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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:06,600 The goal for part one is to create this dust particle animation setup and we have two different layers that we're going to be working on. 2 00:00:06,600 --> 00:00:11,100 The first one being this dust particle animation setup, this ambient dust. 3 00:00:11,100 --> 00:00:14,400 And then we have this drip particle animation setup. 4 00:00:14,400 --> 00:00:20,500 In this first chapter, we're going to work on the geometry nodes setup and first we're going to get to know the geometry nodes tab. 5 00:00:20,500 --> 00:00:26,500 So first we'll just jump over to the geometry nodes tab over here and figure out what is what exactly is different. 6 00:00:26,600 --> 00:00:29,400 So the 3D view, same 3D view that we've been working with, 7 00:00:29,400 --> 00:00:32,440 outliner, properties, those are all familiar to us. 8 00:00:32,440 --> 00:00:34,640 And it's these two panels over here. 9 00:00:34,640 --> 00:00:36,840 This one's going to be our spreadsheet. 10 00:00:36,840 --> 00:00:39,560 And then down here, we're going to be working with the geometry 11 00:00:39,560 --> 00:00:40,680 nodes network. 12 00:00:40,680 --> 00:00:42,440 So what's the difference between these two? 13 00:00:42,440 --> 00:00:44,840 This is where we actually do our work. 14 00:00:44,840 --> 00:00:47,440 And the spreadsheet up here is very similar to the 3D view, 15 00:00:47,440 --> 00:00:50,600 as it is just another way for us to see values. 16 00:00:50,600 --> 00:00:52,600 A lot of times when we're working with geometry nodes, 17 00:00:52,600 --> 00:00:54,960 we can actually see what we're doing in the 3D viewport. 18 00:00:54,960 --> 00:00:57,160 So we lean on the spreadsheet to be able to do that. 19 00:00:57,160 --> 00:01:00,000 And then step number two, we're going to work on the geometry nodes setup. 20 00:01:00,000 --> 00:01:02,840 So to get started, we just need to select an object in our 3D view. 21 00:01:02,840 --> 00:01:05,520 Specifically, we're going to be working with the default cube here. 22 00:01:05,520 --> 00:01:08,920 And then to get started, all we have to do is click the new button within our 23 00:01:08,920 --> 00:01:10,600 geometry nodes network. 24 00:01:10,600 --> 00:01:14,320 Just as if we were creating a new shader network, I'll click new. 25 00:01:14,320 --> 00:01:16,720 And then we can see that we get our container right here. 26 00:01:16,720 --> 00:01:19,400 I'm going to go ahead and rename this to dust particles. 27 00:01:19,400 --> 00:01:21,760 So what just happened here after I created that? 28 00:01:21,760 --> 00:01:23,560 Well, we have three different things that happen here. 29 00:01:23,560 --> 00:01:28,360 And the first one's going to be one we have our base template for the geometry nodes. 30 00:01:28,360 --> 00:01:32,480 And the way this works is we have our object sends it into this group input. 31 00:01:32,480 --> 00:01:37,280 So group input means accessing the geometry from the 3D viewport. 32 00:01:37,280 --> 00:01:41,560 And then we have the ability to work in between here and send it back out, which is back into 33 00:01:41,560 --> 00:01:42,560 the 3D viewport. 34 00:01:42,560 --> 00:01:46,440 So it's the first thing that we see the second one is we actually start to see that our spreadsheet 35 00:01:46,440 --> 00:01:49,000 up over here starts to give us values. 36 00:01:49,000 --> 00:01:53,520 Specifically, we see that we have a vertex value in a position attribute, which we're going to 37 00:01:53,520 --> 00:01:55,320 We'll talk more about as we go. 38 00:01:55,320 --> 00:01:57,260 And then the third thing that we see over here 39 00:01:57,260 --> 00:01:58,680 is our modifier. 