Creative Exploration - Blender Animation Masks + AnimateDiff ControlNet in ComfyUI

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[Music] hello here we are again on YouTube uh we're in blender uh because tonight we're going to start in blender uh we're going to make some stuff we're going to take that stuff from blender we're going to use it in comfy UI to make some other stuff and uh it's going to be very cool uh I promise all right uh I've actually done this uh done this tutorial a couple times so I'm going to kind of speedrun through it as we work because uh we got a lot to cover here but what we're going to do is make masks we're going to use those masks to control uh the control the GIF control net the anime diff control net uh in comfy why and uh yeah you'll see why that's really cool cool uh I found this workflow on the banad doo server I highly recommend you go to the banad doo server uh in your spare time and check it out um it is called geometric shapes and it is by cam cam sense I believe of course I can't read his name because the uh stream remote is enabled but uh yeah uh geometric shapes it looks like this on the thing and uh these are the kind of results that we'll be getting with this extremely extremely extremely extremely sick uh we're going to do that by generating masks like this in blender and uh we're going to use those to generate these let's do it all right let's go we're in blender uh first thing you do is just uh actually we're not going to delete this Cube we're not uh we're going to use this Cube as the basis for our Point Cloud our our Point Cloud our two-dimensional Point Cloud all right um it's going to get a little weird it's GNA get a little weird it's G to get a little weird but that's okay first things first uh uh what are we trying to do here exactly we're trying to make a bunch of planes and on those planes there's going to be shaders and then those shaders we're going to stack those shaders on a bigger grid we're going to put them all over the place and then we're going to use those masks to drive animate diff so I'll show you what I mean let us add a geometry nodes modifier to our Cube and I'm going to go up here I'm going to turn this into the little plus by put my mouse here drag over and make this a uh ge node editor okay uh we have our G geometry nodes uh modifier but there's no geometry nodes uh patch yet so you hit new and then we got our geometry noes patch here all right right we need a grid so you want to search for a grid now the cube is a grid congratulations you've made a cube into a grid we're going to distribute points on faces distribute points on faces now we've got a bunch of points we can control the density and we can control the seed now if you think of every one of these dots as a different Shader on a different Square you'll see where we're going with the concept here all right yeah all right cool so let's set our density to 10 seed one so what do we need to make the shaders well we need planes so let's uh make a plane let's hide our uh our Cube for now actually we can call the cube the um Point cloud and the plane we're going to call a Shader the Shader is going to go into a new collection so we select the Shader we put our Mouse somewhere in the middle and we hit m m to move to collection and we make a new collection called shaders so the Shader is now in the shaders collection we could turn it on and off and we can see it very cool I'll show you why we're doing this in a minute all right h Z to rotate your display to see the the top down uh we need to set up our camera uh just zero out everything in the camera transform settings then move that camera up above the the frame with uh like any any distance above the uh thing on the Z and then we go into uh our camera mode change it to orthographic and set it to two and it's going to be the camera width will be the same width and height as our um uh our Shader or our texture or whatever um then you can just set whatever resolution you want 1080 x 1080 1040 whatever it'll 1024 x 1024 it'll uh always be perfectly square and match the perfect surroundings of the Shader so now we can work on our Shader get rid of the background stuff turn our thing to Black and change this to rendered mode all right now we have our Shader we go into our shaders thing at the bottom here make a new Shader call it emission so we have an emission Shader uh the very first thing we need to do with blender shaders for this is go into color Management in the very top tab here in the render Tab and then change it from agx to standard so that our whites are white uh we want them to be FFF white not gray all right got our Shader it's all here so let's move this we so we can just use this window as our sort of editor let's change to the Shader editor this is our Shader it's a white light coming out of uh out of the the surface right so we need a color ramp color ramp that'll allow us to control the color color to color now we plug a texture into this and all of a sudden we have a all of a sudden we have a uh texture so wave texture factor to factor [Music] boom uh every wave texture will perfectly Loop if you uh I'm going to set my distance here to 280 so this is a 280 frame animation they will perfectly Loop if you hit uh Mouse over the phase offset hit I to set a key frame on one move to the end of your uh project by hitting shift right and then hit right arrow one more time to get to the the frame after the final frame and you set your phase offset to to time 2 to * 2 that's Pi * 4 tow * 2 Pi is Pi * 2 or to is pi * 2 um and then as a result uh if you do it correctly not like I just did uh I actually go negative to times two because I that'll go backwards or far times pi whatever yeah uh what's going on here negative to times two there we go hit I on your thing to key frame it okay there we go so let's scale this down we can see the movement so this is