Blender GeoNodes | Master Proximity Animations | PIXXO 3D | Skillshare

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Blender GeoNodes | Master Proximity Animations

teacher avatar PIXXO 3D, 3D Character Artist, MoGraph Teacher

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro

      1:10

    • 2.

      Dynamic Tube - GeoNodes

      22:59

    • 3.

      Dynamic Tube - Finish

      12:52

    • 4.

      Rising Spheres - GeoNodes

      39:36

    • 5.

      Rising Spheres - Finish

      15:01

    • 6.

      Outro

      0:57

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About This Class

In this Skillshare class, you’ll learn the full workflow for creating seamless looping proximity animations in Blender using the built-in Geometry Nodes system.

Whether you want to level up your product animations or expand your motion graphics portfolio, this course is designed for anyone looking to build strong skills in procedural, node-based modeling and animation.

Some prior experience with Blender is recommended. If you’re brand new, I suggest starting with my Absolute Beginner’s Blender Class on Skillshare to get up to speed before tackling this intermediate course. A basic understanding of Geometry Nodes will also be very helpful—don’t worry, even just knowing the fundamentals will make a big difference.

Meet Your Teacher

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PIXXO 3D

3D Character Artist, MoGraph Teacher

Teacher

Coming from an industry background, I really love the creative arts, especially within 3D and 2D Animation. I passionately enjoy mentoring people and teaching artistic disciplines across several platforms, primarily my YouTube channel (PIXXO 3D). It's never too late to learn graphic design & motion graphics. You can get started with Blender (FREE) a completely capable and industry-tried software available to anyone. Why not get started today and express yourself with digital art.