40 00:01:58,680 --> 00:02:00,360 So as soon as we hit new, 41 00:02:00,360 --> 00:02:03,340 we get this new geometry nodes modifier. 42 00:02:03,340 --> 00:02:05,800 Now what a geometry nodes modifier does 43 00:02:05,800 --> 00:02:08,780 as it applies the geometry nodes subnetwork, 44 00:02:08,780 --> 00:02:11,240 which in this case is we're working with dust particles, 45 00:02:11,240 --> 00:02:14,000 which is the new subnetwork that we created over here. 46 00:02:14,000 --> 00:02:15,900 So long story short, the modifier, 47 00:02:15,900 --> 00:02:18,320 all this does is it takes our network 48 00:02:18,320 --> 00:02:20,080 and applies it to the object. 49 00:02:20,080 --> 00:02:22,320 So all we're gonna be doing with geometry nodes 50 00:02:22,320 --> 00:02:24,560 is creating a custom modifier. 51 00:02:24,560 --> 00:02:25,440 And then step number three, 52 00:02:25,440 --> 00:02:28,240 we're gonna get to know how to display our sub-networks. 53 00:02:28,240 --> 00:02:30,600 So by default, we see the network happening here, 54 00:02:30,600 --> 00:02:34,440 but if we click off this, we'll notice that we start to, 55 00:02:34,440 --> 00:02:36,280 we don't actually see our network anywhere, right? 56 00:02:36,280 --> 00:02:39,720 So just like a shader node, a shader editor graph, 57 00:02:39,720 --> 00:02:42,200 it's very dependent on what we have selected. 58 00:02:42,200 --> 00:02:44,360 So we have to work with the selected object, 59 00:02:44,360 --> 00:02:46,140 and then it's gonna display it for us. 60 00:02:46,140 --> 00:02:47,360 Now that one's kind of obvious, 61 00:02:47,360 --> 00:02:48,680 but the one that's not so obvious 62 00:02:48,680 --> 00:02:51,040 is if I just add in a random modifier here, 63 00:02:51,040 --> 00:02:53,680 You'll notice that even though I have it selected here, 64 00:02:53,680 --> 00:02:55,600 the network disappears. 65 00:02:55,600 --> 00:02:57,600 And that is because it also works 66 00:02:57,600 --> 00:02:59,960 with the display of the selected modifier. 67 00:02:59,960 --> 00:03:03,080 So see that we have a blue outline over here? 68 00:03:03,080 --> 00:03:05,540 That means this modifier is selected. 69 00:03:05,540 --> 00:03:09,120 So if we wanna see this sub-network over here, 70 00:03:09,120 --> 00:03:12,400 you have to actually select the geometry nodes modifier 71 00:03:12,400 --> 00:03:14,320 that the sub-network is assigned to. 72 00:03:14,320 --> 00:03:16,440 Now that can be all very confusing 73 00:03:16,440 --> 00:03:17,560 and it problematic, 74 00:03:17,560 --> 00:03:20,360 especially when we're working in a 3D viewport a lot. 75 00:03:20,360 --> 00:03:22,120 So that brings us to step number four, 76 00:03:22,120 --> 00:03:23,800 which was working with our pins. 77 00:03:23,800 --> 00:03:26,400 And all we have to do is after we have this displayed here, 78 00:03:26,400 --> 00:03:29,240 we can just click our pin in our geometry nodes panel. 79 00:03:29,240 --> 00:03:30,440 And what that's gonna do is make sure 80 00:03:30,440 --> 00:03:32,520 that whatever we have selected here, 81 00:03:32,520 --> 00:03:33,640 it's always gonna be there. 82 00:03:33,640 --> 00:03:35,360 We don't have to actually worry about 83 00:03:35,360 --> 00:03:36,920 displaying our subnet work. 84 00:03:36,920 --> 00:03:39,680 You'll be seeing me use this pin a lot as we move forward. 85 00:03:39,680 --> 00:03:42,280 Typically the first thing I'll do after I create a network 86 00:03:42,280 --> 00:03:45,160 is use this pin and we'll continue in the next chapter. 7664

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