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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.
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The first one being this dust particle animation setup, this ambient dust.
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And then we have this drip particle animation setup.
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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.
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So first we'll just jump over to the geometry nodes tab over here and figure out what is what exactly is different.
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So the 3D view, same 3D view that we've been working with,
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outliner, properties, those are all familiar to us.
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And it's these two panels over here.
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This one's going to be our spreadsheet.
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And then down here, we're going to be working with the geometry
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nodes network.
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So what's the difference between these two?
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This is where we actually do our work.
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And the spreadsheet up here is very similar to the 3D view,
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as it is just another way for us to see values.
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A lot of times when we're working with geometry nodes,
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we can actually see what we're doing in the 3D viewport.
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So we lean on the spreadsheet to be able to do that.
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And then step number two, we're going to work on the geometry nodes setup.
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So to get started, we just need to select an object in our 3D view.
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Specifically, we're going to be working with the default cube here.
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And then to get started, all we have to do is click the new button within our
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geometry nodes network.
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Just as if we were creating a new shader network, I'll click new.
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And then we can see that we get our container right here.
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I'm going to go ahead and rename this to dust particles.
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So what just happened here after I created that?
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Well, we have three different things that happen here.
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And the first one's going to be one we have our base template for the geometry nodes.
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And the way this works is we have our object sends it into this group input.
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So group input means accessing the geometry from the 3D viewport.
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And then we have the ability to work in between here and send it back out, which is back into
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the 3D viewport.
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So it's the first thing that we see the second one is we actually start to see that our spreadsheet
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up over here starts to give us values.
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Specifically, we see that we have a vertex value in a position attribute, which we're going to
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We'll talk more about as we go.
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And then the third thing that we see over here
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is our modifier.
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So as soon as we hit new,
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we get this new geometry nodes modifier.
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Now what a geometry nodes modifier does
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as it applies the geometry nodes subnetwork,
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which in this case is we're working with dust particles,
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which is the new subnetwork that we created over here.
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So long story short, the modifier,
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all this does is it takes our network
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and applies it to the object.
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So all we're gonna be doing with geometry nodes
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is creating a custom modifier.
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And then step number three,
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we're gonna get to know how to display our sub-networks.
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So by default, we see the network happening here,
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but if we click off this, we'll notice that we start to,
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we don't actually see our network anywhere, right?
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So just like a shader node, a shader editor graph,
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it's very dependent on what we have selected.
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So we have to work with the selected object,
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and then it's gonna display it for us.
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Now that one's kind of obvious,
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but the one that's not so obvious
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is if I just add in a random modifier here,
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You'll notice that even though I have it selected here,
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the network disappears.
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And that is because it also works
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with the display of the selected modifier.
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So see that we have a blue outline over here?
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That means this modifier is selected.
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So if we wanna see this sub-network over here,
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you have to actually select the geometry nodes modifier
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that the sub-network is assigned to.
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Now that can be all very confusing
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and it problematic,
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especially when we're working in a 3D viewport a lot.
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So that brings us to step number four,
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which was working with our pins.
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And all we have to do is after we have this displayed here,
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we can just click our pin in our geometry nodes panel.
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And what that's gonna do is make sure
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that whatever we have selected here,
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it's always gonna be there.
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We don't have to actually worry about
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displaying our subnet work.
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You'll be seeing me use this pin a lot as we move forward.
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Typically the first thing I'll do after I create a network
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is use this pin and we'll continue in the next chapter.
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