Using a paint weights modifier you can use the "Gnome" as the brush and invert it effecting scale and density so as things get closer to it they get smaller and less frequent and can just adjust its intensity if you still want grass near it just not obstruction.
When you had the same values for each of the three densities it was clear that it was placing the clovers, the grass clumps and the rocks in the same places. To fix this, just change the seed value to be different on each point distribute node
I'm getting a lot of angry comments about the point cloud no longer being available, please read the description or click the link in the video. I made an update video a while back to address this issue
For 2.92 users, another way to avoid using a point cloud is to just use a "Join Geometry" node to join your point instances to the main geometry. So run a line from your group input into the join geometry node and run the output of a point instance into the other input of the join geometry node and then the output of join geometry into the Group output node. It's also a bit cleaner in the node setup too.
For some reason this method doesn't seem to work for me? I can get the instances to show up, but the main geometry never displays. Any hints? edit: I ended up getting it to work by removing the Object Info node, and instead used the point instance node with the Group Input as inputs to the Join Geometry node.
THIS is the next big feature for Blender. There's so many applications one can use this for. We've seen huge development steps last few years. Grease pencil, Eevee etc! 💪
I saw a procedural tree on Twitter this morning. It would grow and branch out in the timelapse. That's what I was searching for when I found this tutorial.
@@stenmajor963 Glad you were helped. They don't always load the experimental stuff in the beta. Particle nodes are completely gone unless you want to compile Blender from the source code. Such is life on the bleeding edge :)
You don't need to use a point cloud. Just add a cube and once you've started setting up the node it will be invisible (you do need to size it to enclose your plane though and remember to apply rotation and scale).
Thank's for the Tutorial. Shortly tip: If you import Basic meshes, all are 2m. If you will have it exactly in the origin. Press Tab than the key g than z and than 1. After this fast steps it's exactly on the origin, except you use the Subdivision Surface.
Good info on Geometry nodes, thanks. I'd recommend moving the 12 minutes of how to make grass, rocks and a plant to another video,,, or possible a note at the start that says Geometry nodes start at minute 17.
Thanks for that! I was wondering what the main benefit of this over a hair particle system would be, so thank you for answering that in the end. Of course, nodes also give you a lot more flexibility over the fixed particle settings, but knowing that it also renders faster is great to know. Looks like a really useful and powerful feature. Houdini, look out!
HERE IS A 60 SECOND UPDATE VIDEO TO REPLACE THE POINT CLOUD, THEN YOU CAN RETURN TO THE TUTORIAL: ruclips.net/video/Fjdo5c729IE/видео.html The first 1000 people to use the link will get a free trial of Skillshare Premium Membership: skl.sh/southernshotty12201 This video was sponsored by Skillshare
What would be really interresting is a node that decides density on height for instance. So that you can have more rocks in the lower parts, kinda like they would have gravity.
Hi, thanks for this informative tutorial. I am now doing the exercise, step by step, but have come to an impass. I'm using ver, 3.1.2, and can't find 'Point Cloud'. It's not under 'Text' as in you version, and couldn't find it in the 'Help' files. Can you help? Regards, Philip
Really cool tutorial thanks! ps: For people who are on mac and can't have the numeric keypad, check the pie addon and you have all shorcuts with "option+Q"
fyi: Attribute Rotation vector is in RADIANS. So max Z = 2*pi ~= 6.28 gets you 360 degree spin, back where it started. Half turn 180 is pi or 3.14 approximately. You can enter literally in this form: "0.5 * pi" to enter1.571, a quarter turn. Blender knows what pi is, but "d " nor "degrees" does not work here apparently.
Great tutorial, up to the Geo Nodes - which, even after your 60sec fixer - have broken it again. Thanks for trying but this no longer works in current version (3.1) and I don't possess enough knowledge at this point to fix - tried though. Thanks again.
To be honest, I was getting annoyed that most of the tutorial was NOT geometry nodes and a lot of boring stuff. But in the end, it was rewarding enough.
Sir ,could you please do a tutorial on hair for example braided or mohawk using this geometry nodes . Thank you for explaining the geometry nodes clearly .
Thank you very much for this very efficient video. Geometry nodes are great BUT how to avoid overlaps between the objects distributed randomly on the surface ? Thank you for your answer. Jean-Louis
Great tutorial! super fast and precise, I always say that I would rather pause than skip when it comes to tutorials !! Would you ever think of using the screencast add-on to show which keys you use on the bottom right of the screen? It really helps when you use quick keys that are second nature to you but new to the people watching the tutorial. It is super helpful in other tutorials I've watched
This is great, thank you! I'm trying to use this method for a similar but very different looking scene. I'm running into a problem with my objects (what are rocks, clovers etc. in this tutorial) intersecting & rotating oddly through the contour of the misshapen ground plane. Is there a way to set it so they sit on & follow the contour of the ground plane surface? And other than reducing the count, is there a way to avoid them intersecting with each other as well? Thanks very much!