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Level: Intermediate

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Transcripts

1. Intro: Hello, my name is Jon Dre from Pixel Fred, and this is my Skillshare class that I'm going to be using to teach you how to use Blenders geometry node system, which is relatively new but very powerful. Essentially, we're using a procedural node based approach to making some cool animations. In this case, we're going to be starting by making a proximity animation where we have this sphere that goes through a tube, and as it goes through, it causes the tube to expand and all these little cubes kind of push out. And this is a fantastic little animation. Next, we're going to go with a little bit more of an advanced example where we make this one where these little spheres pop up. And there's a sphere hovering over the top. Both of these are sort of intermediate, but they're not too advanced. That being said, make sure you know at least the basics of geometry nodes, and you should definitely know how to use blender, at least even to a basic level. I don't expect you to understand everything in this class, but as with all things in geometry nodes, the more you use it, the more you'll understand it, and practice is key. Make sure to check out the resources folder. Inside of there will be the example blend files that will really help you out. Let's jump into the class and I hope you enjoy. 2. Dynamic Tube - GeoNodes: So here I have a document of Blender 4.5 open. Now, like I said in the beginning, but at home you're watching this, there may be a newer build. But for the most part, the nodes should be the same. If it's not, you could just let me know, and I'll see where I can help you. But what we're going to do is we're not going to be using the default cube here. What we'll do is we'll just select all of these objects by dragging. We'll press delete, and then we can go Shift A, and we're going to go over to our mesh options, and we're just going to add in a cylinder. And what we'll do is we're going to go into our edit mode with that cylinder selected. And if nothing is selected, you can just press A just like everything. And we want to rotate it on the y axis. So we're just going to go R, and then we're going to follow that by Y on the keyboard so R Y and then type in 90 and hit Enter. So now it's rotated 90 degrees on the Y axis, and then we want to scale it along the X. So we're just simply going to go S followed by X, so SX let's type in 2.25 and then press Enter. Then what we're going to do is we're going to hover over here with a critter, and you can go Control R or Command R if you're using a MAC, and you should see a yellow line appears. In which case, you can just click twice to add it in, and you can come down here to your loop cut and slide option, and then you can drag this to increase or decrease the cuts. Now, it's up to you. I'm going to go with a number like 22 because it gives me some nice, consistent little squares. But if you want a bit longer, more rectangular, you can go with that. T is kind of the value I'm going to go with. And you guys can just type that in as well or just drag the slider. Going to come here and just close that. And let's go back into object mode. Actually, real quick, I almost forgot. We do probably just want to come here back into Edit mode, and let's just come here to our face select option. And obviously, this is a tube that is open as our sphere goes through. So we can just click on this face here and press X and just let that face. And let's come over here and click on this face over here and then go X and delete that face. So now we have a hollow tube. So let's go back into object mode. And now we can go over here to our Geometry Nodes workspace. This is how you're going to see it. This is sort of like the default one inside a Blender. You have your node workspace here, you have your Freed view, and over here, you have the spreadsheet. Now, some of you may or may not know what the spreadsheet is. It's kind of just where you can see attributes and data related to your points and your faces, the positioning of things, your curve data, things like that to do with geometry notes. In this series, we're not going to really focus too much on that. That's more if you really want to kind of get a bit more advanced, and it is helpful, but I think we can get away with not really focusing on that too much. So what you can do, you can just drag this window smaller. Like so, and then you have more to look at here. Now, for me, what I'm going to do I have my own custom setup that I created, and it's just the exact same thing, but the only thing is I've created myself a little bit more node space, and over here is a bit of a smaller window with the geometry, and I'm just going to drag this up because I also don't look too much at my spreadsheet. All I want to see is this over here, the tube in the Free view port, and this should make it easier for you guys to see, as well. So you can see, I have a nice big node space here. So this is more for tutorial purposes, but you guys can stick to one up here, which would be fine. So what we're going to do is you're going to select your tube. Right? You're going to make sure it's active. You need to click here New to create a system, and you can just leave it as geometry notes, but it's always good if you want to to click on it and call it something. Let's call it tube and dynamic cubes. You can call, oops, I need to put an E in there. There we go. So you can call whatever you want, but that's just so we know what we're doing. And what we have here is quite simple. We have the geometry, which is this here coming in through the group input. So here it is. And if I were to hold in control and right click and drag for here and cut it, you can see it disappears because it's no longer being fed into the group output, right? It doesn't exist. So if I go Control Z just to undo that, there we go. You can see it now exists, and anything we do in between here is going to affect what happens here. Now, the whole premise here is we have an object moving through here. We're going to use the position of that object moving through here to actually do something to the cylinder. So let's go ahead back. We already have the setup. We'll come back to it. Let's just quickly go back to our layout. And let's go Shift A. Let's go to our measure options, add in a UVsphere. And let's just go S and scale that UVsphere and we're going to go about this big like that. Okay. Then we're going to go Control A. That's very important, and we're going to apply the scale. Control A or Command A. And that's just so its scale is corrected because if we scale things, it affects how Blender sees the size of the object and it throws things off with the proximity. I want to make sure to apply that scale. Then what we're going to do, we're going to go into our front orthographic view by pressing one on a number pad and then we're going to go G, X and move this guy over. Let's go to about here, let's come over here to our timeline and let's make sure we're on frame one and on frame one, we it selected, you're going to press I to insert the keyframe. Then let's come to frame 100. And at frame 100, we're also just going to press I to insert the keyframe here. Now, it's an exact same position you're wondering. Why would we do that? That's because we're going to come now to frame 50 and on frame 50, we're going to go G, and then we go X, we're going to move it over here to the other side, like so. And then we're going to press I again in the viewport. And now what we have is this. If we go to frame one and we hit the space bar, it goes out here and then comes right back. How cool is that? Now we can come here to our end frame value and also make it 100. And now it's going to be a looping animation. So you can see here, it just goes back and forth, like so. Perfect. Now let's select our tube. Let's go back to our geometry Nodes space. And now we're in business. Now we can start doing the magic with the nodes. So to get started, what we're going to do? We're going to tell this Geometry Nodes network that we want to look at this sphere here. So it's a very simple way to do this. You can actually just add the node in, but a much simpler way, I'm going to quickly show you is to come up here to your scene outliner. Now, it doesn't matter which workspace you're in. If you're in this one here, that comes by default. You see your scene outliner up here. For me, it just sits up here as well, and all you have to do is simply see the two objects. We have the cylinder on the scene, and then we have the sphere. So just click on the sphere, and you can see here it becomes active. Now, this is something I did on purpose. You can see that Geometry Nodes network disappeared. And there's a reason I did it because I want you to understand something here. Whenever we have our object with the geometry nodes selected, unless you come up here and click this little pin over here, whenever you disconnect or I guess, make that object unactive, then the network is no longer visible. Make sure to tick that and then it doesn't matter if you click on the sphere. Now what you can do is you can click on it and just click once with the left button and drag and you should see here the sphere is being dragged and then take it over here and just drag it over here. It's going to add in the node. I'm going to click back on the cylinder, just to be a bit more organized. And what we want to do here? This that we're going to be doing, the proximity is going to be relative to the size and the position of this sphere. So over here on this object info, simply change it to relative. Okay? Now we have it in here. We can start doing some interesting things. I really do encourage you. If you don't understand everything and you're still new to geometry nodes, don't worry, do it anyway. And that's how I learned, you're not going to always understand everything, even if somebody explains it to you. Sometimes it just takes a bit of time actually setting things up before it starts to click, so don't be intimidated. We'll take it nice and slow step by step. So we now have this node over here. Now we're going to go Shift A. And when you press Shift A over here, you're going to see a search that comes up. Now, besides using the search, you could actually go down and you have all of these categories. And all of the notes that you could possibly want to use in Geometry Nodes are in these different categories, and you could go ahead and find them. But I find that when you do a tutorial or a course, it's a bit tricky. So sometimes it's simpler just to come here and click on search and simply just type in the node you're looking for, and that's how I prefer to work. In this case, we're going to type in Geometry proximity. Now, you could do two things. You could just type in proximity or geometry proximity. Blender allows you to not have to type things exactly. You can even make some of them spelling mistakes, and it'll automatically kind of help find it. It's gotten pretty good at that. So we're just going to type in P R O, X. And as soon as we have prox here, we can see we have Geometry proximity, and it's a sample note, so we're going to click on it. And now we have Geometry proximity. And the geometry proximity we want to look at. The thing we want to sample is this object info, which is our sphere, and the thing we're going to grab is this geometry. So the green geometry goes into the geometry here, and you'll notice that the geometry inputs are always green for that reason. Makes things simpler for us. So if I try to drag something else in here, like the transform, you can see it immediately turns red. Okay? So now we know that we're looking at this. We're extracting the object info from our sphere. How do we make it all work up here in this? So what we're going to do we're going to come to the group input, and this is where our cylinder data, the mesh of our cylinder is coming through here the geometry information. That's what makes it appear here in the freedi scene, and it's feeding over here into the group output. So in between here, we can do some cool things. So we're going to go ahead, Shift A. We're going to click on search. Going to type in capture, C A PT, cap for capture and click on capture attribute and you can place it here on this cable, and it should automatically connect itself, and we're going to come here and change it from point to face. The thing we're going to capture with the face is the actual face position. So the faces of our geometry that's being input here at the cylinder. What we can do is we can go Shift A, we can click on search and type in PoS you're going to see here it comes up with a geometry, read