How to Avoid Object Intersection | Blender Geometry Nodes Tutorial

2022 ж. 15 Там.
31 556 Рет қаралды

In this Blender tutorial I break down the RayCast Node in a Geometry Nodes network. The RayCast node can be used for multiple things, including telling Blender to avoid objects on the ground plane where we want to grow grass.
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  • FINALLY someone explains raycast in a way that I can understand it. Thank you soooo much!

    @RealGaryGibson@RealGaryGibson4 ай бұрын
    • You’re welcome! So glad it’s helpful!

      @KenanProffitt@KenanProffitt4 ай бұрын
  • Nice one! I just noticed it's possible to use "Set Position" just after the "Object Info" to slightly scale the rock's vertices in its normal directions just in the context of "RayCast". This way you can have an even better behavior preventing intersections. Just plug "Normal" -> "Scale (vector)" - > "Set Position (Offset)".

    @samuelsantos@samuelsantos Жыл бұрын
    • Great tip! Thank you! :)

      @KenanProffitt@KenanProffitt Жыл бұрын
  • Great basic tutorial on the Raycast node. Just a quick tip, when you hoped the points would be visible enough in the video, there is a Set Point Radius node which could make them larger and much easier to see in the video. Setting the sphere to wireframe or bounding box while leaving the viewport in Solid mode would have also helped and saved you always switching between modes.

    @gordonbrinkmann@gordonbrinkmann8 ай бұрын
  • Great implementation of the Raycast node! Love seeing more people experimenting with it and coming up with good solutions. One tip I'll mention is that the "Ray Length" property for the raycast node can be shortened, not just to accidentally hit hovering objects that may not count as an intersection, but it can also drastically improve performance when colliding with more or more complex objects. The performance hit is minimal with smaller meshes like this, but may be helpful for big scenes. This is coming from someone who's used the Python equivalent of the Raycast in Blender for an add-on and learned that the hard way :) cheers

    @SpencerMagnusson@SpencerMagnusson Жыл бұрын
    • Good tip!

      @KenanProffitt@KenanProffitt Жыл бұрын
  • This is exactly what I was looking for! Thanks!

    @nswij62@nswij62 Жыл бұрын
    • Glad I could help! Thanks for watching!

      @KenanProffitt@KenanProffitt Жыл бұрын
  • Wow, that's very useful man, thanks for sharing your demonstration!

    @DavidWinstead@DavidWinstead Жыл бұрын
    • Thanks, David! :)

      @KenanProffitt@KenanProffitt Жыл бұрын
  • Awesome!

    @MrAsavich@MrAsavichАй бұрын
  • Great video. Ty!

    @deepthoughtsradio@deepthoughtsradioАй бұрын
    • Glad you enjoyed it! Thanks for watching!

      @KenanProffitt@KenanProffittАй бұрын
  • Thx a lot, very good and simple tuto for GN raycast

    @stephanepolin8981@stephanepolin8981 Жыл бұрын
    • Glad to hear it! and thanks for watching. :)

      @KenanProffitt@KenanProffitt Жыл бұрын
  • very nice! thanks! will implement it in my addon (ia scatter) asap. also, connecting a normal node to the ray direction input makes sense for both horizontal and vertical surfaces

    @iraisynn.attinom@iraisynn.attinom Жыл бұрын
    • Awesome thanks for watching! And yes, good tip!

      @KenanProffitt@KenanProffitt Жыл бұрын
  • Great tutorial

    @RefaeiWork@RefaeiWork Жыл бұрын
    • Thanks Rafaei!

      @KenanProffitt@KenanProffitt Жыл бұрын
  • This is super cool and usefull for my project which is generate old stone houses. The wall ares mades with stones not the same sizes and shapes and no mortar, so I wanted them to scatter on wall faces but not overlap. Thanks!

    @kazes@kazes Жыл бұрын
    • Sounds cool! I'd love to see that when you finish it. Thanks for leaving a comment!