I found a way around it; create a cube, subdivide it a few times if desired, and then go back into object mode, and under the 'Object' menu, go down to 'Convert To' then press on 'Pointcloud'. From there, under the 'Interface' menu on the right of the geometry node editor, create another input, and call it "Rocks". Plug the 'Rocks' node into the 'Density Max' node and then you can control the amount under the modifier tab. I hope that helps!
Subscribed! I'd love to see the gear tutorial, as well as any tutorials you be inclined to create about either geometry or particle nodes. As well, any sources you recommend to help get me up to speed with these two features? I feel like everything I've read/watched barely scrapes the surface...
using blender 2.92. Point Cloud is missing. You can select the ground object, File Export Stanford (.ply). Name it like, Ground Point Cloud for example. Then, File > Import > Stanford (.ply) and then you can continue with the tutorial just fine.
this is a great tutorial! i tried to follow step by step, but in my version i can't add point clouds. i have the 2.92.0 alpha and there are geometry nodes as a function but i can't add point clouds. what did i do wrong?
@@SouthernShotty ok i know how to fix it now: you have to go to edit - preferences - interface and check developer extras. then you got to edit- preferences - experimental and activate the point cloud.
@@Glyc01 Yes odd. I found it at top left of viewport under Object/convert to/point cloud. I even tried to convert an empty but didn't work had to use a cube.
awesome - i got up to 17:00 and suddenly i coudln't find the point cloud because I'm using version 3.3.1 and there's no option to add Point Cloud the way you did and I can't find anything online and I feel like an idiot. And not to mention disappointed. If you're seeing this, can you help? Am I missing something really really obvious? Thanks :)
But isn´t there a displacement node in the Geometry nodes? it surely has to be one there and not only in surface displacement right? At least I am used to having everything nodal in Lightwave, which means I can use any fractal in the nodal editor, either in surface displacement, normal displacement, or nodal displacement. And isn´t there particle data nodes? I am Newbie on all this with geoemetry nodes in blender, so forgive me if I missed something here.
Still, there is no connection between materials and particles. Still I need to paint weights. Still waiting for "image texture" node in geometry graph so I could use my actual ground texture to tell blender where I want that freaken grass (black and white image mask) :/. I am little disapointed.
@@SouthernShotty I don't know what I'm missing here, I gave it a few good hours, but stuff got whacky, the ground disappeared when the stones or the other materials came on, although I copied your instructions to the T. I'd love to see an updated tutorial on that topic since it's obvious you know your stuff, I think it's an important enough subject.
You can do the same thing with the hair modifier. Control density with maps (like you do here). Then you can change 'rendering' options to collection. Click on your collection. Underneath that, you can tell it how much you want each object to show by increasing or decreasing the value for each object within the collection. So for grass, you can set it to 10 - meaning that there will be 10x more grass than the other objects
Guys I was messing with the nodes and found a solution. You can do it by creating a normal cube instead of the point cloud, and creating Geo nodes to it give it a transparent material and make the viewport visibility to bounds. Make sure to apply all transformations for all the objects. Then add a point distribute and point instance node to the cube. Then connect the object info node if the plain to the geometry of point distribute. Set your point instance to the object you wanna scatter. The logic behind it - by adding point distribute, you procedurally make the cube a point cloud in a non destructive way.
Is it possible to get geometry node rocks to follow a landscape shape made from a plane and heightmap so far they will only follow the flat plane that the heightmap is placed on.
Thanx a lot this was the best tutorial on the new geometry nodes , will replicate right when at home . Is there any way to animate the weight painting ?
You probably need to apply the modifier, and/or select all your objects, go to Object > Convert to > Convert to Mesh. Don't forget to make a backup copy
Is there any way to output the result of the geometry nodes to an FBX file? I set up a jungle kind of scene and did the procedural creation following along with your tutorial, but then when I exported it kept them as the base components again instead of as a composite scene
in 2.92beta and have issues getting the math node to work to multiply my grass. I think I got it set up but I change #'s but not getting more/less grass.
Is it possible to have exactly 1 point per vertex? how to get 1:1 ratio between vertex/objects? Lets say I have added 8 vertexes to the group and I want exactly 8 objects?
I was trying to use a collection (whole collection checked on) instead of an object for one but it's got half of it off the ground plane. Any way to fix the floating-issue?
Is it possible that the point cloud object is no longer needed in the current build of Geometry Nodes? 2.92 beta does not have the object but the same result can be achieved by using "join geometry" after Point instance with the Geometry input node. Or am I missing something?