always going to perfectly Loop uh when it gets to 280 frames uh the only problem we have right now is because I just reinstalled blender and as a default blender has its uh interpolation set to uh where is that trying to do this while I talk is it system no editing animation Yeah by by default blender has a bezier curve on the automation interpolation I like to change that back to linear uh yeah and then just uh save preferences uh but uh because this has already been written you can actually hit a down here in this window and hit T and hit linear so T will let you change the the key frame interpolations of the individual you have selected all right so now this is going to perfectly Loop 200 every 280 frames which means we can double the speed and we can Loop it at uh 70 frames so it's a really good way to make animations for masks where you got options you can render a 70 frame animation or a 280 frame animation uh get the same results essentially you know it's cool all right uh so that's our one texture that's great we have our texture we're going to want a whole bunch of these uh but for now let's just do the one and so we got this uh this texture uh let's make another texture actually I just spoke too quickly so click your first one shift d and then click again and that's going to make a second uh like a duplication of it uh and then if you go here you can just move it over manually so let's just move it over to meters right so we can do this over and over again keep moving them over and you have multiple shaders under this thing we go to this Shader we're going to copy the uh the Shader material thing we're going to set it to one and then this one copy it we'll set it to two maybe y there we go and then uh this one will change from ring to bands to rings as so now we have three different shaders one thing we need to do is add mapping nodes I forgot to do that uh if you have um node Wrangler installed it's just control T but if you don't you just add a mapping node and a texture coordinate node um okay so we have our three textures and now we want to put them on the point Cloud so let's look at our Point Cloud again so let's distribute these points so let's go back to our Point Cloud go into our geometry nodes editor uh we have distributed the points on the faces but now we want to instance things on those points so instance on points we want a uh collection info and then you select the Shader collection and separate and reset the children uh plug it in instances and now we have an awful lot of planes um but you may notice an issue does anyone see what the problem is does this look fine to everybody anyone know why this is happening it's called zplane intersection you don't see it when you're looking down on it cuz it's an orthographic camera but these planes are all intersecting with each other so it's causing the Shader to go insane so what do we need to do to separate the planes we have this cool thing in here um this cool node called um Set uh transform or transform set trans transform geometry so plug the uh transform geometry node in after the instance on points and what we want to do is just offset the The Zed height of of all of the all of the planes by a little bit so that they're all floating it on their own level on the thing so we need a uh combined XYZ node this Zed we need a random value from negative 0.1 to 0.1 and then we just plug that into the uh uh transform sorry sorry uh I've done a dumb here give me a moment it's not transform it's a set position set position we need to write to the geometry after by using an offset so we Vector into the offset and all of a sudden now the Zed planes are all on different levels and if you still having intersections you can increase and and and and decrease the um the thing and because we're using uh an orthographic camera you can't tell any of this is happening it's all good it just makes it so that they all work uh another thing we can do is decrease the uh scale of these a bit and let's make sure our camera is still in [Music] position all right so what else can we do to make these look better well we can pick an instance for one and that's going to put different shaders all the shaders we have in here it's going to start putting them just putting them in randomly so what if we don't want the scale to be like constant right what if we want uh the scale to actually uh uh uh be varied uh so in order to do that uh we leave this back at one we're going to do this very similar thing to this but here but we don't need um we need all three right but we need all three to be the same so we're going to combine XYZ again and then we're going to add a random value node that random value node we're going to go from 0.1 to 0.3 and we're going to plug it into all three okay and now every time we change the seed we get a different uh a different random value which sets different Min and Maxes for each one So eventually we'll plug everything into the seed and then we'll be able to just make as many of these as we want so for right now let's increase the size of our grid so it goes outside the bounds of the thing and let's add some more density until we fill the space with animations now we have a really cool junk pet that we can use uh to do stuff and you can just change the seeds and get completely different results uh you can do all kinds of stuff you change this seed too different results with these ones um and then uh one of the really best parts about geometry nodes is uh let's say we want uh the seed to be accessible outside let's plug the seed in from the group input to all the places where there's a seed seed SE seed seed seed and now if we look over in our uh geometry not thing there's this Global seed and every time we change that we get a whole new uh a whole new um yeah a whole new a whole new composition um and then you can go in and change the Min and Max so we can add those as well if