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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
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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.