redjam9

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redjam9

redjam9

@redjam_9

motion designer Available for commissions or freelance zendorf@gmail

Katılım Ocak 2021
21 Takip Edilen5.1K Takipçiler
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redjam9
redjam9@redjam_9·
Created entirely with #geometrynodes and Cycles. No keyframes, all procedural. 7 individual networks/modifiers that feed into each other, as I am not a fan of one giant nodegraph :) #b3d #blender3d #mograph #motiondesign
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redjam9
redjam9@redjam_9·
@DonEonoe Are you using the downloaded file from Gumroad? Keep in mind that there were a lot of changes in 5.0 and the file is from 4.5.
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Enone Don
Enone Don@DonEonoe·
@redjam_9 Bro, i didn't find texture coordinates output in the image info node, any idea?
Enone Don tweet media
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redjam9
redjam9@redjam_9·
@DonEonoe thanks. There is a free dowload for this on my gumroad page.
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Enone Don
Enone Don@DonEonoe·
@redjam_9 Bro is sharing this for free💀,mannnnn, I love you
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CuriousCat
CuriousCat@Curious92598712·
@redjam_9 @JacquesLucke I really wonder if it is going to be possible to time-offset native blender animations with geometry nodes, without mesh-caching them first
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redjam9
redjam9@redjam_9·
@3pointedit I think we are discussing different things! He told me a few hours ago on that thread that there will be a node in 5.0 that will create a "solid layer" of any dimension. When you say masks, do you mean the spline masks or procedural ones? btw I have never used the spline masks...
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David Mcsween
David Mcsween@3pointedit·
@redjam_9 Yeah i red the devtalk thread and he didn't want to square the aspect from screen uvs. But all I wanted was per layer masks. This seems waaay more challenging than it should be 🤔😜
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redjam9
redjam9@redjam_9·
Now that Blender 4.5 has been released I have compiled a collection of compositor fx node groups in a single blend file. RedFX Lite can be download for free at redjam9.gumroad.com A paid product aimed at #mograph use is in the works for 5.0. #b3d #mograph #eevee #blender3d
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redjam9
redjam9@redjam_9·
@3pointedit Yeah, it is kind of a pain at the moment with regards to this. I just posted a question about getting AE style solids on devtalk and Omar replied that something like this is in the works.Otherwise it is difficult to get access to square ratios and uvs when you are in 16:9 project
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David Mcsween
David Mcsween@3pointedit·
@redjam_9 I've always wondered how much like plug and play can nodes be? After effects' layers metaphor relies on a null object or plane as the primary element. Can we treat viewport layers similarly? Can UI variables be allocated via geometry nodes for extensibility?
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redjam9
redjam9@redjam_9·
This node group can now be downloaded. See the latest tweet for details.
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redjam9
redjam9@redjam_9·
A more optimised node group has been updated at gumroad as a v2 project file. Cleaned up the workflow and added the optimisation suggested by @quackarooners I get a 2.5 -3x performance boost compared to previous setup on my 8 core cpu. 20k instances running at 25fps in viewport.
redjam9 tweet media
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redjam9
redjam9@redjam_9·
The obj node caching has been merged so I have created another demo file. Cleaner node group and random color support as materials now work better. Node layout in reply as well as free download link for the project file. #geometrynodes #b3d #mograph #blender3d #animation
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redjam9
redjam9@redjam_9·
@quackarooners Good idea! I have been meaning to try this, but hadn't got around to optimising the scene.
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Quackers
Quackers@quackarooners·
@redjam_9 Cool stuff ^^ You can even squeeze out a lot more performance out of this by not importing an OBJ for every point. Instead, you can use as many points as the sequence length, load all OBJs, and use Instance on Points. Pretty much an 80x speedup for 39k creatures.
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redjam9
redjam9@redjam_9·
@80Level @JacquesLucke thanks for the article! Note that this feature was merged in the last day so is available in the current 4.5 alpha build. There is a demo file project link in my latest tweet.
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redjam9
redjam9@redjam_9·
@Genesis_2303 @ARrUbitch I did end up getting it to work, but it is very counter intuitive since blender is internally baking all the frames but you manually save a single frame. It is clever but I wouldn't want to rely on it in production, as it loses the cache even if you save it to the blend file.
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RaccoonGraphics
RaccoonGraphics@Genesis_2303·
@redjam_9 @ARrUbitch Just tried it for alembic sims, it seems work well if you bake it right & clamp. I run sim from the beginning of alembic to the end and then bake still last frame. What kind of glitches do you have with armature?
RaccoonGraphics tweet media
RaccoonGraphics tweet media
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redjam9
redjam9@redjam_9·
@MagnumVD_ Most likely motion blur would not work, but you could potentially calculate the velocity vectors by subtracting the current verts position and the previous and storing that as an attribute for cycles
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MagnumVD
MagnumVD@MagnumVD_·
@redjam_9 I could imagine that this has problems with motion blur though, how are renders looking?
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redjam9
redjam9@redjam_9·
@Trinumedia @JacquesLucke The last time you commented I said that this technique was not performant, but the opposite is true now. It will only work with a mesh sequence. Obj and presumably the .ply also works. No alembic.
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redjam9
redjam9@redjam_9·
@ARrUbitch I did try your way and it is an interesting approach. I got about the same performance as the one I demoed. Yours is simpler to setup but the baking makes it fiddly, since you have to prebake the frames before the actual animation start or it glitches.
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斯巴巴
斯巴巴@ARrUbitch·
@redjam_9 It only took 1.5 ms for 10k instances,The only performance issue is in the viewport rendering
斯巴巴 tweet media
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redjam9
redjam9@redjam_9·
@c_krip @JacquesLucke Sure, I can't see why not as that is not a bottleneck. You could use anything for the offsets...random, distance, ordered index etc. I am just using the radial as an example
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KripC
KripC@c_krip·
@redjam_9 @JacquesLucke Is it possible to add more than one falloff object and with no performance issues?
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