you hit n here you get these little Keys here we can go scale Min scale Max what else might we want to control the density probably density and that's probably fine so now you can control all this stuff from right here turn down the density turn up the density make them all smaller um the other thing you can do is set minimums and maximums for these values so when you're in here you can say uh minimum value is 0.1 maximum is four same deal with this one 0.1 and four and then when you move them they can't get any smaller than you know yeah so you can determine what you want uh and another cool thing we can do is because these are all facing the same way uh we can rotate them uh but we want to rotate them uh by 90° iterations we don't want we don't want to just have random rotations cuz then we're going to have different shapes otherwise yeah we're just going to we just want them to flip you know uh on on 90° angles so to do that we're going to use this rotation right but as you can see if you have any angle other than a 90° angle it'll look weird so what do we do we drag this out we add a random value and all of a sudden even if we only rotate the Z we get you know weird angles so how do we fix this well see if I remember uh it was a math node I remember that it was a snap and I think we're going to actually use a float for this we're going to use a combine XYZ like the other ones and we're only going to plug it into the Zed uh we're actually going to snap it as well and to snap to 90° angles without converting to radians we actually have to convert by Pi / 4 Pi ided 4 or maybe it's pi divided two might be pi divided by two I'll tell you in a minute uh random value will be from uh - 720 to 720 so I think yep that's it Pi * pi ID 3 no Pi ided 2 pi ID 4 oh yeah Pi ided 4 is 45° Pi ID 2 is 90° so this is uh now changing them to 90° angles so uh no matter what tiles we have no matter what direction they all move um this will help mix it up a bit all right [Music] so yeah I think that's basically it for the trash pile so now we just make a bunch of more shaders this is confusing okay just leave this up here so people can take a quick screenshot if they want to rebuild it how annoying it is when you can't see all the nodes and you're trying to rebuild something I'm trying to make this make sense rotations scale offset collection info distribute points grid okay yeah there we go sorry just so you can see all the connections there hopefully that makes sense to everybody all right uh all right so that'll make our mud pile that we can then control with with these and we can go back to just adding more shaders to the pile in case you're wondering what I'm doing there I'm just hitting gx2 GX -2 gx4 gx6 I'm just moving GX gy that's grab and then and then connect to the x axis or y axis and move it that far so uh because these are 2 by two you can just move everything in intervals of two and they work so if you just see me moving them around that's what I'm doing it's just for my own sanity all right and we slide back over to our shade editor uh always copy a new material when you're working on the next one or else it'll start adjusting you know the one you were working on before as well so yeah we're just going to make a bunch of shaders um uh going from zero to negative Tow Times two over the course of your animation will'll let it Loop twice so uh you can do that with uh phase offset for waves you can do that for spiral stuff you can do that for anything with a a a circular motion um another thing you can do is uh run that wave pattern then through any other uh any other texture with uh with a math node and then that texture will make stuff happen with that so uh for instance um duplicate gx2 copy we have this one here uh it's a wave texture we want to add uh let's add vorno so we have vori if I hit control shift um control shift click it just shows me what this node is doing so we can we can work on this node and then we can work on on uh the wave and then how they connect to each other all right so we got our vorno texture we want to add bubbles instead of these cells so we want a smooth F1 that's going to give us Bubbles and you can just play with these until you get what you want all right it's looking pretty good so let's uh plug this into uh uh well we need a math node always use a math node to connect two textures so let's factor into the math distance into the math this into the color ramp so where did it go uh uh feel dumb it go oh you know helps if it's plugged in so now you can see we're pushing a wave through that texture you can start playing with the values to get exactly what you want it still feels gray to me why does that look Gray Am I Grazy or does that look gray all right very strange anyway you can see how it's now combining the two textures so we've got the bubbles from the vorno and the waves from the wave texture we you know set that to zero we get some cool bubbly bars so you can just keep making textures adding them trying different uh combinations gx2 oops control D gx2 and then make sure you copy we don't want vorno anymore maybe we want something else let's try musra texture then we can change this one thing to remember um the patterns tend to work better if the black is the background and the white is the foreground I feel like these shaders are they don't feel white oh I think I know why yeah H I had the passp to on that's why they were gray that makes more sense okay math see what the magic texture looks like let's try to subtract that's pretty cool let's do an X yeah there we go cool so now we just keep adding sh things to the shaders so if we look here they should be filling our um yeah filling our little thing here so if we go back to our geometry nodes editor we can uh play with the seeds actually we don't even need to do that because it's all in here now um so this will be enough to get us started here on the on the