position, click on the position, and it's going to be this red node, and we're going to plug the position into this node here. And essentially what we're doing here to explain it really simply is we're taking this geometry coming in here, the cylinder, and we're saying we want to capture or read or look at the faces. And what do we want to look at specifically? We don't want to look at them, we want to look at a specific attribute, which is the position of these faces. So we've captured that data. What we can do now we can grab these notes by dragging them, move them over here a little bit. And now we can actually take this position here. You can see this little purple triangle. You can drag on it and now drag it here into the sample position because the geometry proximity, the thing we want to sample is the position of those faces, okay? And over here, by the way, this should also be set to faces, which it is. Then what we can do is we can do a bit of a math operation, which is really simple. We're going to go Shift A. We're going to go search and type in math, and we're just going to get a math utilities node over here and we're going to come here and change it from AD and we're going to change it to divide. The reason is is we want to take the scale of this sphere and we want to plug it into this value over here, the top value, and we want to take the distance of our cylinder and we want to plug it in here. And what we're doing is we're dividing these two. So essentially, the scale of our sphere is being divided by the distance of our proximity to the input geometry over here. So if that doesn't make sense, don't worry too much about it. But what that's going to give us is something that we can use later down the line. And to kind of show this, I'm going to go ahead and grab this group output. And over here, if we actually want to change this geometry, we need to use a very simple node called the set position. So we're going to go shift a search and get a set space and then POS. Let's get a set position and then place it right here on this cable at the top. And what we can do with a set position is we can manipulate geometry that is going into here, right? So if I kind of grab somebody's values, you can see I can offset them. Don't follow along with this. I'm just showing you you could even add in some noise to kind of distort it. You get the idea here. It just uses factors or black and white values going in here to distort and offset your geometry. In this case, we're going to do it in a very controlled way, not just randomly. So what we can do now is we can actually take this math value here, that information, and we can plug it here into the offset, which should do something it's not going to do it correctly. So it's essentially looking at the distance of the sphere. So if you come over here, okay. And in my case, what I'm going to do I'm just going to drag up here and come to the timeline. If you come to frame one, and you just hit the space but you can see, as the sphere is moving, it is actually manipulating and moving the position of these faces relative to where the sphere is. It's not doing it along the normals of the object. And I'm going to quickly just explain to you what normals are just in case you don't understand. Normals are this thing over here. I'll just quickly show you. So in Edit mode here, I'm just showing you this. The normals are pointing out. Every face has a normal, and these normals can often point in. I'll just quickly show you. Or they can point outwards. This is how we know how to distribute particles or add hair or make something interact with mesh. We need to know what side is in and what side is out, and that's why we have normals. Now, by default, the normals here are pointing outwards, which is exactly what we want. Okay? So I'm just showing you understand what the normals are. And what we want to do we want to tell Blender to distort the faces along the normals. So there's actually a very interesting way to do this. So I'm just going to quickly turn my geometry notes back on. I just turned it off when I was just showing you the normals, okay? So what we're going to do is we're just going to tell it to combine this with our normal information. We're going to go Shift A over here. We're going to click on search and then simply type in vector because we're working with vector math here and in space and then type in math, and then get A utilities vector math. And then what you can simply do is you can come over here, place it on this cable, right? And then you can go Shift A search and get a normal and just a simple normal note. Geometry, read normal. And we want to take this normal, make sure it's going into the top input. Let's just also change this from an add to a multiply. Then let's multiply it by this value over here, as you can see. So now it's doing something a little bit more along the lines of what we want. And just so you can understand this a bit better, we're going to go shift a search and just type in view and you can get a viewer node. And for now, just quickly take that geometry from the set position, plug it into the viewer. Enable the viewer. And then what we can actually do is just take this divide over here and just drag that value into the value here. And now you can actually see over here what's happening. So the darker values are less offset and the lighter values are more offset. And that is being driven relative to the position or the proximity, if you will, of our sphere over here, which is kind of cool. And already that's kind of work but we want to kind of hone this in a little bit more. So the way we can do that for now, I'm just going to go ahead and I'm just going to control, right click and drag, disconnect from the viewer over here and also do the same with this over here. Just just leave it over here. And what we want to do. In fact, with the viewer, once you have it on the scene here, just make sure that also plug this geometry in here or just delete the viewer together. But for now, I'm just going to make sure that both of these are going into here like that. What we want to do is we're going to come here next to the divide and we simply want to go shift a search and get a ramp, type in R A and P, and let's get a color utilities, color ramp. Place it on this cable, it'll automatically snap in there next to the divide. And now we can tighten up this value. So if we bring up the black value, you can see it's a lot more kind of contrast. So the black values a lot more tight, and the lighter values are more compressed. So you kind of have the effect a little bit more pushed up like this, not as broad. And you can come here and change it from linear to Basbline. That will soften that a little bit as well. And you can take the white value here and click on it and just kind of make that value a little bit more dark. So it's not as effective. Remember, the darker the value, the less the offset is, the whiter the value, the lighter, the more the offset is. So we're dealing with a factor here, a value range. So we're going to just go something sort of like in the gray area here like that. We have it, and to control this little bit, you can simply go shift a search and type in math and just get a math node over here. Place it on this cable now next to the ramp will snap in here and then change it to you might just have to scroll back a little bit, click on Add, and then change it to multiply. And now you can take this value here. And remember, all of these values, they have a number to them. So it's 0-1, because it's sort of like a range of factor. And what we can do, we can take that and multiply it by this number. So if we multiply it, they get lighter and lighter. Therefore the effect gets more pronounced. This now gives us a way of coming over here with a simple slider and controlling the strength. Let's just maybe make it something like free. It works really well. And there you have it. We now have the math and the logic behind us, and it's not actually too complicated, so let's quickly have a look at that. If we hit the space bar, we can see this is our animation. Really, really, really cool stuff. So what we're going to do is we're going to come here to our group, and just before we capture this attribute, we can make all of these individual faces by simply going over here and going shift a search and getting a split. And let's go split edges and place it on here. And now it's essentially splitting up all of these edges so they're not connected to each other. And that makes it really, really cool because we can now come over here to our modifiers. You can see this is the geometry modifier. And, you know, mine was over here earlier, so I kind of dragged it over a bit so make sure you can access it. And then go to Add Modifier search, and then we can type in Sol and let's get a solidify there we go. And now you can drag this thickness value. And when you drag it, you can see it does this. Now, we actually want it to go inward. So in this case, ironically, if you actually bring it into the negatives, it's going outwards, but we actually want to bring it into the positives, and it should kind of bring it in, like you can see here. Okay? So I'm going to go with maybe a value of let's go with 0.2 maybe, something like 0.2 over on the thickness. You can always mess around with it. Okay? And then to make it look even better, you could just minimize this. You can go add modifier, search, and type in bevel. BEV, get a bevel. And now just adjust this amount and just give it a slight bevel ever so slight and now have a look at that. Beautiful. Because now if we hit the Space bar, you can see this is what we have. And it's really just that simple. So from here, on the other notes really going to be adding in is to do with our materials. So since we already have this sort of logic happening here to create essentially values to offset the mesh, we can actually use those same values to make something in our material nodes. So we don't have to do it all over again. So a simple way to do that. Let's just grab this viewer node over here. Let's just press delete. And we're just going to come here to after the set position. We're going to drag up a bit. We're going to go shift a search, click on search here, and then type in store, and then click on store named attribute, place it on this cable, and what we'll do, we'll leave it as the default option here for float and point. That doesn't matter. What we do want to do is in this value here. We simply just want to come here to just multiply and drag that value all the way into the value. So essentially, that sort of dynamic gradient that we created. That's what we're capturing here, and we can call that something. So I'm just going to come here and I'm going to type in COL. You can call it whatever you want, but just remember the spelling and COL is just short for color. It's commonly used in this sort of line of work. Okay, so now we've captured that attribute, and I'll quickly show you what that attribute looks like. We've already seen it, but you can see here that's the attribute, okay? That's what we have captured now, and we could use that in our materials. So what I'm going to do I'm just grabbing this viewer. I'll just added that in. Let's get rid of it. But another thing we're going to do is before we get to the next part, I just simply just going to go over to our material properties. When I click new, let's just call this what should we call it actually? I'll just say tube. For now, you can call it whatever you want. And to have this being used on this object, we simply need to come here after the store named attribute, shift a search, and let's type in set, and there should be an option for set material. Place it on this cable, it should automatically connect. Click on here and then find that tube material. Now we are in business. Look at that. Now we have the geometry thing happening. We have the animation. We kind of understand the logic here, and if it doesn't make 100% sense, percent sense yet, just keep practicing, play around and you'll understand it. And what we can do now is use this captured attribute here. In the next part, we're going to use it for a fancy material. And if you got stuck anywhere, just remember that you can have a look at the provided blend files. They'll help you out a lot. I'll see you in the next part. 3. Dynamic Tube - Finish: In Part one, we captured the attribute that we named color we're now going to use to drive our material. So let's go into the shading workspace by clicking up here. And then once you're over here, in your V port, you're going to press Z and then go and make it solid. And then let's go over to our render settings over here, and then we're going to change the render engine from EV to