Man! Your videos are the best! Photorealistic landscapes with the still developing GNs! And that doesn't even require that many nodes.. That's the formula I like.. Keep it up..
Sie sind einer der besten, ich werde mich wirklich sehr glücklich, mit Ihnen zu arbeiten, weil ich so viel lerne . ( ich versuche, selbst zu lernen und dann in etwas zu arbeiten ,dass ich liebe.)(ich schätze, was Sie gegeben haben)👍👍👍👍👍
great tutorial! explained thoroughly yet concisely which is exactly what I hope to find when following a video :) i have one issue that i am running into with the ocean material, though. it could be that i'm using a different version of blender. While my ocean material has the right color and texture appearance, i'm not getting the same "depth" effect if that makes sense. even with the exact same settings for the BSDFs, both volume and surface, all i see is the surface of the water and nothing below is coming through. is there a default setting in the render or scene properties that needs changing? edit: once i increased the Z property under the "set position" node for the ocean grid, the effect started to come through. yay!
Hi, the World Shader is very simple. I just added a "Sky Texture Object" and connected it with the "Background Node". Sun intensity und Strenght (Background Node) both to 0.3 and the Sun size a little bit bigger, because I don't like sharp shadows.
Cool tutorial! I ended up doing a mesh boolean on the iceberg grid and the second grid for the water. That way, there are no objects under the icebergs Edit: nvm, that didn't work out too well. Not enough resolution to accurately place the water directly against the mountain edges I think
@@blenderdude5050 Hmm, any other ideas? I've been trying to get it for a bit. Maybe scaling up the booleaned mesh afterward? or raycasting up on each vertex and somehow deleting the geometry of them if it interesects? very curious to know if this is possible
@@rexma7394 Maybe we could use a "Geometry Proximity" Node in combination with a math node set to "Distance". With a "position" Node in the math node, we could measure the distance of each point from the water and the iceberg, Of the distance is positive (or negative...?), the iceberg is higher than the water no ice chunks should be there. Plug that info into a delete geometry node. And that delete geometry node in the selection input of the "instances on points" node. Just an idea, did not try it out...
@@blenderdude5050 I think I got a somewhat okay result now (if a little inefficient?). I followed what you said but couldn't get the proximity to work alone as really shallow land would be considered. In the end, I went with a combination of ray cast and your method. I ray cast up and pass that didHit result to a boolean and. I also do a geometry proximity with position that leads into distance and then a greater than node. that is passed to the other side of the "and node". I use the threshold of the greater than node to say how far or close the edges of the water are. This gives me what you would expect with the water only slightly bleed into the icebergs. Thanks for the help :)
I recently found your videos and I see I have a lot of great stuff to consume! I don't quite get the 'Temp Material View' ... It seems that you a creating a plane under your GNs and putting your texture on that and then setting the shader in the GN!
Hi, funny that you ask that - I had exactly the same problem today and I realized, that MapRange changed a little bit from 3.01 to 3.1. I used 3.1 for the Polar Landscape - forgot to say that.
@@blenderdude5050 Thank you so much! Time for a Blender Update I'd say :-) And thanks for all your Geometry Node tutorials by the way. Learned a lot! I tried to get a tiny planet, but the system you show on a flat grid is a little different (and was difficult to me to solve) when based on a sphere. Found lot's of good help in the Blender forum though!
Hello, teacher, I like your geometry node tutorial very much, but I heard several friends say in the process of learning that this kind of node is similar to Houdini and needs a certain mathematical foundation and a certain understanding of calculus. So I want to hear your opinion. Do you need to learn mathematics in calculus
Hi, so for the kind of scenes I create in Geometry Nodes, I don't need a lot of math. It's more important to connect simple nodes cleverly to get the desired result. I don't need more than multiplication, understanding vectors and maybe sine and cosine. But: I also think I am only scratching the surface of what is mathematically possible. If you look at other videos where curves are bent according to certain functions, balls float around in pre-calculated paths etc. then it is definitely helpful - no necessary - that you have a good mathematical understanding!