process so let's uh you've seen how to make the shaders you've seen how to do this so let's let's just take this and start making stuff with it okay um you want to render this at probably 1024 x 1024 because you will be pre-processing this stuff probably to 512 by 512 it's always good to have one: one two to two divisible textures set the output folder to whatever you like uh I'm going to go with masks uh mask one uh normally I would recommend saving it as a PNG sequence but we're using them as input footage for diffusion so it's okay to save it as an FFM Peg uh just a like a rendered video um and uh oh encoding that's I'm looking for to set it to MP4 we want to set it to perceptually lossless and that's all fine just set a name for the file and put it somewhere you like it render animation so it's going to render this and then when it's done we're going to use this to make an animation with animate diff and it's going to be glorious what are y'all working on tonight all right we're done let's save this why not e all right so let's just close or not just minimize that for now and get into comfy uh I think I'll just do this from a uh a blank slate so we can just get familiar with how to set up anime Tiff all right K sampler this is not most of y'all's first rodeo so vae encoder or decoder image uh search for VHS we want video combined yeah 24 frames per second oh no I hit f11 I no I hit F12 24 frames per second we're going to call it 24 FPS SL uh 24fps D animate diff put it in the 24 FPS folder uh MP4 uh turn the CRF down a bit if you want makes higher quality files um okay vae let's pump through the rest of it we need to animate diff animate diff loader with context we're going to use mmsd just uh cuz uh context options we're going to add the uniform context options 1614 going to leave that the hell alone uh we're going to uncheck apply V2 models properly because we're going to be using an sd15 model we're going to need a checkpoint loader simple but actually we're not going to use that we're going to use a checkpoint loader with noise select there we go we want uh Square linear noise model red to Red clip we're going to have to punch this through a clip texting code add a second clip texting code for our negatory prompt boom okay isn't this exciting I know you guys have seen me do this a thousand times but you know what repetition and in practice makes perfect okay so right now we don't have the control net yet so NSFW nude because we're on YouTube red and green hey [Music] brown purple animate diff is yellow me can be whatever you like red and video combine is blue uh it's not letting me right click on it I love that bug all right cool uh yeah Photon uh yep yep yep so let's check and see if this works uh we we need one more thing we need a latent image empty Laten image down here and we're going to do 16 frames and we're going to say say swirling paint uh in water yeah swirling paint in water and if all is correct which I think it is this should just work nice yeah SD is really nice okay animate diff is alive and working so what we want to do we want to plug in our uh control net that the the thing we just made so let's do that control net apply Advanced no I missed control net apply Advanced all right control net loader Advanced AI Control net uh if you need to download that it links in the description below positive prompt negative prompt positive prompt negative prompt image so we need to load VHS we want to load a video path image to image change the batch size on the empty latent image to a input and then frame count to batch size uh another cool thing you can do is add a preview image here so you can see what the hell you're loading now our frame load cap is our batch size so we want to do 60 frames actually 70 at two will be a perfect Loop so I put it in temp and it was in temp uh masks yeah yep all right so copy as path paste in here it's going to load 70 frames and do its thing let's try graffiti abstract graffi on concrete uh grippy gooey flowing uh spray paint yeah so and I think we're going to set this a little lower like four five I think all right let's see what this does cool think that perfectly Loops nice ah we have a problem contest length somehow got set to 32 that was is going to make goo so we'll cancel it uh everything else is fine 1614 yeah let's try that again this should work better hopefully you guys can see the node path here it's pretty simple uh case sampler is the heart of everything uh animate diff control net uh um clip texting codes for the uh clip and a model clip in vae come from the uh load checkpoint with noise select but uh I just realized um I actually want to use this vae which is uh readily available on the internet um so I'm going to try that uh as the vae instead of the uh instead of the model one we'll see what happens of course that won't take place until the next run so whatever you change now will not have any effect on the current run uh when you change stuff and then you run a new run that's when it takes a look at the snapshot and does stuff that add a film node pull this out copy this paste it use this I'm going to say film 24 film 2x so that'll make a film interpolated version as well now we're going to call this output for all right well this is pretty incredible let's try and add some more uh let's just do it at one and see what it does that's a crazy animation so that was at 045 strength on the anime diff control net um using this mask as input so now we're trying one in full strength and see what it does a thousand Jackson Pollocks screamed out and then nothing I'm gonna kill my camera for this one because I think it helps surrender a little bit yeah not too bad I mean we we got to the destination in 45 minutes that's I think a new record for me as always if you're having trouble with this stuff you need help come by my Discord there's people there they know what they're doing they