cycles. Now, your device here is set to CPU by default. Now, however, if you have a GPU, you can go to edit preferences. You can go to system, and you can make sure that you enable QDa or Optex and you can go ahead here and choose your graphics card if you have a GPU. If you don't, you can just stick to CPU, but it'll take a little bit longer to render. So I'm going to change mine here to GPU compute. We're going to come down to our render, and we're just going to change our max samples to 45. And the noising here should be enabled by default. That allows us to use a lower sample and not have to render for too long. Okay, so what we can do now is we can shift A over here and we're going to go over to our light options, and let's add in an area light. The area light now sits over here. We're going to go G, Z, and move it up till it sits on top, like so. And then over here, we're going to press one on a number pad to go into the front view like so, and we're going to go R to rotate this light. And then click and then G just to move it up to here. And then let's come over to our light properties, and let's come over here to the power. And for now, we'll make it 400, and we'll come here to the size, and we'll increase this to four, like so. Okay. So now if we come over here and we go Z and we press rendered, we can see it's now rendering. So let's click on our tube. And now that I've clicked on my tube, you can see it is now active, and we're going to come over here and I'm going to drag up just to come to the node set up here. And if you go over here to your material, you can see we already added that tube material in the first part. And now, by default here, we see this principle, which is what's creating this over here. And if you were to come here to the base color, you could change the color here as you can see. But what we're going to do, we're going to do something a little bit more interesting. We'll actually make this base color here just white. So I'm going to leave it as white, and this is its own material. So look at it as its own material. F now I'm just going to drop here just to minimize it like so, or I guess it doesn't make too much of a difference to this one. Just leave it as it is like this. And then what we're going to do is we're going to come over here to the material output. We're going to go shift a search and get a mix, and let's go down and get the shader and then place it on this cable. The principal is going into the top here. And then over here, we're just going to shift A. We're going to go search and type in noise and get a noise texture, place it under here. Then we're going to go shift a search and get a glass. Let's get a glass shader. And for now, let's just plug the factor into the color here, and then let's just plug the BSDF glass output. Into the bottom input of the shader. Now, this is not the actual material yet. So what we're going to do is we're going to come over here and we're now going to utilize that attribute to captured. We're just going to go shift we're going to click on search and type at, and let's get the attribute. And now what we want to do is we're going to come here and type in that name. In our case, it was COL for color. And now we can actually plug that color here into the factor. And now it's mixing between these two materials. And for now, just so we can see this, I'm just going to make this base color here like a pink, and you can see it's not really that visible, but if we come over here next to our attribute and go Shift A and click on Search and then type in ramp and get a color ramp, we can place it on here, and then we can drag these two values a bit closer together. And now you can see that is becoming more apparent. So we're really kind of increasing the strength of that effect. Essentially, where it is the darker value here, it is now actually using this noise texture material here, the glass. That's the bottom shader input, and then the rest of it is this pink material we have here for now. So I just made it pink so we can see the contrast. But for now, what we're going to do is going to come down and work on this material over here. So we're going to go shift a search and get a mix, and let's once again get a mixed shader. Place it over here, shift a search and type an EM. Let's get an omission. The mission over here. And for now, this is actually take that factor and plug it into the color of the mission from the noise. Then go shift a search and type in ramp and then select the color ramp, place it on this cable, and then drag these two values close together. And this black value here, we're going to click on it, and let's make it sort of like a turquoise sort of blue color. Kind of like that. You can kind of mess around with it all you want. I'm going to go something like that, and I'm going to click on this one over here and I'll make it sort of like this color. This is sort of like greenish kind of blue colors. You can mess around with it or use any color you want. Then what I'm going to do is I'm going to plug this emission into the top shader of this mix shader. And the glass, I'll drag into the bottom here, like so. And then let's take this mix shader output and let's just drag it up and put it into the bottom of this mix shader. Like so. So now you can see that as kind of the result. And what we need to do over here is make this factor value down here, 0.97, so 0.97. The emission, we want to make four on that value. And the glass roughness, we want to give it a little bit of roughness. We're going to make it 0.09. And now you can see we have this sort of nice looking glass. What we can also do is now come here to the base color of this principle and just kind of make it white again. We're going to bring down that roughness just a little bit, and now we have this cool sort of material, as you can see. So if I hit the space bar over here to play the animation, you can see this material now updates in real time. So for now, I'm just going to press Z and go back into the solid view. And then we're going to go back into a layout. We've now created this material, okay. But what we can do to make this scene look even better is we can come in here now and we can go Shift A. We can go to our mesh option out in a plane. And then we can go G, Z and move this plane up. Let's tab into Edit mode and the inside of edit mode with this all active, make sure it's all selected. You can go Control Shift B. Control Shift B, and that'll bevel just the corner. Control Shift B. And once you get a bevel size you like, just roll your middle mouse button up just to add in some more verts and smooth it out, and then you can click. So now I've added a nice rounding like this, and then I'm just going to go E and extrude it up, so to make this rounded tile. Then go over to your modifiers, add modifier, click on Search and type in AuleR and get an array modifier. And then we can go back into our object mode. And then let's come over here and give it a value of 15. There we go. And then we're going to come to the drop down here and duplicate that array. And for the next array, we're going to come here to the X value and make it zero, and then we'll come to the Y and give it a value of one. So now it goes out along the Y axis as well. And then we can come over here and go add modifier, search and type in bevel and give it a bevel modifier. And now we can simply come here and control the size of that bevel, increase the segment count, right click, and it's just go shade auto smooth. Like that. Now with this whole floor selected, press seven to go to your top view. You can go Z and then go wire frame and then go G and just move this guy till it sits sort of in the middle of your scene, like so. And then in your front view, you can go G, Z, and just move that floor down so sitting at the bottom, like so. Then you can come over here in your viewport, find a position you like, and then go Shift A, go down and out in the camera. Your camera should now be selected up here. You can see in the scene outliner here and you can go ahead and press zero on your number pad, that'll take you into the camera view. The camera is active, since you hit G on your keyboard, followed by a mill mouse button. Then you just simply move your mouse back till you zoom back like so and then click, you can simply now go over to your output. And let's change this resolution over here to 1920 on the Y. So 1920, so it's 1920 by 1920, and let's come down to our camera settings over here and change the focal length to 120. And now I'll just go G, middle mouse button just again and just maybe move my camera back just a little bit, like so. And now we have this view over here. So now if you press Z and you go rendered, you can actually go Control B and then just drag over your camera just to limit the rendering to your camera view. You can select your floor tiles, go over to your materials and click New, and then change this material to floor. So let's just type in floor. And you can come here and maybe make it a little bit lighter in value. You can now also select your light over here, change your transform pivot to free decursor, Shift D to duplicate, double tap R, and then you can rotate this light and have a nutter light in the scene like so and then click. And you can go Z and then click on solid. And now we have this scene setup. I'm just going to go ahead and find a shot that I like, like so, and then I'm going to go render and I'm going to quickly render this image. And here you can see, we now have a beautiful rendered frame. Look at that. It's all looking really amazing. So what you can do now is you can make sure to save this file, and then if you want to render this out, you can go to your output. You can scroll down, and then you can click on this output file and you can select anywhere on your computer that you want and maybe create a file even. You can create a file on your desktop, any sort of location you want on your computer, you can choose it over here. And if you wanted to, you could just leave this as PNG sequences. So in other words, you can go render and render the animation, and it will render out all of the sequences here. That's the best way to do it. And then afterwards, you can compile it together in something like Adobe Premiere or some free program online. There are a lot of different ways you can do it. You can even do it inside of Blender. But that's outside of the scope of this tutorial. It's pretty simple to do anyway. Or if you want to, you could also just come here and change this to FFMPeC video. And then under your encoding, you can change the container type to MP four, and then you can go render and render the animation. It'll then render it out directly as a video to your selected file location here. However, there's more of a chance that something could go wrong and it can crash. In which case, you'd have to start from scratch. Whereas if you were actually just rendering out PNG sequences, if something were to crash, you could always just go start again where you last left off and continue rendering from there. But there are a lot of different options to rendering out on Blender, and you can go to somewhere like YouTube. There are a ton of tutorials covering it, and it's really straightforward. So that's where we'll end this specific tutorial. So I really hope you guys have learned something in this Skillshare bit. We're going to get into the next one in Part three, but this has been the end of Part two, where we finished off some materials here. And if you got stuck, make sure to look at the class resources. This blend file will be available, so you can open it up and have a look at anytime on how this is setup, and you could even use it, play around with it, and have a ton of fun. So I'll see you guys in Part three for another project. 