Hi Justin. Just started learning Geometry Nodes after a very long time of being afraid by them. Working on a project that needs to distribute water droplets in various locations without them being evenly distributed. Thanks again mate from a long time subscriber.
Oh man! Exactly what Ive been trying to figure out. Have a landscape model and a water plane. Was trying to distribute foliage arbitrarily some distance from waters edge or other model assaets. Brilliant. Thank you
God mode tutorial. Saved my computer from million faces with curve modifier. Also I used Transform Geometry attached to the Object Info node(same as collection info node). tweaked the setting to make it look like it follows a curve(Curve is the weight paint itself)
You are doing really great stuff! I was always in doubt about the geometry nodes as it seemed too complicated for me to understand. But it doesn´t seem to be so - I love it! Best man!
Thanks, this is the answer to the question I posed in the last video. You have a nice way of explaining things BTW. I stayed away from GeoNodes for a long time. Too much like math. But you have shown that maybe, once you get to know them, GeoNodes have some benefits over particle systems, and are maybe a bit simpler, once you get to know the nodes. Thanks.
i went to weight paint mode and paint... no colors show up on my plane. NEVERMIND. my plane had 4 vertices. It wouldn't paint because it didn't have enough faces to paint on unless I turned my brush size to the max. :( There's always a GOTCHA in blender.
@uncleoky Yeah blender is confusing Because what you think should just work doesn't. I'm sure there was a time when you didn't understand how blender and 3d software worked. :)
Could you use the same technique to paint in Max Scale so trees in a forest could get smaller the closer they are to the blue in the weight map? Very cool.
I’ve been struggling with this problem ever since blender got updated I realized u don’t have to drag from Point Distribute Node into the group input Node anymore; you just select the ‘Placement’ weight map vertex group (the weight paint that you painted) under the Point Distribute Node - Density Attribute
Have you looked into the Blender branch for Omniverse yet? I'd love to see a video on how to export particles from Blender to OV for a quick render workflow
That's a nice tutorial, is there any benefit if I compare the geometry nodes to the particle system with hair and render as object? Or are both methods totally viable?
A slight problem. (fast response would be appreciated) I have a particle system on the plane and the geometry node for some trees and when I choose the TreeVertex Group, the particle system disappears. (the particle system consists of some plants). How do I fix this?
Hey there thanks for the tutorial it worked but i have a problem though you see i still have the random white points showing up. they don't show up on eevee but they do show up on cycles how can i get rid of them?
Now that I have made the landscape I am trying to place a curve circle for camera path but everytine I create a circle all my plants get highlighted and become active.
Is there a way to set the number of instances to be different from preview and render? I'm moving over from using particles for this type of thing and am used to using "children" and having an option for the two different cases... and/or is there an easy way to set a low poly proxy for preview while still getting the full render in the end?
If it helps....one thing I did was keep the instance objects separate instead of a collection so I could add switches to the geometry nodes and turn them on or off to take pressure off the viewport rendering. Perhaps doesnt quite answer your question.....
Hi everyone! Let me know if you have any questions in the comments below! :)
i have a alpha black and white texture from gaea how do i use it instead of vertex paint for scattering
put this in the book too. :)
Top notch tutorial, man. Straight to the point, easy to understand and super useful. Thanks a lot!
Congrats on hitting 100K! Great tutorial on geometry nodes and the scatter effect!
Thanks very much! Really appreciate the support!
Hi Justin.
Just started learning Geometry Nodes after a very long time of being afraid by them. Working on a project that needs to distribute water droplets in various locations without them being evenly distributed. Thanks again mate from a long time subscriber.
Oh man! Exactly what Ive been trying to figure out. Have a landscape model and a water plane. Was trying to distribute foliage arbitrarily some distance from waters edge or other model assaets.