can help you um yeah a bunch of freaking nerds in there um everybody's pretty willing to help though if you got uh issues and problems just bring them to the help Channel something I didn't say or something I said didn't make sense or if you missed a key command I used or something just feel free to shout it out I don't think it helps there we go that's creepy so that's maybe a little too much input but it's pretty cool so we had 65 or 045 let's buy 65 yeah interesting yeah 0 65 let's try it I think that's all I want to change I like the gooey and the drippiness and everything uh this workflow is just a bastardization of a way better workflow uh on banad Doo so I highly recommend just getting it off banad Doo um let me get you the link to that copy it's in This Server here uh and it's in the uh ad resources Channel um it's the one with all the crazy masks and moving stuff um that workflow is way better than anything I'm going to slap together today uh I just wanted to rebuild the the process of it so you guys could see what's happening because like that workflow is pretty complicated but it's better it's got an upscaler does all kinds of fun stuff does some interesting stuff in the upscaling Run uh as far as the like the depth map and the control Nets are concerned like does some conditioning combining magic that I haven't fully looked at yet uh it also has IP adapter uh guidance so you can just drop an image in there and guide it towards that uh result super cool we can add IP adapter to this too uh once we get a cool result these uh images that I made are technically depth maps as well so we might uh also be able to stack a depth map uh control net on top of the uh and the GIF one and see what that does as well so let's try that and then I'll add IP adapters so I don't need this twice because I'm using the same files I just need these two again uh and we're going to make a depth this one's depth we're going to set it to like 35 maybe and this image goes to here that's literally all you need oh yeah and the uh clip flows through control Nets so positive to positive negative to negative yeah you just added a control net congratulations right on okay let's try it with some depth yeah sh all right let's set up IP adapter model goes through to animate diff yeah yeah all right we need a IP adapter model loader you're going to use Plus uh oh encoder yeah plus clip Vision loader all right need a prep image for clip Vision I saw a really cool trick uh on that other workflow I'm going to replicate I think that's what it was there basically a way of looking at the entire image as opposed to just whatever Center cropped I have to double check the values though I think this is maybe wrong let me check uh Center Left Right pad Center Left Right pad 0.15 and one for everything okay cool never mind so one one one one strange all right cool uh no noise and we just need to plug one image into these four so load image hey what do we got probably a whole bunch of garbage [Music] images wow none of these are good for IP adapter let's [Music] do do I have something let's go desktop stuff and let's try this The Bu I image my buddy generated jauu we'll try this for style so I know that was a lot but I think that's everything we need to make this work all right okay and then yeah well anyway uh hopefully y all have set up IP adapter before but if not this is the basic structure just leave that nice and big for second so you can screenshot it if you want all right uh yeah let's try um neotokyo uh Aly neon signs uh reflective puddles uh purple lights that kind of fun stuff uh cyber Punk yeah uh with that image probably be cool and then depth on our thing [Music] o trippy all right let's try it with some depth uh you can always check how much vram you're using by um running uh pip install nvi top uh and then using nvi top and it'll tell you how much vram you're using like this workflow currently with all this stuff plus IP adapters is using 10 gigs of vram so if you have an 8 gig card this workflow is going to start getting really slow and that's because we got two control Nets animate diff IP adapter and you know relatively large batch so you could either start cannibalizing things or uh Rin some time on runp pod or you know like whatever yeah the uh the banad doo workflow is sick like I highly recommend using that the upscaler looks awesome too just takes a long time hey tenia one other thing that helps is um our tiles are all relatively around the same size so if we play with our minid and Max scale on here uh you know get some larger tiles um and maybe play with the seat a bit get some smaller tiles up front a little smaller yeah we got a lot more variation in the tile sizes uh the thing we can do is uh make this the minimum smaller um Hit N in here and then because we set the minimum here we can set it at 0.0 you know 03 or something we go even smaller uh that was for Max let's do that for Min .03 SC there we go get some nice variation in the sizes find yourself a nice seed and render and then when you render one just make sure you change the file name so you don't overwrite the last one you made [Music] hey so yeah like I said this is really cool super powerful method for animation because the input footage loops and we have the uh you can also click close loop if it doesn't and that'll uh try to close the loop and animate diff yeah just dancing around yeah I mean it did a pretty good job of implying the the IP adapter uh style um another really cool thing is the color match node I just had trouble making this work last time I'll try it again um but it freaked out on me last time so we'll see uh just this to here and then we're gonna pop another one of these and we're going to call it uh color match and this should try to color match it to the input footage which is pretty neat I don't know if it works with only footage though or just because like last time I