4. Rising Spheres - GeoNodes: So now that we're in part three, we're going to get started by making our second proximity project. So in this case, what we're going to do to make a really cool animation is we're going to make a few assets that we can then reference inside of Geometry Nodes. We're going to just model some really simple objects. So in a document of Blender 4.5, I've opened it up. I'm just going to click and drag to select all of these default objects, and then I'm going to press delete on my keyboard. So you can see, we have an empty scene, and then we're going to go Shift A, and then we're going to go over to our mesh drop down and add in a cylinder. If the cylinder selected, make sure it's active, you're going to go over into your Edit workspace. Then you're going to go to your face select option. And once you have your face select option, you can go ahead and just select the top face and holding in shift, right? You're going to hold in shift. That's important. Click and select the bottom face. Both of these faces are active. And then what you can do is you can press I to inset. So hit the I key on your keyboard and inset it, and we're going to inset it and we're going to go with something like this, and then we're going to click. And with both of these faces selected still, we're going to go Control E, so Control E or Command E, and then come over here and click on Bridge edge loops. And now we have this object here. We can then go over to Edge select option, Alt A to deselect everything, and we're going to go Shift Alt. So holding and shifting Alt, we're going to left click on this edge, this edge, and then we're going to move down here. Shift Alt again, holding them in. Click here and here on this edge. And now you can see these four edges are active. And then we're going to press Control B. So Control B to create a bevel or Command B on a Mac. And then you can move your mouse to create a bevel and then roll your middle mouse button two or three times just to add in some segments like so. There we go, and then you can click and now what you can do is you can come over here on the side and go Control R, you'll see a yellow line appear, and then double click just to add in that edge, and then come here in the middle and go Control R hovering over one of these edges. You see the yellow line, double click to add in a loop and then deselect. And then you're going to go Shift Alt and left click to select this outer loop. And then you're going to go Control B or Command B to create a bevel. And you can roll your middle mouse button to add or remove segments, but we're just going to roll down. So we only have one group of faces like this. And we're going to come about here and then click. And then we're going to go E to extrude, right click and with them still active, we're going to go Alt S and going with Alts, we can scale in long denormal, we're going to go in a little bit and click. And then what we're going to do, we're going to go Alt A to deselect everything. Then we're going to go Shift Alt and left click on this edge and this edge. This edge over here and this edge in here for these four edges, as you can see, and then we're going to go Control B to create a bevel, like so, roll the middle mouse button once just to add an extra segment and then click. And now we have a nice looking bevel. We're then going to go into our front or graphic view by pressing one on a number pad. I'm going to come up here and enable the X ray view, and then when to come down here to our material properties, you're going to click on New, and we're just going to add some placeholder materials. So let's double click on here. And once you double clicked on this name, this is called plastic. And let's come here to a vertex select option, click and drag on the bottom, and you select all these bottom verts. And what you're going to do then. So everything currently has this plastic material, okay? So what are you going to do, then is, I think we actually want to do the other round. So for now, what we'll actually do, we'll just click and drag and actually select the top. So all the top faces. There we go. So all of these top verts, select them. Everything already has the plastic. We're going to go ahead here and go plus. Let's just go new, and we'll just kind of leave this let's just call it green for call whatever you want. I'm going to call it green. And I'm going to go ahead and click Assign to assign it here to the top. And then I'm going to come here just for now. I'm going to drop this down and I'm going to go down to the scrolling down. I'm going to go to the viewport display. And I'm going to make the color just slightly green. And then I'm going to scroll back up. So now we have that green material assigned to the top, and I'm going to go ahead and turn off the X ray over here. And now you can see this is what we have, and what I'm going to do is I'm going to go back into object mode. Then I'm going to click and go Shades move, and then I'm going to go over to my modifiers. And then we're going to just go add modifier, click on Search and type in sub, and then give a subdivision surface. And there we have this object made. Now the hole in here, as you can see, has a certain diameter. The cool thing is you can always select your object. You can press seven to go into your top of a graphic view, and then you can tab into Edit mode. You can always enable the X ray, and you can just go old as to deselect. And the cool thing is you can always come in here in edit mode, press C to get the selection tool. So C, roll the middle mouse button big, and then just select all of these middle verts, like so. Cool thing is, you can then go S Shift Z. S, shift and Z it'll scale on the Y and X axis, but exclude the Z. Remember that. You can go S Shift Z, just to scale along the Y and X only that allows you to give this whatever thickness you want. Just keep that in mind because the next bit, we're now going to go back to object mode. I'll turn off the X ray here quickly. Then we're going to go Shift A. We're going to go to our mesh options out in a UV sphere. And now you're going with this UV sphere selected, go S, and you're just going to scale it down. And you can go into your top view. This is easier, and you're going to scale it just so it fits nice and snug inside this hole. Now, once again, as I have mentioned, this is going to be dependent on how big this hall is in here. So you can make this whatever you want, okay? That's why I'm leaving it up to you. It's personal sort of preference or style. But one way or another, we want to make sure that the sphere fits nice and snug in there. And with the sphere in the middle let's just quickly select our cylinder again. We'll quickly go back into Edit mode. Just press A to select everything, and we're just going to go in our front view. We're going to go G, Z, and then holding and control. We're going to go G, Z, and control, and then just move it up until it's snapped to the floor here, and it's just sitting on top of here. Like, so we'll go back into object mode, and then we'll select our sphere over here. With the sphere, we're going to go into edit mode, and we'll just go into Z, suppress Z and go to Y frame, then just select these bottom faces over here. Just click and drag and then go E to extrude them down, so a little bit, and then E to extrude down again, down to about here and then go X and just delete those faces. So the bottom one here, you can actually make it quite a bit longer. So you just want to see something that looks like this, a very simple object. We're going to go to our modifiers, add modifier, search, and type in sub and give it a subdivision surface. And then we're going to go to our materials. And we're going to go ahead and give it a material, and we're going to call this material pool. And they're going to go plus and create a new material. Let's call this material bulb. And with this bulb material created, we're going to go into a front view, press Z, going into Wireframe. Just click and drag and select only the top vertices that make up the sphere here. Click on that bulb and then go ahead and assign. And I'm going to go down to the viewport splanch give a slight color just so we can see it's assigned. I'm going make sure to click assign. Then let's go back into object mode. Z, and let's go solid. Let's right click and go shapes move, and now we have that guy created. So what we'll do is we'll just go into our front view. We're in object mode, and we're going to take this sphere here, we're just going to go G, Z, and we're just going to move it up till it sits just about here, just kind of peeking out like that. We're then going to select the cylinder. We're going to press M. So M for monkey, and we're going to go new collection. Let's call this collection cylinder. There we go, and then click Create. And then we're going to click on the bulb, and we're going to go, again, create a new collection, and let's call this bulb. And then go create. So now we have over here a cylinder collection, which we're going to go ahead and turn off for the render, and we also have a bulb here, which we're going to turn off for the render. And we can actually turn both of these off in the viewport, as well. We don't need to see them anymore, but we are going to go ahead and just come and click on this main collection here, so it's active. And with this collection active, we're going to go shift we're going to go to mesh options and add in a cube. Ad in any measure object. I'm just adding in a cube, and you can see that our collection over here, this cube is actually in that collection. And we're going to double click on this collection, call it GeoNodes and go enter. So we now have a GeoNodes layer that we can turn on and off like this. So we want to make sure to click on that cube. We want to go over into our Geometry Nodes workspace. And then what we want to do is with this cube selected, we want to come over here and click New, and now this adds in a node setup for us. Now, this is the default workspace in Blender for Geometry Nodes. I've already credited my own custom setup, and this is purely just so it's easier for you guys to see. But it's the same thing here. We have our GeoNodes setup, and over here we have the Free de view, okay? So it's the exact same thing as here, but I've just made it like this, so it's easier for you guys to see during the class. Now what you want to do you want to come up here to your scene outliner, the scene collection. We have our cube here selected, okay? And then what we're going to do is we're going to temporarily just enable the cylinder and the bulb. And let's just come here and click on the cylinder. Click and hold it in, and while you hold it in, just drag it into the node set up here. So here we have the first object, which is that cylinder. Come and click here on the sphere, click and hold in and drag that one in over here. Now we have both of these objects in here, what I'm going to do is I'm going to come here to the cylinder and just hide it. So both of these, drop them down like so. We don't need to see them. They're both now referenced inside of our geometry node setup and everything here is going to be relative to the position of these objects. Let's set both of these to relative. And what we're going to do is we're just going to come over here to our group input, and we're just going to go control over here and right click and drag through just to cut that, and let's move this group input over to the side. And then over here in the group output, we're going to go Shift A. We're going to search and we're going to type in join and let's get a join geometry node. Let's plug this into the geometry output here. And now we can grab both of these objects, and we can plug both of the geometries into here to grab this geometry here. Now over here you can see that they're both being displayed. And this join Geometry is joining both of these objects together in our network. Even though it says cube, this is now our GeoNodes network, and we're actually going to come over here and just double click, let's just call it network. And it's from here where we're now going to do some really cool stuff of geometry nodes to make this into a cool motion animation. Goal here is we want to take these two objects that we've now brought into our geometry node workspace, and we want to place them across a grid. So we want to kind of all sort of distribute it like in a grid shaped pattern. This is a very simple way to do this. What we're going to do come above these nodes over here, and let's just right click. And let's just go Shift A. Let's click on search. We're going to type in grid, and let's get a grid mesh primitive over here. And for now, we're going to go Shift A. We're going to go search and type in view, and let's get a output viewer node, enable it. And for now, let's just take the mesh and put it into the geometry. And now you can see your grid over here. And for now over here in this window, in your view port, just go Z and go wire frame. You can see what a topology looks like. And in this case, we want more topologies. We're going to come here to the size on the X for a start, and we'll actually just increase the size first. We'll make it 15 meters, and over here on the Y, we'll make it 15 meters. Essentially, now, this plane, if I zoom back over here by scrolling, you can see it's now 15 meters by 15 meters. And we're going to come here and let's give it eight vertices by eight vertices, like so. So now you can see it has more resolution as well. Cool thing is, we can now use each one of these points. So you can see here this is now made up of points, right? Everywhere where there's a intersection here on these