Coding's Unity tutorials, scene breakdowns, and honestly just setting a goal and experimenting. I haven't followed tutorials about GeoNodes much at all, I started experimenting with them when there were only a couple of nodes, and have kept up with all the changes and additions as they were made. I think I'd recommend a similar approach to anyone starting now, with the caveat that I was already familiar with the core concepts from dabbling in adjacent fields. I recommend mastering the basic nodes first, Math, Vector Math, Selections. Then use those as tools to solve simple problems, each problem you solve is another 'tool' that you can pull out and reuse in the future. As you acquire more and more tools to work with, the ways in which you can combine and apply them to problems should expand so you can make more and more interesting things. Also, beware of mistaking copying for learning, sometimes following a tutorial might enable you to 'build a house', but if it doesn't teach how to hammer a nail, or cut with a saw, it isn't helpful long term. Sorry for rambling, hope that helps a bit!
@bUildYT
@bUildYT Ай бұрын
@@looseEdges awesome, thx for the detailed answer! I'll focus on hammers and saws now ;) btw bought ur geo node house assets and learning more n more now! great stuff!
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