Timestamps
00:00 - Introduction
00:30 - Basic Of Geometry Nodes
05:40 - Creating the ground plane
07:50 - Creating a rock
09:25 - Creating grass
11:30 - Creating a clover
14:35 - Setting up basic materials
15:52 - Sponsor Section (Skillshare)
16:43 - Creating the procedural ground using geometry nodes
26:34 - Outro
Thanks, this is helpful!
@@SouthernShotty put this in video description so RUclips picks this up and creates real sections on the video self 😁👊😊
@@UnchartedWorlds yeah that'd be much more helpful!
Man Blender just keeps on getting better and better each update (also here before 10 views lol)
haha it's amazing!
Using a paint weights modifier you can use the "Gnome" as the brush and invert it effecting scale and density so as things get closer to it they get smaller and less frequent and can just adjust its intensity if you still want grass near it just not obstruction.
When you had the same values for each of the three densities it was clear that it was placing the clovers, the grass clumps and the rocks in the same places. To fix this, just change the seed value to be different on each point distribute node
I’d like to see a tutorial of the spinning gears.
Thanks for the feedback
I second this
I do too!
Yeah, same
Me too,
I'm getting a lot of angry comments about the point cloud no longer being available, please read the description or click the link in the video. I made an update video a while back to address this issue
Thanks :)
Can I just say you did a great job at explaining what these features do, I was lost in how to use the attributes.
Press F3 to bring up the search bar, If spacebar is the quick key for play or tools on your blender setup,
You're my hero.
0:19 "genomentry wurodes" smooth
13:05 "excurude up"
I'm not getting all the time stamps but I've heard about 6 different times where he slurs his words. 21:38 "Lerks"
For 2.92 users, another way to avoid using a point cloud is to just use a "Join Geometry" node to join your point instances to the main geometry. So run a line from your group input into the join geometry node and run the output of a point instance into the other input of the join geometry node and then the output of join geometry into the Group output node. It's also a bit cleaner in the node setup too.
For some reason this method doesn't seem to work for me? I can get the instances to show up, but the main geometry never displays. Any hints?
edit: I ended up getting it to work by removing the Object Info node, and instead used the point instance node with the Group Input as inputs to the Join Geometry node.
THIS is the next big feature for Blender. There's so many applications one can use this for.
We've seen huge development steps last few years. Grease pencil, Eevee etc! 💪
It's huge
I saw a procedural tree on Twitter this morning. It would grow and branch out in the timelapse. That's what I was searching for when I found this tutorial.
17:00 If POINT CLOUD object is missing for you, then you need to enable it in the experimental section of prefs. I had to do this using 2.93 Alpha.
Hm. I have the same problem. But can not find it. I am using 2.92.0 Beta. In "experimental" just 2 debug options. Any other ideas?
Ok. 2.93 Alpha solves the problem. Thank you mate
@@stenmajor963 Glad you were helped. They don't always load the experimental stuff in the beta.
Particle nodes are completely gone unless you want to compile Blender from the source code. Such is life on the bleeding edge :)
You have to acrivate Developer Extras unter interface first! Then you see Experimental on the left side.
You don't need to use a point cloud. Just add a cube and once you've started setting up the node it will be invisible (you do need to size it to enclose your plane though and remember to apply rotation and scale).
Thank's for the Tutorial. Shortly tip: If you import Basic meshes, all are 2m. If you will have it exactly in the origin. Press Tab than the key g than z and than 1. After this fast steps it's exactly on the origin, except you use the Subdivision Surface.
Yes, love to see the gear node blend!
Thanks for the input!
Everything nodes is going to change the game! Learnt so much from this. Thanks for your efforts.
Thanks for commenting!
Good info on Geometry nodes, thanks. I'd recommend moving the 12 minutes of how to make grass, rocks and a plant to another video,,, or possible a note at the start that says Geometry nodes start at minute 17.
Great work as always.
Thank you!
Geometry gnomes are lookin pretty good
Thanks for that! I was wondering what the main benefit of this over a hair particle system would be, so thank you for answering that in the end. Of course, nodes also give you a lot more flexibility over the fixed particle settings, but knowing that it also renders faster is great to know. Looks like a really useful and powerful feature. Houdini, look out!
Thanks for sharing your thoughts
You open my eyes about geometry nodes, this is reeeeaaly cooool
I'm glad!
HERE IS A 60 SECOND UPDATE VIDEO TO REPLACE THE POINT CLOUD, THEN YOU CAN RETURN TO THE TUTORIAL: ruclips.net/video/Fjdo5c729IE/видео.html
The first 1000 people to use the link will get a free trial of Skillshare Premium Membership: skl.sh/southernshotty12201
This video was sponsored by Skillshare
Very cool, thanks man 🙌🏻
Pinning this
@@SouthernShotty I learned to read video descriptions from this video too, thanks!
ok now I'm excited for this.