lines, there's a vertex, a point that we can actually use to tell Blender to instance or to place something on top of there. So I'm going to come over here. I'm going to press Z, I'm just going to go back to the solid. And what we can do now is between our grid here over here. So now we just have it plugged into the viewer for now. But we're going to go Shift A. We're going to go search, and we're going to type in instance. And we're going to go instance on points and select that node and then place it here on this cable. So essentially the mesh grid is going into the points here. And then what we can do is we can take and let's actually start by taking our cylinder. We'll take our cylinder first, drag it over here, and we'll take this geometry, and we're going to take it and drag it into the instances. And now you can see it's instancing that cylinder. And what we'll do is we'll just hold in control and right click and just cut this cable over here because we no longer need geometry going into this join now. And let's also move over this sphere. And then let's take the instances on points. We're going to go Shift D to duplicate. Shift D to duplicate, bring it down and place it on here. So now this spheres object info should be going into the point here, the points. And what we're going to do for now, we're going to just take this joint geometry, and let's just actually take the geometry output from this rain geometry and plug it into the viewer geometry. And then let's take the instances over here from the cylinder and let's just plug it into the input here of the joint geometry. Okay. Obviously, what I did here was a mistake. I was just meant to take the spheres and just plug them into the instances because we're trying to instance the spheres. And the geometry that we want to reference is actually this grid. If we're going to take this grid mesh and put it into the points here, Okay. So essentially, all we're doing here is, for example, here with the spheres, we're doing the exact same thing as the top. We're saying take put the points from this grid over here and we're going to feed those points into here, the points. And everywhere where there's a point, we're going to instance this input here from the instances, which is a sphere. And then since we've done the same to both of these, the cylinder and the sphere, they're now both being joined together over here and being fed into the viewer here, and we can now see them here in the viewport. And this is now sort of like a square grid arrangement, right? And if you were to come here to your vertices, you could literally adjust these values here, right? But we're going to go with eight by eight. This is what's going to work for this. But now it's kind of like in a square. We want to kind of round it out a little bit, and how do we do that? Right? Well, that's interesting. We can actually come to the instances on points, and we can say, Well, if this grid input is going in here, these points, we only want to select a certain number of these points. So this is the point input. This is the selection range, how many of those who want to select. What we're going to do is we're going to come here to the top instances on points. We're going to click and drag, and we're just going to type in position, and we're going to get a position position. So essentially, now we're reading the position of this grid because that's the input object here to the points. And we want to work with the distance from the position. So the position is actually in the center here, and we essentially want to get the distance from the center position all the way out. So let's go over here, shift a search and get a distance. Let's get a vector math distance. You can see over here, it's called distance. It should be a purple node and then place it on this cable. So you should see that this position goes into the top vector, like so. Then what we want to do is we want to say, now we're reading the position and we want to look at the distance. But now we need a way of comparing the distance. We need to actually be able to assign a value, that's really simple. We can simply go over here, shift a search and type in com pair and over here you'll see math utilities compare and let's click on it. Let's place it on here. Um, we're just dealing with a single float value, not a vector, so we'll just leave it as float. And what we can do here is make it instead of greater than, we'll make it less than. So essentially now, what we can do, and by the way, it's only now doing that to the cylinders because we only have this selection range plugged in to the top instance that is making the cylinders appear on the grid. So if you want to see it happen to both of these, just take this less than result over here. Right over here, drag it and drag it down into the selection of the instances on points that's at the bottom here that is referencing the sphere. So it's going to both of those selections. So now you can see it disappears, but that makes sense because essentially, we're saying anything that's less than zero, so that'll be nothing in this case. So what we can do if we increase this range, okay, we can start to see that we're getting more of a selection going out. I'm going to keep dragging it up, keep dragging it up, and I'm going to say maybe something like this. So I think around eight or nine. Let's just try it maybe nine. So nine should be fine. So I've got a value of nine here, as you can see, and now it kind of rounds it out a little bit like that. Very nice, okay? So, essentially now, all this here is doing is just saying, for these two instances, look, we want to say where the selection is. We want to look at the position here of our grid, and we're just saying the distance out here, anything that is less than 9 meters out from the center distance here, right? The center point is going to be selected. And that's exactly what's happening. If we were to actually come here to the math and change it from less than to greater than, you can see it inverts, because now it's saying anything that is greater than this distance here of 9 meters from the center position is now actually going to be what's selected. So it's really cool and very simple sort of intuitive math. But I'm going to change this back to less than. Okay, so now this is a little bit messy. So what we'll do quickly clean it up a little bit. So what I'm going to do is let's come here to the bottom instances. Let's just drag the object info closer here. And let's also take this object info here, drag it closer to its instances on points. And then what we want to do we want to kind of take this grid over here and just place it right over here so we can see it's straight line, lined up to the top instance. Then you can hold and shift over here and right click and just drag and cut through this cable. But it actually adds when you do Shift and right click and drag through, it adds a little holder here, a little marker. And we're just going to take that and drag it down to here, like so. And then we're going to actually come you can see there's now two cables, one here and one here. We're going to hold and shift right click and drag through here and here at the same time. And because it's the same object being referenced in both, it actually cuts them together with a little tag over here. I'm going to go G and just drag it up. Now you can see, we've just kind of neaten this up. And by the way, this isn't necessary. It's just for organization. So I'm just showing you how to do it. So now we've just kind of neaten it up. You can grab these and just sort of straighten them. And now let's also do the same with these guys over here, the position, the distances, grab these guys and go, G, move them down, and let's just maybe place them right here. And what I'm going to do is I'm going to hold and shift and over here, this cable coming out of the result. I'm just going to drag for it, shift, and right click. I'm going to go G and just kind of move this guy up over here. I'm going to go shift right click and drag for here and just sort of neaton this guy up over here like that. And then I might go over here, shift right click and drag through these two over here to join them together and just kind of place them over here like that. So now you can see we can follow the logic a little bit better. It's just a bit neater. Okay. There we go. So there we have it so far. What I'm going to do? I'm just going to disconnect the viewer node for now, and I'm just going to turn it off. There we go. So we'll use that later when we want to view something specifically, but now we can see it's just going into our group input, and here we have this setup. So the next thing that we're going to do here is essentially we're going to add in procedurally a sphere. We to have that sphere rotating procedurally on top of here, and then from there, we'll use some of that data, and we'll also make these little bulbs you lift out at certain points as it goes over. And that's not as hard as you think. So we'll start by actually coming up here at the top, and we're going to go Shift A. We're going to go search and type in UV and then sphere. So we're going to go to UV sphere. And let's just for now grab our viewer node, drag it up here and plug the mesh into the geometry. And then if it's not on, just make sure you don't activate it, so you can only see the sphere. And then what we're going to do is we're going to go shift a search, and let's type in transform and get a transform geometry, place it on here. And now we have this translate over here. And over here, you can see there's all of these different values. And essentially, you can use them to move the sphere around. But we want to use a mathematical procedural way with this translation input to make this oscillate around in a circular fashion. So that's where we'll get into now. I want you to bear with me here. I know it's going to look a little bit complicated, but concept, once you understand it, really isn't that difficult. So what we're going to do, we're going to take this translation, and we're just going to drag on it. So just click and drag. And when you let go, it comes up with the search box. And let's just type in scene. And you should see an option called scene time, and we're going to go for seconds, okay? Now, all this means, it's actually really, really simple. Anybody can understand this. If I just drag this timeline up here, you can see we have this timeline. So if we hit the space bar, our animation kind of plays. It just simply says, for every second of animation that's going by along a timeline, it's putting out a value. So for example, one, two, three, it's counting, okay? So extremely simple intuitive concept to understand. And because this is now going into a translation, it's essentially taking each one of these X, Y, and Z locations, all of them at the same time. And because it's plugged in here like this and we're not sort of separating the they're all happening at the same time of that value. So every time there's a second going by, it's going on the Y a little bit, the X, and the Z. So it's kind of like going out into the space like this is what you would expect, right? So it's happening to X, Y, and Z at the same time, right? So what we want to do is we want to just isolate though. So we're going to go Shift A. Over here, we're going to go search, and we're going to type in combine. We're going to get a combine X, Y, and Z. Let's place it on this cable, and we want this rotation over here to happen on the X axis, which is this red one here and the Y axis, which is this green line here. But we don't want it to happen on the Z, which goes up and down, right? We kind of want it to circle like this, not to circle like this. So what we can do is we can just take the second here and plug it into the X and the Y. Okay. And if we were now to hit the space bar, you could see over here now our sphere is now doing the same thing it did before, but this time it's excluding the Z axis, okay? But that's still not what we want. We want to be sort of like circular, we're going to have to do a little bit more math. So what we're going to do, we're going to drag up this scene time here. We're going to go Shift A search we're going to get a math. Then you're going to go to utilities Math node. We're going to change it from AD and you might have to zoom back a little bit to see all the options. You're going to click on Add, then change it to multiply. Then we want to take this and put it on top of the scene time for now. Let's just take the seconds and plug it into the top input here. Then let's take the value from the multiply and plug it into the X, like so. So essentially, we just have it running like this. So this is the setup. I want you to