@@blenderdude5050 Thank you very much for answering my questions in your busy schedule. Your answer is like a lamp illuminating the fog in front of me, which has benefited me a lot. I also wish you further progress in your artistic attainments
@@nicholaspatton3797 Ah - The Noise Texture outputs a black and white pattern from the Fac output. Black is 0% metallic, white is 100% metallic (or was it the other way around...? try it out). With the ColorRamp node I limit the metallic effect, so that all white areas are turned into a light gray. Did the explanation help?
@@blenderdude5050 It did somewhat. I have a habit of needing full explanations on how to do things I don't understand and sometimes understanding stuff when I try things myself after the explanation. By the way... In the future, will you ever tutorials on how to use geometry nodes to create either a cloudy sky or a volcano?
@@nicholaspatton3797 Yes - me too! Don't like just repeating things. I am working on a cloud tutorial for geometry nodes but encountered some difficulties. Still working on it.
Why cant just make landscape with actual geometry and not displacement maps. What if we wanna further develop the landscape and add assets, foliage etc.. this sucks. we have to work in render view all the time too..
Don't understand your problem. you can add assets to the scene. and you don't have to work in render view... maybe you first try to understand, what you are looking at.
Man!
Your videos are the best!
Photorealistic landscapes with the still developing GNs!
And that doesn't even require that many nodes..
That's the formula I like..
Keep it up..
I will do my best!
Sie sind einer der besten, ich werde mich wirklich sehr glücklich, mit Ihnen zu arbeiten, weil ich so viel lerne . ( ich versuche, selbst zu lernen und dann in etwas zu arbeiten ,dass ich liebe.)(ich schätze, was Sie gegeben haben)👍👍👍👍👍
thx!
Thanks for help and good luck in your future projects!
Great video. Thanks for sharing!
Good job man!!!
thx!
Amazing stuff man thank you. Liked and subscribed
thx!
Also thank you very much)👍
Excellent stuff - thanks a lot for the demo !
I love all of Vids.
Thanks for the lessons.
Amazing !
schönes tutorial.
Danke!
nice, thanks
This is really cool. Will it work on Blender 4.2 with the new nodes?
Hi, I don't know - some nodes may have changed, but not too strong. I think it's possible to convert it quite easy to 4.2
great tutorial! explained thoroughly yet concisely which is exactly what I hope to find when following a video :)
i have one issue that i am running into with the ocean material, though. it could be that i'm using a different version of blender. While my ocean material has the right color and texture appearance, i'm not getting the same "depth" effect if that makes sense. even with the exact same settings for the BSDFs, both volume and surface, all i see is the surface of the water and nothing below is coming through. is there a default setting in the render or scene properties that needs changing?
edit: once i increased the Z property under the "set position" node for the ocean grid, the effect started to come through. yay!
Wow, that was cool 😎 Are you from Germany?
Hi! This is amazing. Quick question, how long does this take to render? Thank you for sharing
Hi, depends on your graphics Card :-) I have a 3060 NVidia Card
Nice tutorial man! Could you just share a screenshot of the world shaders and the values, it would become easier for me to light me scene then xD
Hi, the World Shader is very simple. I just added a "Sky Texture Object" and connected it with the "Background Node". Sun intensity und Strenght (Background Node) both to 0.3 and the Sun size a little bit bigger, because I don't like sharp shadows.
Thanks for the help
@@blenderdude5050I needed this
Cool tutorial! I ended up doing a mesh boolean on the iceberg grid and the second grid for the water. That way, there are no objects under the icebergs
Edit: nvm, that didn't work out too well. Not enough resolution to accurately place the water directly against the mountain edges I think
Yes, know what you mean - tried that solution in my tutorial "modular Landscape" didn't worked out eather....
@@blenderdude5050 Hmm, any other ideas? I've been trying to get it for a bit. Maybe scaling up the booleaned mesh afterward? or raycasting up on each vertex and somehow deleting the geometry of them if it interesects? very curious to know if this is possible
@@rexma7394 Maybe we could use a "Geometry Proximity" Node in combination with a math node set to "Distance". With a "position" Node in the math node, we could measure the distance of each point from the water and the iceberg, Of the distance is positive (or negative...?), the iceberg is higher than the water no ice chunks should be there. Plug that info into a delete geometry node. And that delete geometry node in the selection input of the "instances on points" node. Just an idea, did not try it out...
