Blender Geometry Nodes 3.0 - Modular Landscape Tutorial - Part 02

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  • Опубликовано: 5 окт 2024

Комментарии • 81

  • @ferbragga
    @ferbragga Год назад +36

    I've just found your channel and it's amazing. Just one thing though, maybe when you add the nodes you explain a little the "why" reason behind that node and what it will do, so we can instead of following you blindly, we can also learn the thought process for when we need to create something ourselves. Great video!

    • @Cyber_Kriss
      @Cyber_Kriss Год назад +2

      Well I've just followed the video, he explains most of the moves he's doing.

  • @eclecticgamer5144
    @eclecticgamer5144 2 года назад +23

    If you want the best distribution of random rotations use Min of 0 and Max of "Tau", just type the word in the box. Tau is "2*PI" which is the radian representation of 360 degrees.
    To prevent grass from spawning below water level, use the "selection" part of "Instance on points", and plug "If Pos Z is Greater Than Pos Z of Water plane". "Scaling to 0" leaves all those points and all those faces, which waste of resources.
    Much easier way to make frames: Select all the nodes you want in the frame, Hit CTRL J.

    • @blenderdude5050
      @blenderdude5050  2 года назад +6

      cool, thank you for your improvement tipps!

    • @eclecticgamer5144
      @eclecticgamer5144 2 года назад +9

      @@blenderdude5050 You share your knowledge freely, and so will I. That's what I *love* about this community. ^_^

    • @Pedro_Virgilio
      @Pedro_Virgilio 2 года назад

      hello, im noob at blender, real begginer case where i can't figure out how exactly i do "If Pos Z is Greater Than Pos Z of Water plane". What i need to use to do something like this o.O thanks for yo previous help! i didn't know that "tau = pi*2" :)

    • @eclecticgamer5144
      @eclecticgamer5144 2 года назад +1

      @@Pedro_Virgilio In geo-nodes, you can use "transfer attribute" with "position" plugged in to attribute, to get the position of other geometry, like the water plane.
      Then use "compare floats" and compare the position -> Separate XYZ -> Z of the two different geometries.

    • @eclecticgamer5144
      @eclecticgamer5144 2 года назад +1

      But, since you control the Z position of the water plane with a group input,
      you just compare Z postion of the point with the input value.

  • @christiancordes4443
    @christiancordes4443 Год назад +2

    Alter!!! Vielen, vielen Dank für diese geile Tutorial-Reihe. Ich hab selten soviel gut verständliche Infos für Geometry Nodes bekommen wie bei dir!

  • @ilovebirds4080
    @ilovebirds4080 5 месяцев назад

    for anyone having issues with there custom grass object having weird black shadows, took me a while to figure it out, go to render tab and light paths and turn up the transparent to around 22, worked for me

  • @attemptry
    @attemptry 2 года назад +3

    I learned a lot from this short series, thank you.

  • @Oxxyjoe
    @Oxxyjoe Год назад

    Dandelions
    Dandy ... Lions. Is how you say it. Just so
    I had just started using Blender and had no idea about geometry nodes. This is quite the splash into that, thank you

  • @real2late
    @real2late Год назад +1

    Deine Tutorials sind echt extrem geil, danke dir!

  • @H53.
    @H53. 2 года назад +11

    If the viewport is slow for anyone, try grabbing the output from 'Map Range' which controls the scale and plug it into the selection input of 'distribute points on faces'.
    I noticed that instances not meant to show up below or above water were still being computed. 0 scale didn't mean 0 computation. I think this is what the above solution is doing? removing them instead of scaling them to 0?
    Edit: someone else already pointed this out.

    • @blenderdude5050
      @blenderdude5050  2 года назад +2

      yes - you are right. was my first tutorial. 20 videos later i wouldn't use scale. would use selection channel, too!

