This tutorial dives deep into Geometry Nodes Fields that were first introduced in blender 3.0. We will be creating a lot of different toruses, better known as donuts by blender users, that are not available out of the box in geometry nodes. Then we will deform and twist these, and render that out as high contrasted black and white image sequence and use that image sequence in a new geometry nodes project to drive a lot of small instances. And just because it is a challenge and also it looks freaking cool we scale metaballs in geometrynodes with the image texture and make a stylized halftone animation. get blender: https://www.blender.org/download/ more infos about the bevLR Addon: https://www.youtube.com/watch?v=cN0ldzEBnmA /// - Chapters - /// 0:00 /// Intro yet another explanation what the video is about and why it consists of 2 parts and what the parts are. Similar to the introduction paragraph in this video description... 1:54 /// Part 1 - Making the twisted donut as base image twisting and turning a torus is easier with geometry nodes than with modifiers or shapekeys, so here is how we do this and make an interesting animation with it 2:05 /// Worldshader for black and white rendering 3:02 /// Object shader for black and white rendering 3:33 /// Geometry Nodes make a Torus (Donut) 4:00 /// Twisting the Torus in itself 5:30 /// Animating and Looping the twist 5:58 /// Finetuning and last tweaks before rendering 7:07 /// Part 2 - Controling Geometry Nodes Instances with an Image Texture and using Metaballs There is quite a lot happening thus there are subschapters to part 2, but this is where it starts. 7:24 /// Geometrynodes: Setting up the grid for the instances 8:50 /// Image Texture to Scaling Factor of the instances 9:54 /// Image Texture mapping in Geometry Nodes 11:36 /// Limit Selection for more respnsiveness 12:21 /// Instancing vertices in Geometry Nodes 13:06 /// Instancing Metaballs on the construct 14:01 /// Influencing the scale of the Metaballs with an instanced grid 14:40 /// Displacing the metaballs to the 3rd dimension 16:14 /// Shading of the Animation Just a quick look over my simple shader setup that gives a pretty good render result for that simplicity 17:14 /// Compositing And finally a quick look at some compositing nodes, I used these, learn from it and build on it /// MORE TOXIC TUBA WEB /// http://www.toxictuba.net/?page=Social-Links INSTAGRAM /// https://www.instagram.com/toxic_tuba/ TWITTER /// https://twitter.com/toxic_tuba ITCH.IO /// https://toxic-tuba.itch.io/ DEVIANTART /// https://toxictuba.deviantart.com/ GUMROAD /// https://gumroad.com/toxictuba PATREON /// https://www.patreon.com/toxictuba SHOWTIME /// https://tryshowtime.com/tt (get some ToxicTuba NFTs!) YOUTUBE /// https://youtube.com/c/ToxicTuba ODYSEE /// https://odysee.com/@ToxicTuba:e VIMEO /// https://vimeo.com/toxictuba #geometrynodes #metaballs #blender
This tutorial dives deep into Geometry Nodes Fields that were first introduced in blender 3.0. We will be creating a lot of different toruses, better known as donuts by blender users, that are not available out of the box in geometry nodes. Then we will deform and twist these, and render that out as high contrasted black and white image sequence and use that image sequence in a new geometry nodes project to drive a lot of small instances. And just because it is a challenge and also it looks freaking cool we scale metaballs in geometrynodes with the image texture and make a stylized halftone animation. get blender: https://www.blender.org/download/ more infos about the bevLR Addon: https://www.youtube.com/watch?v=cN0ldzEBnmA /// - Chapters - /// 0:00 /// Intro yet another explanation what the video is about and why it consists of 2 parts and what the parts are. Similar to the introduction paragraph in this video description... 1:54 /// Part 1 - Making the twisted donut as base image twisting and turning a torus is easier with geometry nodes than with modifiers or shapekeys, so here is how we do this and make an interesting animation with it 2:05 /// Worldshader for black and white rendering 3:02 /// Object shader for black and white rendering 3:33 /// Geometry Nodes make a Torus (Donut) 4:00 /// Twisting the Torus in itself 5:30 /// Animating and Looping the twist 5:58 /// Finetuning and last tweaks before rendering 7:07 /// Part 2 - Controling Geometry Nodes Instances with an Image Texture and using Metaballs There is quite a lot happening thus there are subschapters to part 2, but this is where it starts. 7:24 /// Geometrynodes: Setting up the grid for the instances 8:50 /// Image Texture to Scaling Factor of the instances 9:54 /// Image Texture mapping in Geometry Nodes 11:36 /// Limit Selection for more respnsiveness 12:21 /// Instancing vertices in Geometry Nodes 13:06 /// Instancing Metaballs on the construct 14:01 /// Influencing the scale of the Metaballs with an instanced grid 14:40 /// Displacing the metaballs to the 3rd dimension 16:14 /// Shading of the Animation Just a quick look over my simple shader setup that gives a pretty good render result for that simplicity 17:14 /// Compositing And finally a quick look at some compositing nodes, I used these, learn from it and build on it /// MORE TOXIC TUBA WEB /// http://www.toxictuba.net/?page=Social-Links INSTAGRAM /// https://www.instagram.com/toxic_tuba/ TWITTER /// https://twitter.com/toxic_tuba ITCH.IO /// https://toxic-tuba.itch.io/ DEVIANTART /// https://toxictuba.deviantart.com/ GUMROAD /// https://gumroad.com/toxictuba PATREON /// https://www.patreon.com/toxictuba SHOWTIME /// https://tryshowtime.com/tt (get some ToxicTuba NFTs!) YOUTUBE /// https://youtube.com/c/ToxicTuba ODYSEE /// https://odysee.com/@ToxicTuba:e VIMEO /// https://vimeo.com/toxictuba #geometrynodes #metaballs #blender