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