  • @pwisbest3122
    @pwisbest3122 Год назад +1

    Bro I just found out your channel and it's brilliant that you create these with just geometry nodes. And you're making a tutorial for it. Just hats off to you man. 🫡

  • @benjaminpetzuch
    @benjaminpetzuch 2 года назад +4

    Thx for the tutorial! Exactly what I was looking for.
    Get well soon

  • @asdfa3wfesdc970
    @asdfa3wfesdc970 2 года назад +2

    I was waiting for this! Thank you for uploading

  • @StephMH87
    @StephMH87 Год назад +6

    I loved part one but unfortunately explaining the materials section with 'its pretty simple what's going on here' and showing some random nodes on screen (that have been renamed from whatever might have help me figure it out) just feels cruel. I don't mind you not explaining it but this made me feel dumb. I understand you don't have time to explain everything but I even payed for the file to see if it was something obvious I could work out but no it really isn't that simple.
    If anyone has a tutorial that will explain the first two minutes I'd be grateful because I don't even have the words to google what's going on.

    • @TANKE777
      @TANKE777 Год назад

      Hey, don´t feel discouraged,
      The nodes you are looking for are all the same node: ¨image texture¨. Once you choose a file (jpg) for the image texture it will be renamed.
      There are many images online for the material (color, displacement, roughness, etc)
      poliigon webpage have many for free, I downloaded those, and they come with the full package (color, displacement, roughness, etc)

  • @BlenderThunder
    @BlenderThunder Год назад +3

    I feel like I missed something. Like I jumped from part 1 to part 3 or something.

  • @gatofuji7410
    @gatofuji7410 9 месяцев назад

    Fantastic. Thank you very much.

  • @xilo6830
    @xilo6830 Год назад

    Hey, thanks for the video. This was a nice introduction to geometry nodes for me and I found it to be quite intuitive. Another cool thing you could do is base the size of the plants on the z position, so the plants closest to the water are smaller than the ones on higher planes. I did this by directly connecting the "less than" node into selection, getting rid of all instances less than a certain z - position. Then I connected the z - position into a map range, and after playing with the values connected that into the scale. This way I was able to base the scale of each instance on their z - position and then the "Scale instances" node gave it even more randomness.
    One thing I don't understand and didn't use was the "subtract" math node. How does subtracting zero help? If the node is there only to clamp values (which doesn't seem to change anything when toggled) can't it be turned on on the "less than" math node?

  • @charlesdexterward4253
    @charlesdexterward4253 2 года назад

    Danke für die Tutorials und gute Besserung.

    • @blenderdude5050
      @blenderdude5050  2 года назад +1

      Danke - alles gut überstanden! Booster sei dank!

  • @aniginaaa
    @aniginaaa 7 месяцев назад

    Great tut !! thank u so much! I appreciate the way you didnt focus on painstaking details "'step by step'' - I had fun with searching solutions and learn a lot. But may I ask I use Blender 3.6 and I coudnt get more than two "Collection'" Node branches, I mean I add grass, dandalions but cant get more objects on my set up like rocks collections etc. Duplicated working branch actually doesnt appear at all when I try to plug it in Join Geometry.Does it depend from my system or some settings need to be changed or smth else?

  • @jirehpaulo
    @jirehpaulo 8 месяцев назад

    Great tutorial! thank you for this workflow! I have a question when applying displacement in the shader is this possible? I dont seem to get it to work

  • @moritzbotzleiner-reber1807
    @moritzbotzleiner-reber1807 3 месяца назад

    Servus! Erstmal vielen Dank für das Tutorial, hat mich wirklich weiter gebracht in meinem Vorhaben. Wegen der Erstellung der Vegetation als Objekte… kommt da noch ein Video? Und die Image Texturen für den ground. Hast du eigene herstellt oder aus dem Internet?
    Lg

    • @blenderdude5050
      @blenderdude5050  3 месяца назад

      Hi, schau mal in meinen anderen Videos - da gibt es ein Tutorial für GN-Gras, GN-Blumen und GN-Felsen. Die kann man sehr gut für diese Landschaft verwenden.
      Bzgl. den Texturen: ich verwende das kostenlose Plugin "Blenderkit". Da gibt es tausende von Texturen gratis. Einfach per Drag'n'Drop auf dein Model ziehen.
      In den meisten meiner Videos habe ich einen Link in der Beschreibung, da gibt es einen vergünstigten Blenderkit-Account. Der kostet dann monatlich 5 Euro oder so, aber dafür hast du neben den kostenlosen Texturen auch Zugang zu tausenden Modellen und HDRI Bilder.

