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Color System - Bright Pink

This color system originated in Houdini. I have a similar set up in After Effects and Nuke. It's ever changing with the times and new toys. This is a node tree in Geometry Nodes in Blender.

I'm developing a color system to aid in knowing at a glace what each note might represent.

Red is a mesh. Light Red is an affect on a mesh.

Teal is a curve, light Teal is an affect on a curve.

Instance on points is Purple. Set Position, Rotation, Scale are Lighter Purple.

Bright Green is a set material and the lighter green is an affect on the material.

Gold is an attribute created, lighter gold is an attribute being used.

Pink is a switch.

Red Purple is an input or an output.

Blue is a Join Geometry.

Light blue is a Node Group I created.

Orange is a Transform Geometry. Bright Pink is an index selector.

I don't color the math nodes unless I'm setting animation keys on them. Then I color them either Orange or Bright Pink.

My daughter likes Bright Pink. So, I call this color system, Bright Pink.

Quick Favorites

Then I've made the most used colors accessible in the Quick Favorites menu.

One day I'll write an add-on to do this auto-magically.

THIS AND THAT

These images are by my daughter Maeve and I; filling up time with play.

This search page is what I consider play. This is where I experiment, study and work out problems I encounter while creating THIS and THAT.

This layout

I've laid it out is such a way that THIS and THAT will be easy to find, for when I or anyone will need it later.

As well, it forces me to explain the processes and ideas back to me. Which is a must. Even more so when studying other people's THIS and THAT.

Other people's THIS AND THAT

Many of these example are explorations of tutorials by other wiser people than myself.

They have put a great deal of work and energy into making them. In all cases I have included links to both the tutorial and their other work. Do explore them... If you are learning about THIS and THAT, well, THIS is where THAT is.

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An abilty to play - About this page
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plexus
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Connect the dots
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the handle position of the curve

The most interesting part of building this tool was setting the handle position of the curve based on the position of translatable interactive objects.

I won't go into too much detail about how it works as in Blender 4.3 I'm sure this could be done with gizmos.

How I use this tool - Step 1

When drawing, it is necessary to visually measure the subject matter.

With a real life model I'd us the pencil at arms length approach. But when using an image, I can be more exacting with this tool.

This is used in the blocking process of the drawing. I lay down a few lines I would otherwise be using a fingernail and one eye for and start drawing.

Step 3

But once the lines are in place, I'll dial them back to almost invisible and often forget them altogether, once the drawing has, as they say...

tool
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Drawing tool
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This is the extent of his setup minus a few tweaks. I added the particle sim and a counter to test how large it can get before slowing the system down. It didn't slow down.

Plexus
Simulation
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FOR EACH Plexus
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Shader
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Glass Rough
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Simulation
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Houdini Plexus
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the handle position of the curve

I've extrapolated some on TiFi Design's Node setup but it's pretty close. Do watch his tutorial for a deeper understanding.

My work here is primarily to catalog my own use of and process, so to find this and that later.

Point Cloud Setup

A point cloud can be created using any Geometry, Collection or Curve.


There's an option to have the Geometry converted to a volume and then points are scattered on the volume.


For animating, the point can but offset and or mixed with an animated Noise Texture. Or the original geometry can be animated before the Plexus is applied to it.

Repeat Zone - Outer Loop

This is where the plexus effect is performed. There are two Repeat Zones, this one for the Outer Loop...

Repeat Zone - Inner Loop

...and inside the Outer Loop is the Inner loop.

The Inner loop dose most of the work or creating the effect. On it's own it would only do 1 point to all the others.

The function of the Outer Loop is to iterate through all the points forcing the Inner Loop to process all the points to all the points.

The Orbs and Lines

The plexus effect is really just curves, nothing visual. Here they are converted to Orbs at the junctions and mesh lines connecting them.

Then Material are applied based on attributes created in Geometry Nodes. I'll get into the Material setup once I've chewed on it a bit more. Watch TiFi Design's tutorial (Link is in the explainer section).

plexus
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Repeat Plexus
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