tried with an image it freaked out so I think you you might need to make a batch of images that is the length of your animation which is possible but kind of annoying all right uh yeah well let's try to Loop in an upscaler then right sure okay let's add another K sampler this one's going to take this latent uh we're going to pull the model from the uh original checkpoint loader we're going to pull the vae from the VA oh we're doing that here a vae decoder uh but before the uh before the lateen image goes in here we need to upscale it so let's add an lateen upscale buy and we'll just do 1.5 okay so we're going to take our result from this one and before we turn it into images we're going to actually upscale it while it's still in a latent space and that'll help it'll redream new detail at this this resolution which is if this one's 512 x 512 when it goes 1.5 it'll be 768 x 768 we're going to just use the same positive and negative prompt from the control net this can have diminishing returns or sort of expanding returns uh because it's processing the control net twice so we may have to back these numbers off a bit but we'll play with it um and then we're just going to do a very similar output to here except we're going to call it upscaled yep upscale and that's fine and then we're going to a film node uh sure yeah film node yep and then we add another one of these and upskilled film 24 frame upskilled sorry I know this thing's in the way but yeah right so this upscaler over here uh it'll run after this run at eight uh so M was easy maybe okay let's do 16 frames make sure it isn't uh broken how do we do that we change our frame load cap to 16 whoops not pin purple purple [Music] red blue blue cyan ooh it did it look at that color match that's nice right see how it like took on the oo that's super handy get that color match node in your life why is this going so fast oh because it's 16 frames I was like wait a minute oh you know what I want one of these down here and yeah all right whoa you know what I know what happened happen you see what happened you see why that broke cuz I pulled the model and right out of the model this is actually pretty trippy but it's not what I meant to do we need to pull it out of animate TI this model and I think that'll work let's try that again without the strobe blade uh holy cow my discord's blowing up oh that looks really good all right this one worked I'm blown away by this like the way they're walking around in the scene it's so cool I mean f holy cow we lost a lot of movement but this didn't lose this movement holy huh that's interesting oh no you know we didn't get a lot of movement in the top on this one either yeah no I mean that's that's a really cool sick okay let's this upskilled [Music] output nice okay this workflows slowly getting crazier and crazier let's get all this stuff up here I think yeah and then maybe we can move this stuff in I know it's a little more confusing but uh maybe here here yeah maybe that makes more sense I should put all the stuff in the front I'm going to rebuild this workflow later I think but I really like what it's doing right now so let's try a long one or longer one 16's good here let's try 32 frames in the this up here I know 32 all right let's try that as always uh join the Discord p. XYZ all the links are there uh if you want to support the channel you want to support what we're doing here uh patreon.com Pur uh gets you access to special channel on the Discord and I will be releasing a giant mask pack for the um subscribers The the supporters um uh really soon uh I'm just I'm just putting it together right now uh it's going to be just an absolute uh F ton of uh masks that you can use for this stuff um yeah uh I've got a lot of masks so I'm going to share them with my friends so yeah uh sign up uh get them there's a bunch of free masks also on the Discord I'm just I'm going to give you way more masks if you're a supporter um so yeah if you you want some masks for free just come on out to the Discord grab them and then leave it's all good I don't mind um but uh I think you should stick around cuz there's some cool people there and we're doing some fun stuff and if you have ai trouble it's a good spot to hang out and uh troubleshoot cuz chances are someone else has been down the same road you're on right now like me and rad Thundercat trying to figure out how to fix uh the film interpolation errors when starting up comfy because the CU DN and the Cuda tool kit weren't playing together nicely this is really cool man I just love that uh I just love that that color match node it's super cool it's actually really cool because if you look at this you can actually see all the tiles it's just turned them into like Street Billboards and like Signs and very interesting because remember this is our input actually we might even be using the old one yeah we're using the small one I've made a bigger one since then let's try the bigger one uh yeah this one copy as path so after this one's done we'll try the uh we'll try the new one and I think I'll disconnect the uh upscaler for now and then when we get something we really like I'll do an upscaler run because you know 5 minutes for 32 frames is a little excessive let and we're rendering it would be cool if you could use 3D noise and comfy yes I uh really want uh well I've talked about this with a few people already but I mean timeline would be great but feeling that some kind of like real time Shader toy with audio input uh thing would be very handy even for generating uh control net masks um right before the Run um you know on amplitude from like a kick track or baseline or stems from your from your song or even the whole tune itself just make some stuff react you know and then use that as control net input footage um yeah you could even do some really fun like scene switching stuff too where you're having it when there's like a lot