A few sloppy tests with geometry nodes
How to properly load your file?
get an error when opening it in 3.3.1
1 libraries and 98 linked data-blocks are missing (including 0 ObjectData and 0 Proxies), please check the Info and Outliner editors for details
I’m trying achieve almost the same effect here
are you on the simulation branch?
Sorry. Thought it’s a procedural on some surface.
Opening in blender-3.5.0-alpha+geometry-nodes-simulation.b5ea0d2f411b
get the same error.
Where to download proper blender version?
That example was done with 3.3 using feedback loop hack, its pretty buggy also you need to toggle off and on geo modifiers for it to work. Also I forgot to unlink my node group (round cube) that’s why you get that error.
I remade it in 3.5 simulation branch you can check it out
pack circles sim.blend (567.6 KB)
Can we set fixed spheres numbers with fixed radius for populate,
for example 4 spheres with a radius of 1, 0.5, 0.3, 0.1 meters?
(if it takes too long to explain, then forget it)
And how to “bake” results? Only with Realize Instances at the end of the sim?
Also would be great to see tutorial how you made “Face”
Here is sim with fixed radius
pack circles simFIXRAD.blend (128.7 KB)
You can bake it by using Points to Vertices node and apply geo modifier, the radius attribute will be stored on the mesh that you can instance on.
The face example is just using image values to set “max” attribute
cool, does it explode if we shake it firmly?
Double pendulum simulation
https://twitter.com/higgsasxyz/status/1608823341280022528
pedulum sim render.blend (577.0 KB)
This is doubly remarkable because you can’t “cheat”- there’s not a mathematical formula for the position of a pendulum at any given point in time and space
Very good work! It would be nice to have vertex groups to define areas for patterns / pattern ollections.
Nice Effect. I have updated the SImulation Nodes of Animation Nodes https://github.com/3DSinghVFX/animation_nodes/pull/187
Hi @Higgsas, I was trying your curve_uv node group and I noticed that when you switch to Factor, there is still distorsion at the end of the texture. Is this the expected behavior? Or am I missing something?
Thanks.