Brilliant. Thank you
I've been looking for this... Thank you very much. Cristal clear
God mode tutorial. Saved my computer from million faces with curve modifier. Also I used Transform Geometry attached to the Object Info node(same as collection info node). tweaked the setting to make it look like it follows a curve(Curve is the weight paint itself)
Thanks Justin, and Big Congratulations on 100K, and wishing you and your loved ones your Best Year Yet. Much love and appreciation for you.
Thanks very much! :)
thank you for this easy to follow tutorial
You are doing really great stuff!
I was always in doubt about the geometry nodes as it seemed too complicated for me to understand.
But it doesn´t seem to be so - I love it!
Best man!
Great video, you explanations are straight forward and easy to follow.
Thanks, this is the answer to the question I posed in the last video. You have a nice way of explaining things BTW. I stayed away from GeoNodes for a long time. Too much like math. But you have shown that maybe, once you get to know them, GeoNodes have some benefits over particle systems, and are maybe a bit simpler, once you get to know the nodes.
Thanks.
Congratulations on 100K!
Very informative Justin. Thanks. And congrats on reaching 100k subscribers.
Thank you!
Thank you so much!!!, you just helped me more than you know.
Awesome video! Thanks, man
Thanks a lot, that will save me a lot of time when I need to model a site:) Congrats for hitting 100K and keep going!
Glad you liked it! :)
i went to weight paint mode and paint... no colors show up on my plane. NEVERMIND. my plane had 4 vertices. It wouldn't paint because it didn't have enough faces to paint on unless I turned my brush size to the max. :( There's always a GOTCHA in blender.
4 verticies means 1 face bro. You have to go to edit mode and subdivide it at least 20-30 times.
@uncleoky Yeah blender is confusing Because what you think should just work doesn't. I'm sure there was a time when you didn't understand how blender and 3d software worked. :)
Could you use the same technique to paint in Max Scale so trees in a forest could get smaller the closer they are to the blue in the weight map? Very cool.
Thank you very much!
I’ve been struggling with this problem ever since blender got updated I realized u don’t have to drag from Point Distribute Node into the group input Node anymore; you just select the ‘Placement’ weight map vertex group (the weight paint that you painted) under the Point Distribute Node - Density Attribute
Have you looked into the Blender branch for Omniverse yet? I'd love to see a video on how to export particles from Blender to OV for a quick render workflow
how do I make the points not visible though
Brilliant. Just what I needed. :0)
Can a setup like this be saved to be used in future scenes, where I can swap the objects and select a new weight map?
That's a nice tutorial, is there any benefit if I compare the geometry nodes to the particle system with hair and render as object? Or are both methods totally viable?
Question: when I add grass to my collection, it does the rotation on the grass when I just want them all to be upright. What do I do?
Is there any way to avoid intersecting objects even at high density?
A slight problem. (fast response would be appreciated) I have a particle system on the plane and the geometry node for some trees and when I choose the TreeVertex Group, the particle system disappears. (the particle system consists of some plants).
How do I fix this?
Why don't you make another geometry node and another collection for plants?
Hey there thanks for the tutorial
it worked but i have a problem though
you see i still have the random white points showing up.
they don't show up on eevee but they do show up on cycles
how can i get rid of them?
Did you found a way to solve it?
@@watsittooya1198 same problem
Great!
how do u invert this
hello how do you get rid of those point objects in faces?
My grass (nodes) have the blender default nodes appearing in my scene. Any way to hide it or remove it?
Did you figure it out? Same issue is bugging me 🥴
Now that I have made the landscape I am trying to place a curve circle for camera path but everytine I create a circle all my plants get highlighted and become active.
Is there a way to set the number of instances to be different from preview and render? I'm moving over from using particles for this type of thing and am used to using "children" and having an option for the two different cases... and/or is there an easy way to set a low poly proxy for preview while still getting the full render in the end?
If it helps....one thing I did was keep the instance objects separate instead of a collection so I could add switches to the geometry nodes and turn them on or off to take pressure off the viewport rendering. Perhaps doesnt quite answer your question.....
@@breaneainn Sound like a good work around for now.
100K❤️😍
:)
that intro is weird