We divide by 2, but choosing a larger number is also OK: this will cause our points to move downwards more slowly. We’ll add a “Math” node to divide the values from the “Value” node in half, to reduce the distance our points are traveling during the animation. We still have a problem, though: the points will move far too quickly if we drive their Z position directly using frame numbers. Note we’re using the “Value” node to drive the “Z” input on the “Combine XYZ” node, as we only need our points to appear to be moving downwards (along the Z-axis) during the animation. We need independent drivers for X, Y, and Z so we will add a “Combine XYZ” node, like this: Of course, we can’t just drop this value directly into the “Offset” field in our second “Set Position” node. Hitting Spacebar to play our animation should now result in the “Value” node updating to display the current frame number, like this: Note that after you allow execution of scripts, you may have to delete the Value node and then recreate it, before it starts properly tracking frames. Just be careful to only run scripts you fully understand! For our purposes, it’s safe to tick the box that says “Permanently allow execution of scripts”, then click on “Allow Execution”. Tip: You may get a warning about executing Python scripts. Typing #frame into the field on the Value node will cause the Value node to track the current frame in the animation, like this: From the Geometry Nodes view, hit “Shift + A” then choose “Input -> Value”: Rather than manually setting up keyframes to get our points moving throughout the animation, we want to feed data about the current frame into our geometry nodes. To do this, we will add another “Set Position” node, here: We want the points to drift downwards during our animation, almost like snow. We can now adjust the minimum and maximum ranges separately for X, Y, and Z to get a distribution of points we like: We don’t necessarily want our points distributed randomly in the same way along all three axes, so we’ll switch the output type of the “Random Value” node from “Float” to “Vector”: We want to randomize the position of our points, so again we’ll hit “Shift + A” then add a “Random Value” node, from “Utilities -> Random Value”: Again, this is done by hitting “Shift + A” within the Geometry Nodes view (bottom window), then choosing “Geometry -> Set Position”: Place this new node between your “Group Input” and “Group Output”, like this: Position it behind the donut as shown here:įrom the Geometry Node view, use “Shift + A” and choose “Point -> Distribute Points on Faces”. Then, use “Shift + A” and choose “Mesh -> Plane” to create a new plane. Make sure the bottom pane in the Layout view is displaying Geometry Nodes. If you are still in the Animation view, click “Layout” on the top menu bar to return to the Layout view. This file is the result of my work after following along with the steps in the YouTube video. You can download the associated “.blend” file here.You can download a PDF copy of this post here.Notes below correspond to this YouTube video.I’ll be making additional notes for each of the videos in the series! Just some notes I made while following along with this now-famous blender donut tutorial.
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