of amplitude big big smack or something it uh like jumps to the next Shader or something and you get all kinds of really uh really really awesome motion there pretty much for free wouldn't have to open up blender and do all that crap I did for the first 45 minutes of this tutorial that's for sure as always they don't play music on my streams so that you can um plus I'm listening to very abrasive dubstep right now and I know that's not everyone's cup of tea hey that looks cool that's very alive I like that for all right well I am thoroughly impressed and thoroughly happy with this result so let's keep kicking um see what else I have for input images because uh this this color palette starting to get tired let's try the L more man uh 3D cyberpunk uh 1990s virtual reality horror [Music] movie [Music] scary uh actually we don't need that stuff that's enough let's try that 3D cyberpunk 1990s virtual reality with the lawn more man input and the new mask Ed it I'm probably going to cancel it on the upscaler Run uh but we'll see it's really good I'll let it go it is only five minutes after that yeah everyone on this street is just completely drunk [Music] whoa yeah I don't think we need to run the uh upscale or run on that it's cool though very weird what's my I'm gonna set this at 025 I'm just G to try something Let It Dream a little more let's try a different image where the heck did I put all of my images [Music] deskt stuff H so tempted to try Mr Bean but I'm not going to tr Tron 1980s Kidron cyber fun so yeah if you like the potential of this I highly recommend going and getting that uh getting that workflow from the banad doo server because like you know it's more advanced on this one one it's got uh it's got different stuff for the control net different uh a whole separate control net Run for the refiner Run um and the results look really really good with it so I highly recommend checking it out uh this is sort of a shorter easier version of that um that you can build yourself and then you could start adding more stuff if you want to swap out the control nets for the uh for the refiner Run that's maybe not a bad idea uh you could run another set of control Nets and then change the the uh the weights so that they're not as uh prominent if that's the problem you know because right now it's doing the control net twice so I could duplicate all this and then uh run the positive and negative prompts into it and then run them into this case sampler uh with like lower weights you know to sort of scale the weights down a bit that's pretty cool wow the color corrected one is too dark but it's really cool I don't think I'm going to uh upscale that one but I really like it it's cool creepy all right let's do uh I kind of want to do Mr Bean Mr Bean yeah the only reason I'm not covering that banad Doo workflow in my stream is because it's just like really complicated he uses get set nodes and it's a bit of a bit of a struggle to get working uh this you can pretty much just get going if you have all the normal stuff um that's not to say that it's not worth setting up though because you know it's again looks amazing super overpowered with this process uh when you're making these things you know with all these masks another tool I like to use in blender for the mask generation is a a node pack called uh effects nodes highly recommend it um it's got uh just an absolute ton of uh shapes patterns uh mappings utilities all for Shader nodes that uh sort of just expand on blender's toolkit so uh if you get comfortable with this workflow that I'm doing now with the texture stuff uh no packs like this are invaluable because you know if I just want to mix uh a heart and a butterfly I can just use the two nodes right a math node so I'm about to demonstrate the power of this but uh yeah highly recommends this uh effects nodes if you want to get into making Shader nodes for blender um extremely powerful kind of gets you going with all these awesome uh uh building blocks but I'll show you how I use it in a minute oh no oh jeez well I got upscale that right what a nightmare I kind of love it and how long is our upscale five minutes okay let's jump over to blender then so hide our Point cloud and unhide our shads all right let's duplicate this Shader gx2 go over to the Shader editor copy it if you were a smart person and not me you'd be naming all these and naming the materials the same name um but uh I'm not a smart man so let's let's let's let's do that so this is um Wave band x uh what's this one this is uh wave Rings Z Wave Rings Z this [Music] is wave ver uh horizontal Str Stripes uh this is wave distorted Stripes this is all in case later you need to do stuff with this and you just want to pull these shaders out and use them for Stuff you have a suit that folds like Mr Beans that's funny uh let's go wave distressed Stripes I mean they're really just Borno Stripes but that's close enough wave Stripes what's this one I'm going to call this bubble wave because I have no better name for it uh and this is uh wave uh band x uh magic all right and then this one this is great because now they're not in order anymore you know it's fantastic uh should have put numbers on them yeah okay cool ah a little uh annoying maintenance is now done all right let's uh add more stuff uh let's get rid of this magic texture we're going to start using those nodes I was talking about um once they're installed you just uh you know buy it download it install it uh edit preferences add remove node packs or whatever install that uh once it's installed it'll be in your end menu over here under FX nodes and there all the nodes are in here so let's try I like the Simplex grid uh so let's try that give it a vector and plug it into the uh math node the wave texture is going to pull through this texture and make it Loop no matter what it's set to so you can adjust all these Loops it's always going to