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Due to the fact that the SDF is defined in 3D space the setup can easily be animated, too, to create some fake water ripples.
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Due to the fact that the SDF is defined in 3D space the setup can easily be animated, too, to create some fake water ripples.
Nice video !
For the Paste Relative Reference part you can go faster using Right Clic > Action > Create Reference Copy
thank you so much guys, just small thing i want to say you can click on the word and copy all the axis in the same time no need for one by one. and you will still my master just sharing 🙂
the other way of course is to make a reference copy of the entire transform node…but just the vectors is more efficient with less links 😉
Also your expression are backwards, you should point the other transform to the one that is been modified, not really sure why that worked 🙂 you can also right click on the node Actions>Create Reference Copy, will create a copy with all parameters linked.
Cheers!
You don’t have to copy manually every channel, you can copy all the parameters channels by clicking in the name of the parameters and copy parameters.
If you use copy on the Translate label and paste it on the other nodes Translate label, it will paste all channels at once, same for other multi-channel parameters. Saves some time 😉
That was awesome! Thank you! Have been a huge fan of yours.
If you’d right-click on node > Actions > Create Reference Copy would create a referenced copy of that node, just to save time 🙂
Loved it overall.
wow, thanks Entagma I concluded in stargate with this new tutorial, I still do not know how I should thank you : )
great tutorial, i have a question, i try to render whit redshift how i can use the bind mask in the blend color, how i can import it?, thanks
oy! you can copy > paste relative ref by just right clicking on translate rotate or scale. no need to do one by one
Additionally using “trig” instead of “sine” will provide frequency + offset for animation.
This helped me a lot at a work project. Later I found a way creating the same thing with VEX (one problem, many solutions). I think it does not have the same flexibility, but computes way faster.
A simple point wrangle with:
vector pos = minpos(1, @P);
float d = distance(@P, pos);
d *= ch(‘scale’);
@P.y = sin (d)*ch(‘height’);
nice tutorial,howver i wonder hwy you use vimeo instead of youtube,vimeo is usully so slow