      @KenanProffitt@KenanProffitt Жыл бұрын
  • Awesome!!!!!!

    @dyingeveryseconds396@dyingeveryseconds396 Жыл бұрын
    • Thanks for watching! 😎

      @KenanProffitt@KenanProffitt Жыл бұрын
  • Hey, great tutorial! Just a quick question, why did you use realize instance node?

    @syidm7840@syidm78405 ай бұрын
  • thank you very much!!

    @irismuddyhehe@irismuddyhehe10 ай бұрын
    • You're welcome!

      @KenanProffitt@KenanProffitt10 ай бұрын
  • Very useful.

    @GGeneBrush@GGeneBrush Жыл бұрын
    • Glad it was helpful!

      @KenanProffitt@KenanProffitt Жыл бұрын
  • Thanks man

    @VisualistAyush07@VisualistAyush07 Жыл бұрын
    • You’re welcome! :) hope it was helpful

      @KenanProffitt@KenanProffitt Жыл бұрын
  • Is there a way to use this in order to make every geometric shape randomly distributed into the instance points not to touch itself? "distance min" isn't good enought.. either too distant or then it clips elements when distance is setted as too close

    @wildguardian@wildguardian11 ай бұрын
  • Today I learned how to get rid of penetration.

    @SkinnyBlackout@SkinnyBlackout Жыл бұрын
  • I just discovered the Proximity Geometry node and I was wondering if we could achieve the same effect with it?

    @kazes@kazes Жыл бұрын
  • thanks for this. I keep finding new uses for this node. Still have the big open question I came here for. If I instance on points, I want its instances to avoid colliding with each other. so far I managed to create some circular logic that errors :)

    @AnthonyAragues@AnthonyAragues Жыл бұрын
    • On your point distribution node, change the distribution method from "Random" to "Poisson Disk" using the drop down arrow. You can then adjust the "Distance min" value to your liking.

      @Boipelo@Boipelo Жыл бұрын
    • @@Boipelo thanks, I was aware of that and it only works with the max size in a collection, not great with varying sizes

      @AnthonyAragues@AnthonyAragues Жыл бұрын
  • Is there a way to create a pile of rocks so I'll have a collection of big rocks, 2nd collection of middle ones, and 3rd of small and these objects inside the collections will not intersect each other? I wonder of is there an option to randomly create a pile of rocks where big ones are in the center, middle around, and smaller ones in small holes or outside.

    @DamianPatkowski@DamianPatkowski Жыл бұрын
  • How can I use image texture to mask point instancing in Geometry node? I have digital elevation terrain with image texture. I want to instance trees on the green channel of texture. I already isolate the Green Channel in photoshop and make it black and white as a mask. Now I don't know how to instance trees on that terrain base on texture mask. Hope that explain my problem.

    @phalhappy8612@phalhappy8612 Жыл бұрын
  • Dear Kenan, thank you for sharing this amazing tool! is there anyway to prevent the grass from overlapping each others using ray cast?

    @RamiLovesFortnite@RamiLovesFortnite Жыл бұрын
    • Hey there! it all depends on how close together the assets are and how big the overlap of the grass is. The raycast controls where the point of origin they are grown out of is located. So if you adjust that enough the grass won't intersect at all. Kind of depends on the assets. :) Hope that helps....

      @KenanProffitt@KenanProffitt Жыл бұрын
  • why you jdont just added an object for the points before ? instead of "i hope you can see this little tiny gray on gray points ?

    @sebastianosewolf2367@sebastianosewolf23679 ай бұрын
  • How do you give a falloff to this? so the closer the grass is to the geometry the less dense it is, is it possible with this node?

    @SanOcelotl@SanOcelotl Жыл бұрын
  • Now blender is becoming more powerful compared to houdini, Maya, 3dx, cenema4d

    @pcforgaming3772@pcforgaming3772 Жыл бұрын
  • i must have done something wrong. using blender 3.2.2 and all points disappear when i add the raycast, when i add the NOT bool, all points show even in the sphere? :(

    @contentwh0re@contentwh0re Жыл бұрын
    • nvm i figured it out. the plane needs to be subdivided a bunch as all those vertices on the plane are where the actual rays fire from. I was just using a plane with 4 vertices. hope this helps someone.