    • @moritzbotzleiner-reber1807
      @moritzbotzleiner-reber1807 3 месяца назад +1

      @@blenderdude5050vielen vielen Dank. Des ist wirklich ein gamechanger für einen „Anfänger“😂

  • @sandraeise9080
    @sandraeise9080 Год назад +1

    🤨Sorry, but this part 2 for me is not usable. I am not a professional in using Blender and Part 1 ended totally different. The list of objects, materials and other things you suddenly have in the Collection now, which are somehow connected with your nodes suddenly - i don't know how you did that. I had finished part 1 and now i can terminate follow this tutorial series because - i don't have that list in Collection and i don't know how to get it in there. That's not correct. For me it's annoying.

    • @davidvickylov3648
      @davidvickylov3648 Год назад

      the author most likely used an addon such as blenderkit or similar to add collections with grass and stone

  • @INuuhh
    @INuuhh 9 месяцев назад

    I didn't understand the material node for tutorial ground. how did u get the ground displacement, color, roughness and normalgl jpg node?

  • @IgorDisenoGrafico
    @IgorDisenoGrafico Год назад

    This is too pro for me, for the moment.

  • @Tornsock
    @Tornsock 4 месяца назад

    7:28 BOOM

  • @davidvickylov3648
    @davidvickylov3648 Год назад

    guys, please tell me how to apply texture to the resulting landscape? UVunwrap can't be done because there is a regular cube there

  • @Eddy_Del_Lobo
    @Eddy_Del_Lobo Год назад

    Hay! Great tutorial, I bought your gum road pack, I'm wondering how to get this into Unreal I'm really stuck

  • @AndrewE8001
    @AndrewE8001 Год назад

    Hey! I followed your tutorial. I have a question, if there's an area which I don't want points distributed on, how can I do this?

  • @刘林杰-g8c
    @刘林杰-g8c 2 года назад

    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🧐🧐🧐

  • @juanayala4678
    @juanayala4678 Год назад

    JUST woks with a plane? can i do with a custom 3d model terrain?

  • @AdrianM.T.
    @AdrianM.T. 2 года назад +5

    Hey man, you lost me. You did way too much off screen. I was able to follow part one perfectly, but at the 3:50 mark you said to grab a collection of grass, which you did not teach how to make those in the last part, or this one. My collection is still just one cube, not to mention I don't have any material for this. Just brown for the ground, blue for water.

    • @CarpeUniversum
      @CarpeUniversum 2 года назад +1

      Right there with you man. I assume he got grass models from some website or something... He DID explain the materials for ground and water.. kinda... by just showing his nodes.. Had to just copy what was on screen and make my own adjustments, but now im also stuck with no grass. Not much of a tutorial without access to this stuff.

    • @CarpeUniversum
      @CarpeUniversum 2 года назад +1

      Looks like from other replies that grass is hidden behind a paywall, which is an automatic unsubscribe and removal of my thumbs up from all videos, as far as I'm concerned.

    • @CargoChuck
      @CargoChuck Год назад

      @@CarpeUniversum Orrr....you can follow his other video about creating grass assets and generate them yourself. We have to support creators with great content by either liking the video, contributing to Patreon, or both. Remember that the best way to learn is to put in the work and not have everything handed to you.

    • @CarpeUniversum
      @CarpeUniversum Год назад

      @@CargoChuck If only he'd said THAT.

    • @Jaakeup
      @Jaakeup Год назад

      @@CarpeUniversum He literally said in the first minute that he got some grass from another one of his tutorials that you can check out with the i in the corner. I get it's not the greatest tutorial but you gotta do some work on your own.

  • @wildmillardz8934
    @wildmillardz8934 2 года назад +2

    Where do I get the grass leaf collection? at 4.00 ?