@@blenderdude5050 I think I got a somewhat okay result now (if a little inefficient?). I followed what you said but couldn't get the proximity to work alone as really shallow land would be considered. In the end, I went with a combination of ray cast and your method. I ray cast up and pass that didHit result to a boolean and. I also do a geometry proximity with position that leads into distance and then a greater than node. that is passed to the other side of the "and node". I use the threshold of the greater than node to say how far or close the edges of the water are. This gives me what you would expect with the water only slightly bleed into the icebergs. Thanks for the help :)
@@rexma7394 Cool - Curious about the result! maybe I will need that node example for one of my next tutorials!
I recently found your videos and I see I have a lot of great stuff to consume! I don't quite get the 'Temp Material View' ... It seems that you a creating a plane under your GNs and putting your texture on that and then setting the shader in the GN!
I think the narrator is German.
Germans usually come out with complex and amazing contraptions of all kinds.
I'm a super noob with blender. I purchased the project, can these models be easily exported to unreal? Not the water, just the assets.
sorry, have absolute no experience with unreal...
try to apply the nodes modifier to make the model "real"and then try some of the export options...
My result is really ugly, I don't understand. I followed all the steps...
What Blender version are you using? I can't change MapRange to Vector (using Blender 3.0.1).
Hi, funny that you ask that - I had exactly the same problem today and I realized, that MapRange changed a little bit from 3.01 to 3.1. I used 3.1 for the Polar Landscape - forgot to say that.
@@blenderdude5050 Thank you so much! Time for a Blender Update I'd say :-) And thanks for all your Geometry Node tutorials by the way. Learned a lot! I tried to get a tiny planet, but the system you show on a flat grid is a little different (and was difficult to me to solve) when based on a sphere. Found lot's of good help in the Blender forum though!
Hello, teacher, I like your geometry node tutorial very much, but I heard several friends say in the process of learning that this kind of node is similar to Houdini and needs a certain mathematical foundation and a certain understanding of calculus. So I want to hear your opinion. Do you need to learn mathematics in calculus
Hi, so for the kind of scenes I create in Geometry Nodes, I don't need a lot of math. It's more important to connect simple nodes cleverly to get the desired result. I don't need more than multiplication, understanding vectors and maybe sine and cosine. But: I also think I am only scratching the surface of what is mathematically possible. If you look at other videos where curves are bent according to certain functions, balls float around in pre-calculated paths etc. then it is definitely helpful - no necessary - that you have a good mathematical understanding!
@@blenderdude5050 Thank you for your answer. Your answer is very helpful to me. Thank you very much
@@blenderdude5050 Thank you very much for answering my questions in your busy schedule. Your answer is like a lamp illuminating the fog in front of me, which has benefited me a lot. I also wish you further progress in your artistic attainments
@@刘林杰-g8c thank you!
Question: For the color in the Color Ramp, what were the colors you chose for both ends (their RGB)?
Hi, you mean the ColorRamp at 4:48? Black is RGB 0-0-0 and White ist RGB 1-1-1. Complete Black and complete white.
@@blenderdude5050 No, I mean the Color Ramp shown when doing the iceberg material/shader around 14:12
@@nicholaspatton3797 Ah - The Noise Texture outputs a black and white pattern from the Fac output. Black is 0% metallic, white is 100% metallic (or was it the other way around...? try it out). With the ColorRamp node I limit the metallic effect, so that all white areas are turned into a light gray. Did the explanation help?
@@blenderdude5050 It did somewhat. I have a habit of needing full explanations on how to do things I don't understand and sometimes understanding stuff when I try things myself after the explanation.
By the way... In the future, will you ever tutorials on how to use geometry nodes to create either a cloudy sky or a volcano?
@@nicholaspatton3797 Yes - me too! Don't like just repeating things. I am working on a cloud tutorial for geometry nodes but encountered some difficulties. Still working on it.
Why cant just make landscape with actual geometry and not displacement maps. What if we wanna further develop the landscape and add assets, foliage etc.. this sucks. we have to work in render view all the time too..
Don't understand your problem. you can add assets to the scene. and you don't have to work in render view... maybe you first try to understand, what you are looking at.
@@blenderdude5050 Okay sorry about that. I misunderstood geometry nodes with just shader displacement nodes.