      @contentwh0re@contentwh0re Жыл бұрын
    • Glad you figured that out! And yes thanks for sharing. I should have mentioned that tip in the video. 😅 best of luck to you!

      @KenanProffitt@KenanProffitt Жыл бұрын
    • @@contentwh0re Gd, you sabed me, for ome reason i couldt make it work, thank you so much for your comment!

      @daimonxart8253@daimonxart8253Ай бұрын
  • Great video will this work with particles or scatter object overlapping each other or is there any option. Thanks for the video

    @atekdigital@atekdigital Жыл бұрын
    • It should help with avoiding collision with existing scattered objects. Hope it helps!

      @KenanProffitt@KenanProffitt Жыл бұрын
  • Awesome, thanks. You can also get rid of all clipping by adding a scale elements node just before you realize :) It is the cheat method to get proximity!!!

    @Mr_Steve3D@Mr_Steve3D Жыл бұрын
    • Hey good tip. Thanks!

      @KenanProffitt@KenanProffitt Жыл бұрын
  • bro what if i wanna distribute on volume? how can I make my particles no touch from my collection object instances

    @_casg@_casg3 ай бұрын
  • Hello. In this case you avoid collision of two different collections. I tried avoiding collision within the same collection but couldn't make it, is it possible? I'm new to Blender, thx for your videos.

    @paulopma@paulopma Жыл бұрын
    • Hey Paulo, have you tried feeding your collection node into a "realize instance" node then taking that into the raycast node? 11:50 of this video might help...

      @KenanProffitt@KenanProffitt Жыл бұрын
    • @@KenanProffitt He means avoiding collision within the SAME collection. That does not work.

      @cr4723@cr472320 күн бұрын
  • can we do same thing with geometry proximity for instance - with a line ?

    @arinarici@arinarici Жыл бұрын
    • Hey Arin! I haven't done much experimenting yet but yes it looks like you can!

      @KenanProffitt@KenanProffitt Жыл бұрын
  • 4:50 :D

    @andallicansayis@andallicansayis Жыл бұрын
    • 😜

      @KenanProffitt@KenanProffitt Жыл бұрын
  • what if my rocks are colliding with each other and I want to avoid self-intersections?

    @aidelank@aidelank11 ай бұрын
  • Are you from Nebraska? You seem really Nebraskan

    @OfficiallyOToole@OfficiallyOToole Жыл бұрын
    • Haha nope. Texan. Nebraskan's seem cool though ;)

      @KenanProffitt@KenanProffitt Жыл бұрын
  • now it's work different

    @waltage@waltage Жыл бұрын
  • Bro after year?

    @Pkg_gaming2847@Pkg_gaming2847 Жыл бұрын
    • After a year! 😅

      @KenanProffitt@KenanProffitt Жыл бұрын
    • Great comeback!!

      @dyingeveryseconds396@dyingeveryseconds396 Жыл бұрын
  • what about self-intersection?

    @alperenozgur@alperenozgur11 ай бұрын
    • ah yeah, still workin on that one!

      @KenanProffitt@KenanProffitt10 ай бұрын
  • Hi it's not working in blender 3.3.1 why?

    @_editdude_@_editdude_ Жыл бұрын
    • The node isn't working?

      @KenanProffitt@KenanProffitt Жыл бұрын
  • i followed exactly what he did and it did not work in 3.4

    @cl0msy@cl0msy Жыл бұрын
  • What the sus it has been a year!

    @Micthebear1@Micthebear1 Жыл бұрын
    • Haha yes... I’m back!

      @KenanProffitt@KenanProffitt Жыл бұрын
  • calculation not accurate

    @waltage@waltage Жыл бұрын
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