loop I mean this looks pretty cool already so I'm probably just going to leave that one the hell alone dup duplicate it gx2 copy oh what did I not do name it so let's call it uh Wave band X Simplex grid and you'll be nine cool there already copied the material y I mean that's pretty cool already as you can see you can get lost for hours just making textures I mean come on I not just what's this one this one oh whoop all right okay oh I see right uh let's add another texture oh right on yeah the whole beginning of this uh the whole beginning of this live stream is how to do this polyculture um so yeah if you if you want to like uh yeah I did the whole setup from the beginning to set it all up with geometry nodes and all that you'll have fun hop on the Discord and start shouting if you have trouble somebody will help you these dramatic ones are cool more nodes than you can handle okay let's do uh we could try uh uh hex tiles that's scaled up pretty high it's kind of cool we got Y what about Z oo yeah I like that cool oh there I go not naming stuff again this will be hex [Music] Z yeah and then we'll call you yeah cool and you we're going to make a saw I think that's cool yeah the guys you can see just plugging stuff in changing some stuff adding different nodes you can get pretty cool stuff let's see a look at our junk junk table lots of cool stuff happening now how's our render doing oh sweet Jesus oh oh well this is terrifying new profile pick anyone let's bounce another one of these with all this new stuff in itop uh if we go to our camera uh and we go to viewport display we can actually black everything out around the edges so we can see like exactly what we're going to be rendering so um now looking at it I think I want to bring this the scale down a little bit on everything and I just want to play with the seeds until we get something a little more variety you had all some realizing would be like a really cool thing it's some way to have a node that would offset the time for all of these a little bit cuz as long as they're all the same length they should all Loop in the same spot would be cool okay I think this is going to be good I'm goingon to I'm going to make this a little bigger yeah and uh what do we need to just fill it how much do we have here that's just solid yeah here we go let's have a look I want to fill every every pixel that too much yeah maybe every not every pixel okay let's try that sure all right and then [Music] uh oh interesting oh right because the rotation by uh all right uh that's pretty cool where are you go away steam thanks bud so what I've done here I just had to remember how to do it when you're instancing these things um every everything in the collection has an ID um so you can actually tell it which IDs you want to show and which you don't so if I only want to show six which is this one or or seven or eight or six through eight right after you've built out all your shaders if you want to change the mud pile to be missing certain stuff that you don't like anymore or isn't working for what you're trying to do you can just like omit those IDs so um if you go from zero to however many you have or above however many you have what do we got one got 12 so zero to 12 that's going to hit all of them for sure then we can just flip our seed here to get a different layout which means we can actually plug this into our seed and then when we flick our seed we get even more variation uh bum bum bum [Music] that yeah LOL okay yeah so there hopefully that makes sense just hoping people can see where the nodes go and how everything connects all right uh sweet so zero to zero we'll only do that one one we'll only do the first two first three first four it's 12 13 14 whatever uh seed is connected to the global seed which is connectable here scale Min scale Max uh why do we have one great big one oh because these are not there we go yeah so the more you add the more junk you get the more cool stuff you get the you know you can add different ones do different things um you could just render out you know like chunks like this like in 16 by9 do animations like that uh yeah Sky's limit all you have to do is camera mode just move around an orthographic you know that's as valid as a framing as this is or this even with the edges who knows what that'll do you can automate anything in blender pretty much so you can even automate the grid size make them all explode out from the center like that uh what else yeah you know have fun with it make stuff yeah so uh go forth and make things I I'm G to I'm going to cut it off here because I'm just getting tired and rambling at this point um but yeah if you want to uh rebuild this workflow using the thing uh I mean I can drop this workflow on my Discord but it don't buy any way this is not the official workflow I would honestly recommend going over to Boko getting that set up and using the uh the one from there um there's some free masks there you can use the masks uh on my server and tonight I'm going to be dropping uh like two or three uh garbage masks like the mud mud pile masks uh for y'all to play with so uh if you want some of these um I'll drop some of these crazy masks tonight so you can play with those um yeah they're really fun um yeah have a good night everybody thanks for coming out again patreon Discord pers. XYZ all that stuff uh yeah had a lot of fun and I'm going to keep making these and uh check my Twitter for um the results I think uh we're on to something really cool here thanks for hanging out everybody appreciate you all have a great night we'll be back again soon
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Channel: Purz
Views: 861
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Id: JX2V3taILWk
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Length: 110min 50sec (6650 seconds)
Published: Wed Dec 13 2023
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