    • @wildmillardz8934
      @wildmillardz8934 2 года назад

      I placed my own grass patch but it covered the entire scene

    • @blenderdude5050
      @blenderdude5050  2 года назад +1

      @@wildmillardz8934 Hi, exactly that grass you can buy for 2 € on my gumroad account (Link in the description) or you can sign in to the Blenderkit Addon. I made a extra Video to that addon: ruclips.net/video/aE66DP5BlTc/видео.html

    • @blenderdude5050
      @blenderdude5050  2 года назад +1

      @@wildmillardz8934 Maybe you forgot to "apply the scale" on your grass model? Or you can adjust the grass scale with the Min. and Max. values of the "Random Value" Node.?

    • @wildmillardz8934
      @wildmillardz8934 2 года назад

      @@blenderdude5050 ok, got it! I just applied scale and used that to make it down in size ty!

  • @doralann6054
    @doralann6054 Год назад

    Hey there, for some reason my ground will only show a flat color for a material, and disregards all the fine tuned details (to look like moss and rocks). I also tried some blenderkit and poliigon materials and had the same issue. Any ideas why this could be?

    • @emuclone154
      @emuclone154 Год назад

      on the ground shader, make sure under texture coord you connect generated to the mapping vector

  • @andrewphoto4750
    @andrewphoto4750 2 года назад

    I cant get the material to show on the ground only the water material

  • @kartist2455
    @kartist2455 2 года назад

    The part where the grass is spawned only above water level is not working for me at all. I did the nodes twice and have the 3.0 version. Any ideas?

    • @blenderdude5050
      @blenderdude5050  2 года назад

      hi - hard to tell wirhout seeing your nodes. what exactly does your grass? nothing? normally an output channel is connected to the wrong input, or a math node is still at "add" instead of "multiply"... did you apply/reset the transform of your grass? set the center correct?

  • @xeonow_3874
    @xeonow_3874 2 года назад

    any ideas how to set different seeds for each collection?

    • @blenderdude5050
      @blenderdude5050  2 года назад +2

      hi, use a noise node, after that a color ramp and plug that into the selection of each "instance on points" node. with changing the color Ramp and the noise scale, you can change distribution of each nature asset

  • @the_random_noob9860
    @the_random_noob9860 2 года назад

    Is there links to certain assets and textures unlike the full model??

    • @blenderdude5050
      @blenderdude5050  2 года назад

      Hi, you could use the gumroad link in thr description if you want to have exact these assets. another possibilty is the blenderkit.com addon. thousands of free models. I have a video on that addon, check my video timeline, somewhere in the middle.

  • @hillaryobatavwe3792
    @hillaryobatavwe3792 2 года назад

    Can we maybe merge 2 different landscape together to form 1 biome?

  • @tonnyxmanjeru9026
    @tonnyxmanjeru9026 2 года назад

    My textures aren't working on this. Any Idea how I can fix that.

    • @blenderdude5050
      @blenderdude5050  2 года назад

      Hi, had also some issues with texturing images on that Geometry Nodes Grid. I played with the "texture coordinates Node" in the shader. Try Object, UV or Generated. Object worked for me. But if the Geometry is deformed too much in the hight, the texture has some Problems. When you have Grass on it, you won't see it. Working on that problem.

    • @blenderdude5050
      @blenderdude5050  2 года назад

      And I realized, that "Displacement" in the Shader does not work good on the Grid

    • @tonnyxmanjeru9026
      @tonnyxmanjeru9026 2 года назад

      @@blenderdude5050 thank you

    • @tannywang4607
      @tannywang4607 2 года назад

      @@blenderdude5050 Sloved my problem! Thank you

  • @am3lialily
    @am3lialily 2 года назад

    7:49

  • @bijuekuttappumkm
    @bijuekuttappumkm 2 года назад

    It's hard to know 🥵🥵🥵

  • @xaxuelx7987
    @xaxuelx7987 2 года назад

    So, it appears that you need to be a sort a math wizard to figure out what nodes to use... and how to plug them in... It is too confusing. What happened to manually building assets and then drag-drop-move as desired in the scene? I see this as potentially killing the jobs and livelihoods of real artists.