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Weather and Effects Spawning #96
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On the issue of how to initially place large-area effects like rain/snow, consider having the operator have a modal placement similar to default primitive objects, or a redo last option for size and location. |
Do you mean that you will add weather effects like snaow, rait etc to mcprep pls do it will be very helpful |
Yes this is correct! Snow and rain are in scope for this feature. Just an FYI, this is in feature request mode only, development has started and I don't have a specific ETA. |
The most useful part of it is the rain and snow effect maybe i think that's particle system and not everyone knows about pparticle system maybe u can just make it a premade .blend file with rain and snow particles. |
So It works kind of just like meshswap, but spawns a rain emitter? |
yes thats ow it should work, i know how to do it, but for other people who dont know |
Here is a potential weather system using geometry nodes. Download and try this out. So i can work off several paramotors. the size of the single weather system can be adjusted. This size will determine the scaling of the second grid system. The second grid system can be adjusted to any size on the x-y. This second grid system can be attached to an active camera or an empty in front of the camera. but then the particals need to make sure they face to the camera, but that can be set up in the first node system to have the rotation of the instanced object to always follow the camera's view. |
Upgraded the weather system to now include an "all in one weather system" this save will have an area from minecraft imported so there can be a comparison to how much area you'll need for the weather to cover. https://drive.google.com/file/d/1cp8SbwlIsbqx2WqwliU0mpDId7zs98xZ/view?usp=sharing |
Thanks a million, and very nice and thorough video! Having watched through the whole thing, I have some questions:
My goal in these questions is to see which single node group we can go with. It's already going to be a power feature, and so I want to simplify it as much as possible and not having the user decide what variant of node groups to go with. Remember that MCprep will be designed to do most of the heavy lifting for users - regardless of the node group type used, a user will be pressing a button like "Add rain" or "Add snow". It would then set up the according node group (whether we go with old or new) and default the settings to something fitting for that weather type. In practice, I don't see it being a common need to cycle from one weather type to the next, it would be faster for the user to just press add new weather type for the one they want. I also see the old setup makes it easy for someone to plug in a custom shape if they want (if I understood that right), which would be a big value add for [semi] power users. Let me know your thoughts on this! Truly brilliant work making it here. For anyone else reading, Pooka has overcome a huge number of challenges to make this work so stable and without flickering during camera movement. |
I think I got some answers for you.
In a bit i'll add another comment to address the other thing in this Issue, the Explotions. I have something you might want for that. there is an explotion of i'm using from GeoNodes that might work with what you want. I'll go more into detail later, but the Explotion GeoNode is in this save some were. I'll make a specific save for it later. https://drive.google.com/file/d/1N-Yh_frMmyHEVwi0RZc6Y_t4tzom6L4g/view |
I got a save up for the explosion. This guy is just a place anywhere, rotate, and move the key frames to get your explosion. Here is a video showing what it can do. What i would like to know is what else should i attempt to make this set up do? the only thing I can think of is adding a tnt block in that blinks and then the explosion happens. |
I've started thinking through the code structure for this feature. The branch is here, though nothing pushed yet. Some initial thoughts and options around UI layout and user flow for these features (these are all just mockups, no code actually written yet, and very open for feedback):
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I'm new to this topic and I'm not an expert. In my personal opinion, I liked the first UI idea. But, I don't understand what is meant by point effect from texture file (maybe because I mistranslated it, I'm not very proficient in English) But if my understanding is correct, I thought it might be good to flood the UI with possible point effect textures loaded, but complete the category dropdown by adding a "point effect" option to make filtering easier |
I think option 2 is the best. It's simple but explicit, and avoids tons of confusion. |
However, we could make it a boolean property, and when checked it brings up a larger panel. That's how the advanced options work in the main panel |
Hmm, I want to avoid having multiple different ways of displaying the UI as I'd rather focus on a good singular user experience, otherwise the overall MCprep UI would turn into a hodgepodge of configurable UI layouts. Currently I am leaning towards the option which is based on "intent". I suppose another option is "both", where the expanded UI list itself is underneath in the "advanced settings" section? I don't actually even have plans for what would be in the advanced settings panel, other than the quick selection of a resource pack. @Roni-Raihan thanks for sharing that the "point effect" is not clear, that is very helpful - if it's not clear for you, then others would likely experience the same. What I meant to write is actually "Plane particles", the idea being you can a particle system similar to when you run on land, or landing on the ground after a tall jump, or even when you break a block and some cut up pieces of the texture you just break momentarily appear and fall down and disappear. The idea is that you would select this "Particle Plane from Image" button, and then enter into a filebrowser where you pick or filter for the specific particle image you want to use for the effect. Maybe it performs a shortcut where if you have a block selected, it defaults to selecting the diffuse image of the first material of the object you have selected (so if you select a sand block, it would initially be assigned to the sand texture, but you could still select another texture if you wanted). Let me know if that's clear - and generally any other thoughts you both have in terms of features and functionality that is commonly time consuming in this area! |
I like option 2 as well, I feel like the separation of how each system works will intuitively tell how to manipulate the effect. |
Thanks to @TheDuckCow for the explanation. I can understand very well now. also, being that way, I think option number 2 is better. as it overwhelms with possible loaded textures it might have too many and make it difficult for the user to focus even if filters help |
@th3pooka is this generating the images with cutouts using geometry nodes, or using the "Item spawner" feature? If geo nodes... let me know :3 as that could be an extension for that code. In terms of help right now, main thing I need to do is sit down and really focus on coding the base framework. Once I get to actually importing and parenting the camera to view, I'm sure some new things will crop up. Do let me know if there are ever any updates to the node layouts - and biggest thing, what version of blender did you use to create the most recent weather effects geonodes? |
It's using the alpha levels of the image to determine which smoke image is next, since that Minecraft smoke can be layered within each other. and that's what it makes the mesh out of threw geometry nodes. I tried doing this with the explosion circles, but they don't stack perfectly. But i did get rid of the need for exterior objects for the explosion to instance from. i'm not sure what you mean by 'an extention of that code' I will have to talk to you more about that later. I'm currently using blender 3.1, I will see about updating the weather to use less outside instancing and more internal geonode mesh generation. and making the node set up more universal amongst all the weather nodes. |
I think there should be an option for reducing viewport density but keeping render density perfectly fine. I believe starting from 2.93 or 3.0, it's possible to make a node group that does this. I'll send a screenshot of the node group when I get the chance |
Really liking that idea StandingPadAnimations! Will have to think how we can do that, is there a way in geo nodes to detect if it's a viewport vs full render? In other news, here's the first pass of end to end effects loading: You can see I went with the other UI, but that could change still (or, the list view could be under preferences for instance). I've tried to make the code generalized, which means it's looking for all node groups inside the new
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I believe starting in 2.93 there's the "Is Viewport" node |
Progress is going well! I figure it's worth sharing a few of the demos I've been showing off as development continues: |
While I haven't implemented every possible type of effect, the code is there and we could get community contributions over time to expand it. Pending an optional code review, will merge and close issue soon. |
Just finished the code review |
Closing this as the features are all implemented! Perhaps will make a community challenge around creating more effects templates for people to use. |
This is a feature request and progress tracker for a general purpose effects spawner. The user goals of this are to:
Currently, the idea of the categories of effects fall into these buckets:
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