see. Okay? Nothing too complicated. We just have to combine. The multiplier is on here now, and we're going to grab this multiply. We're going to go shift D to duplicate and place it on the cable underneath. So now, both of these have a multiplier, like so. Okay. And what we're going to do is we want the values coming here from the scene time to be a sine and a cosine. So we'll start over here by going Shift a search and getting a sign. And let's go utilities Math sign. Place it on the top here, so the top cable. Then we're going to go Shift D to duplicate that, bring it down and place it on here. And we're going to change the sign by clicking over here and we're going to change it to a cosine, like so. So the cosine is going into the bottom Y here, and the sin is feeding into the X over here. So just so you know, if you're not aware of what a sine and cosine is, it's kind of helpful to brush up on the sort of basic math if you're going to get more into this. But essentially, the sine and the cosine are fundamental trigometric functions, okay? They're used a lot in trigonometry, and the two of them are both closely related, but they describe slightly different aspects of the same idea. So essentially, we're looking here at the relationship between an angle and the coordinates on a point on a circle. So with the sine, right, that's feeding in to the axio. And the cosine is feeding into the Y. So what we're going to do is we're going to come over here. We're going to go shift and right click and drag for here to cut these two cables together. Then over here, we're going to go shift a search and get a math, and we're going to get a math utilities, place it on here, change it to multiply. And the only reason we're doing this is we're simply taking the seconds here. And we can now multiply it by this value. So for example, if it's one, two, whatever it's at, we can multiply it by here. So if I go, for example, and make this two, if the input here is a count of two, then it's multiplying it by two, so it's actually four. So this is actually going to be a way of controlling speed, if you think about it. So we can actually come here and drag on this and type in value. And this is right click on this value and go rename. Let's just call this give it a label over here. We'll just call it speed. There we go. So now we know that's the speed, so we can control the speed here. And also we want to do we want to come here to the combine, and we still want to give the Z some height. So we're just going to come and drag this up, and let's make this maybe 5 meters. Okay? So the sphere is 5 meters high. And then, of course, there are these multiple values here, which we also want to be able to control. So because we're actually multiplying the cosine and the sine by a value. So we can also control how they work, right? So the radius, for example, how far out they go. So we don't want to come here and change both of them every time, so we can just drag on one of these and type in value and get a value node. The value node out here somewhere and then take that value and drag it into the value here of the multiplier. Both of these have the same one over here. So if we actually grab this one, we can actually control the radius, how far out the sphere goes. So let's just actually right click on this value. We'll go ahead and rename it, and let's just call this one radius. There we go. So now we know we're controlling the radius over here. So we can control the speed, and we can control the radius. And the radius here, we'll just make that 3.8. Okay? So now, if we come over here and you go to frame one, and you hit the space bar, you're now going to see we have this rotating sphere, and it's happening mathematically. And we can come over here now simply and control the radius, how far out it goes or how close it goes. So to orbit the radius. So I'm just going to make it 3.8 again. And we can control the speed. So I increase this, now you can see it spinning really fast, but we're just going to leave the speed at two. So, honestly, I hope that wasn't too complicated. If it was, you may have to brush up a little bit on your trigonometry and some of your basic math from high school. I know it's not always a fun part, I know, but believe me, it is worth it. And when you really start to use it in these sort of projects, you're going to actually start enjoying it. So definitely learn those things. I totally worth it. So what I'm going to do here is just a little bit of cleanup. So I might just take this radius, bring it down here. I'm going to hold in shift and right click and drag Foodies two cables. Once again, this is optional. You don't have to do this. I just prefer to keep things a bit organized. And then I'm just going to cut for here. Once again, you don't have to do this. I just like being really sort of, like, super neat with it. It's a bit unnecessary sometimes, but just keeps me or bit organized. I'm going to go and just sort of cut somebody's cables together. I might just minimize the sine and the cosine like this. There we go. I might just put this one over here. You can kind of organize this however you want. This is not really sort of very critical, but it just helps us to be a bit more organized. I might minimize the multiply over here, kind of put these guys together. And you can kind of see where we're kind of going with this. You're just trying to keep things super clean and organized. There we go, but you don't have to go that crazy. This is the system of logic now, essentially, that is telling this sphere how to rotate. I just want you to understand that. That's what we just did over here. Now, instead of having this sphere just going into the viewer node, what we'll do is we'll just actually take this join geometry down here, drag it out. Then let's take this transform geometry and drag on here and put it into the input of the joint geometry. Like so. And then let's just deactivate this viewer and we can just come up here and disconnect it. Like so. So we want everything going into this joined geometry. So we have our sphere here, and there we have it. So now you can actually see the sphere rotating on top of our object here. Also, a quick few things. Let's just quickly go shift a search and get a set shade and get a set shade smooth. Place it on here after the transform geometry of the sphere, just so our sphere has smooth shading. Okay? So now you can see this is what we have. Cool. So maybe move this over a bit. There we go. And now what we're going to do is we're essentially going to take these instances, the spheres here, the little bulbs that go up and down, okay? We're going to take them, and we're going to use this data over here from the combined XYZ, and we're going to use that to drive their position up and down as this sphere goes over them. So that's going to be the next little bit here. What we're going to do is we're going to use a node called a translate instances. And I'll quickly explain it because it's important. If you look at, for example, the translate geometry over here, the reason it's different, and we can't just use that in this situation is because over here, it's just a single object. It's a UV sphere, right? So we can translate the geometry for pretty simply. But in this case, over here, with this object info here, we've got the sphere here, which are these little bulbs that come up and down, right? It's being instanced across this grid. So an instance means there's heaps of them. They're being instanced, right? So in this case, we need to use a little bit of a different approach. We're going to go Shift A, we're going to go search, and we're going to type in translate. And we're going to go to translate instances, right? So this is now going to allow us to do this at a sort of individual level with these instances. We're going to take this and place it on this bottom input. So remember, this instance is on point here. It's essentially taking this grid, follow the logic, the mesh grid, it's feeding into the points here, and the object here is these little sphere on the pool here. They're being instanced across this grid. So essentially, we're taking this translate instances, and we now want to take the translation here and want to do something. In this case, we're going to make them move up in proportion to where this sphere is. So we're going to go ahead and go Shift A over here, search and type in distance. There we go. We're going to get a vector utilities distance. Okay. And we're going to go ahead and take the value here and plug it in to the translation. And the reason this is purple is because we're dealing here with vector math. So instead of our usual math nodes which are blue, like these ones over here, you just kind of work with math that we already kind of know as kids, you know, multiplying, adding, just sort of whole numbers. You know, you take two times three equals six, essentially like that. Whereas in with the vector math here, we're dealing with these sort of vector coordinates. They're sort of spatial coordinates. So it's not just any one sort of float value input. What we can do, we can compare two things here. We can take the top vector, and over here, we'll actually grab the vector that we've already created, which is this setup over here. This vector is our XY vector with our sine and our cosine that gives this sphere over here on the translation its rotation. So we can use this. So you can grab this vector over here from the combined XYZ, just move down, and we can come over here a 5. Rising Spheres - Finish: So now we're in Part four, finishing off our previous class exercise project, whatever you want to call it, we're going to go ahead and now add some materials. So let's go ahead and just select our network here, right? And all the other objects in here that have been instances for example, the cylinder and the sphere here. All these objects have their own materials that we already added in originally in Part three. Only thing we need to add its own material to over here is just this UV sphere over here. So after the set shades move node here at the top, we want to go Shift A, click on search and type in set, and let's get a set material and just place it on here. Then simply go over to materials properties, click New, and just simply add a material here, which we will then call maybe sphere. Okay. You can call it whatever you want. And then for now, I'll just go to the base color here, maybe give it sort of like a yellowy bronze color, maybe make it metallic for now, bring down the roughness a bit. We can get into the details later. And yes, before I forget, let's just quickly come to the set material, click here, and then just get that sphere material that we just created over here. So now, if we come over here in the viewport and go Z and just go material preview, you can see that this guy has that material. Now, the other ones also have materials so we added in, but they all look white at the moment because we haven't done anything to those notes yet. So we'll get to that in a bit, but we've added the materials, so they're all added. So we can now just go over to our layout, okay? We can simply go Shift A. We can go to mesh and just add in a plane. And I'm going to go G and Z and just move this plane up. Now, you can add any floor or environment you want. And chances are if you're following this, you already kind of know enough about blender. But I'm going to just tab into added mode by hitting the tab key. All of this is active, so I'm just going to go Control Shift and B. Control Shift B. That'll bevel the verts. I'm just going to give them a bevel like this and roll the middle mouse button a few times and then click. And then I'm just going to go E to extrude up the tile. So now we have this sort of nice bull nose rounded out tile. So I'm going to tab that out. In fact, I might actually just come back in here and instead of using the modifier for the bevel, I'm just going to go Shift Alt left click to loop select the top edge, go Control B to bevel it. I'll roll down and just kind of add a few segments. This is optional. If you want to bevel, you can, and I might just select the bottom face and go X and just delete that face. Tab back out. I want to right click and go shades move. And then I'm just going to go to my modifiers, add modifier and search, and I'm going to type array. And just like we did in part one, we're just adding in an array. You can go for a count of something like 15 should be good. There we go. And then we can kind of duplicate this. We'll leave it at 15, but just make it one on the Y, and let's make the X zero. Now it's all running like this along the Y and the X. Then in your top view, you can simply go G and move this roughly in the middle. You can just eye it in this case. And then in your front view, you can just go G, Z and move it down and just eye it, put it underneath here. In this case, you really can't just eye it. You don't have to be super precise. And now we have this nice neat looking little floor, which looks really cool. Nice. Now we can simply come in here, and this is the bit that I really enjoy. You can kind of just find any position you want and then go Shift A. You can go over to your camera option ad in the camera. And your camera is now active. You can see over here it is active, right? So you can press zero on your number pad, and you're going to go into the camera view. And then you can hit G and then your middle mouse button and you can zoom back out, you can keep zooming and then stop by clicking. And you can also go to your object data properties, and you can come to your focal length and make it 120, which is what I like to work with. And then again, G middle mouse button, I'll move back out. That's one way of moving the camera, by the way. You could always just manually move the camera if you wanted to as well. You can see because of this big focal length, my camera is way back here, which is okay. I don't mind. But I'm just going to move the camera until I have something like this. Now, you could work with whatever focal length you want. This is what I prefer to work with. And now, if I hit the space bar, you can see the animation is nicely framed. Now, what I'm going to do is I'm going to come here and make my animation 76 frames long by typing in this value. And this is just what I've worked out. If I make it 76, then this is a loopable animation. Now, that only works if you go back to the geometry nodes by selecting the network and going back to geometry nodes. That only works if you're using these specific values for the radius. Well, the radius, I guess, doesn't matter. It'll just make it go further out or closer in, but the speed here needs to be a value of two. Okay. So I'm assuming that's what you're using as well. You can always, if you use a different speed, adjust the end frame value until you get a loop. In other words, if I were to go to frame one over here, right on the timeline and hit the space bar, it doesn't, all of a sudden just jump into another location. It's a seamless loop. So if you render this out, you can loop it on Instagram or whatever. People could just keep watching it. You wouldn't know where it ends or starts. Then we're going to go Shift A. We're going to go to our light options, add an area light. G and Z move up your light. Go to your light properties and give it a strength of 700 and then increase the size to about seven or 8 meters. Then you can go Z and go rendered. Currently, we're in EV, so you can go over to your render properties, change your render engine to cycles. You have a GPU device, I recommend you use it. I did cover this in part two, I believe, where we did the rendering and the materials. But that's optional. You can just stick to CPU. And then under your render Max samples, we're also going to go over value of 45, just like in the previous project. If you feel like your light's not powerful enough, you can always go select it, go to your light properties, and maybe up the strength to 1,500. The light strength really depends on the scale of you scene. And since this is a large scene, we're going to up this quite a bit. And you can always duplicate your light by going Shift D to duplicate, moving it over, and you can also press R to rotate. And as far as the lighting goes, I feel like it's up to you how many you want to add in. So I'm in my camera view here. I press zero on the number pad. I'll just go Control B just to click and drag over the camera. That just limits the viewport rendering like this to the camera. And you can now always just take whichever lights you want, and you can rotate them. You can duplicate them, you can move them. This is something that you could really easily do if you wanted to. So I'm not going to go too much into the lighting here because I feel like it's personal preference. Lighting is like a style thing. It's an artistic thing. So you can always mess around with that all you want. I've just got three simple lights in here. Nothing fancy, nothing complicated. Then what I'm going to do is I'm going to go back into solid view. And for now, I'll grab these three lights, and I'll press M, new collection, and I'll call it stage and go create. So this is stage collection. And I'll select this floor and I'm going to go M and just click on the stage to add it to the stage. And now I'm going to also click on the camera over here. I'm just going to click it and drag it into the stage. So now the stage is just our stage with our camera lighting, all of that, that we can turn on and off, like so. Okay. And what we also want to do is we want to for now just turn off everything, okay, except the cylinder and the bulb, okay? In fact, we can turn the stage back on. So just turn the Geo Notes network off. And these are our original objects that are being referenced, and we're just going to click on them, go to the materials, and let's go Z and go rendered. And let's click on the plastic. So we've selected the cylinder. We're going to click on the plastic. Let's make it sort of like a greenish or maybe it'll go for the bottom white, sort of like a bit of an off greenish white. There we go. Bring down the roughness a little bit to make it shiny. Then let's click on the green bit and then come to the base color. And let's make it sort of like a teal kind of green, a little bit darker. And let's increase the metallic value to make it metallic, like so. And then decrease the roughness just slightly. There we go. Then let's select the bulb. And with the bulb, we're just going to grab the pale material here. We'll make it fully metallic. We'll come to the drop down and just kind of slide down the value here on the base color. There we go. And then the bulb itself is a little bit more complicated. So what we're going to do is we're going to go over into our shading workspace. And we're now going to create a material for this bulb here that uses the object info. So you can see over here, we already have that bold material because over here in the material properties, we selected it. This is the default principle that comes with blender. And we're going to go ahead and just for now make that sort of like a metallic till kind of color, and let's just up the metallic, bring down the roughness a bit. And then we're going to go shift a search and get a mix. Get a mix shader, place it on this cable. And what we're going to do now is add another material in the bottom shader input, and then we're going to use a really clever way of mixing these two shaders. So when these pins, these little bulbs go up to a certain position, they're going to switch to the bottom material. So they're going to look like they're metal, and then all of a sudden they're going to start glowing. So this is really simple. So let's start by making a bottom shader. So we're just going to drag on the shader over here. And we're going to type in glass and get a glass BSDF. Then we're going to actually grab the mix shader here, shift D to duplicate it, place it on this cable. And then we're actually going to mix a glass with an emission. So we're going to go Shift A, search and type in emission and get an emission shader. The emission, we'll plug into the bottom here. And both of these will kind of give like a bluish green color. There we go. The emission, we're going to give a strength of four. The roughness of the glass will make 0.45 And then to make this material look really fancy, we'll take the factor here and drag on it and get a layer and get a layer weight. And then essentially it's going to use sort of like the franil effect to really kind of give it this sort of nice fall off between the glass and the emission, which is going to look really fancy. And we can just go shift a search and get a ramp and get a color ramp, place it on this cable here from the Fresnel. And now we can just drag these two valleys closer together like this to sharpen that effect. If we were actually to go over here and go Z and go rendered, you can kind of see how creates a sort of nice fall off, right? Very, very nice. This is a very simple shader. So this is essentially its own little fancy glass shader down here that we've created. This is just the normal principled metallic shader that we've set up. And now we're just going to simply mix these two in a very easy way. So over here, I'm just going to go back into Solivi. We're going to go shift a search and get an object, and go for object info, and we want to use the location of the object as our info. So we're going to go shift a search and get a separate and separate XYZ, because we only want to look at where it's moving on the Z because that's where they're moving up, right? And that's where we wanted to change the material. So we're going to take the location, plug it into the vector. Now we have a way of isolating the Z. So we're going to actually take the Z, and we're going to plug it into the mix shader here. And then we're going to go shift a search, and we're also going to get a ramp, again, get a color ramp, place it on this cable coming out from the Z. And now we have a way of slightly kind of clamping these values as well. So now, if we kind of come over here and turn off the actually, this is enable the network again. There we go. So now if you go Z and go rendered, you should see that these guys over here are actually glowing as they go up and position because essentially, what's happening here is we're taking the position of each one of these little pins, and when they move up on the Z axis to a certain point, right, they're going to switch over and they're going to use the bottom input here instead of this sort of principled metallic that they already kind of are. So this is a nice dynamic way for it to change color and kind of become this glass glowing material as they're moving around like that. Okay, I might grab this principle here, maybe make it less saturated. You can always mess around with the individual materials, but you get how this works. That's a very sort of simple way of allowing us to make these little pins change color as they pop up towards this big sphere over here. So that is it. So I'm going to make sure to save. I'm going to go back to my layout. And just have a look in my camera view, and I kind of like where that's positioned, and I'm just going to go and get a frame that I like, I'm going to go render, and I'm just going to render the image. And here we have it. So you can now render this out as an animation. Once again, you can simply go to your output, select the destination on your computer, and then you can change your file format to an FFmp video if you wanted to. And under the encoding, you can change your container to p four, which is a mp four. There we go. And then you can simply go Render and you can click Render Animation and it'll render it out as an pour. Now, keep in mind this can take a while. Some things you want to keep in mind, you want to make sure that the bulb and the cylinder are not visible, and you also want to make sure that they turned off for the render. The only thing we want here is essentially just the Geo nodes and the stage, and both of them are renderable. So the little cameras are enabled, and you can see them in the viewport, and you now have a really cool animation. So we'll be uploading these files in the resources. So make sure to check that out if you've gotten stuck. I'll see you in the Outro, where I'll just kind of give you a few thoughts and just tell you what you can kind of try and give you a few challenges. 6. Outro: So you've now finished your Skillshare class in geometry is. I really hope you guys have enjoyed and congratulations. I'm now challenging you after you follow the class project to not only submit the project and show me what you've done, share it with people, but see what you can do by building on top of your newly learned skills. It's always good to challenge yourself, even if you don't fully understand every aspect of the thing that you're doing. That is how you learn challenging yourself is one of the best ways. When I first started geometry notes, some of the things, even though I knew it from an informational point of view, didn't really make sense until I kept doing it and kept doing it, and things started to click. And that is my sort of challenge to you and my encouragement. If you kind of keep practicing, things will really make sense. So make sure to check out the resources, make sure to share what you've done and submit the project as well. It'll be great to see what you guys have done. Thank you for watching.