I've spent too long using particles for plants and environments and getting way too laggy for my liking.
Hope you enjoy!
It is still not clear it will be significantly better as all G. Nodes examples are using 10x10 meter ground so far. But yes, it is very promising.
One thing i hate about Blender... Its growing too fast... I cant keep up... Wow this is amazing
Haha it's almost too amazing
Great start to an amazing new Blender bag of magic tricks. Thank you, SouthernShotty!
Would loveee if you do an updated version of this since this all defunct now due to the new geometry node setup in 3.0. Keep up the great work! :)
Its incredible that we don't need to use hair particle systems to distribute geometry on other objects now.
This is an awesome tutorial. Keep up the good work!
Thanks a lot!
Love your tutorials so much
What would be really interresting is a node that decides density on height for instance. So that you can have more rocks in the lower parts, kinda like they would have gravity.
Always pleasure to watch your videos however for the purpose of learning geometry nodes I would have skipped the modelling part
this is one small step towards the ice tree we had in Softimage XSI back in the day :)
I love the way you explain, Thank you, and hope you do more geometry nodes tutorials
Hi, thanks for this informative tutorial. I am now doing the exercise, step by step, but have come to an impass. I'm using ver, 3.1.2, and can't find 'Point Cloud'. It's not under 'Text' as in you version, and couldn't find it in the 'Help' files. Can you help? Regards, Philip
Title: geometry NODES for BEGINNERS
Also him: 2:42
I’d like to see a tutorial of the spinning gears
Really cool tutorial thanks!
ps: For people who are on mac and can't have the numeric keypad, check the pie addon and you have all shorcuts with "option+Q"
"Delete that. Pause the video if you need a moment to mourn..."
Oh man, I literally guffawed aloud.
CGMatter would be dissapointed.
The default cube deserves no mercy.
Shift + A to add a node is so obscure, I wish I could just drag out or right click like in Unreal.
This is incredibly informative! Thank you!!
Glad it was helpful!
fyi: Attribute Rotation vector is in RADIANS. So max Z = 2*pi ~= 6.28 gets you 360 degree spin, back where it started. Half turn 180 is pi or 3.14 approximately. You can enter literally in this form: "0.5 * pi" to enter1.571, a quarter turn. Blender knows what pi is, but "d " nor "degrees" does not work here apparently.
Is there an updated version of this video for blender 4.0? I see the nodes have changed now so I am unable to follow along with this properly.
I think Nodevember is going to be really exciting this year.
Thanks a lot for this, enjoying this Blender procedurality :D
Great tutorial, up to the Geo Nodes - which, even after your 60sec fixer - have broken it again. Thanks for trying but this no longer works in current version (3.1) and I don't possess enough knowledge at this point to fix - tried though. Thanks again.
I am one of those people who need practical examples and tutes, if you can, make a nice tutorial, that would be totally cool!
Noted!
cool feature ! But was hoping to see how to make one mesh dont collide with others. Can't find a way to do it.
thanks for the tips.
I paused the video, but not to mourn; I was laughing my ass off.
What is the best node set up to fill a plane with floor tiles so they don’t overlap?
To be honest, I was getting annoyed that most of the tutorial was NOT geometry nodes and a lot of boring stuff. But in the end, it was rewarding enough.
Okay I tagged you
instagram.com/p/CLX7XOSB81i/
Really great stuff dude. Would love to see you explore geo nodes more :)
Thank you!
please make a video for explaining what is point cloud
Thanks for the input
Sir ,could you please do a tutorial on hair for example braided or mohawk using this geometry nodes .
Thank you for explaining the geometry nodes clearly .
Thank you very much for this very efficient video. Geometry nodes are great BUT how to avoid overlaps between the objects distributed randomly on the surface ?
Thank you for your answer.
Jean-Louis
Great tutorial mate thank you
Great tutorial! super fast and precise, I always say that I would rather pause than skip when it comes to tutorials !!
Would you ever think of using the screencast add-on to show which keys you use on the bottom right of the screen? It really helps when you use quick keys that are second nature to you but new to the people watching the tutorial. It is super helpful in other tutorials I've watched
This is great, thank you! I'm trying to use this method for a similar but very different looking scene.
I'm running into a problem with my objects (what are rocks, clovers etc. in this tutorial) intersecting & rotating oddly through the contour of the misshapen ground plane. Is there a way to set it so they sit on & follow the contour of the ground plane surface?
And other than reducing the count, is there a way to avoid them intersecting with each other as well?
Thanks very much!
Please, make a video on camera setting for different perspective.
Fantastic video. Thank you!
Hey I'm not able to add point cloud object,
That option isn't showing to me, even though extras are turned on.
In 2.92alpha
Try rolling back a few versions or thing the next daily build
@@SouthernShotty thanks
@@SouthernShotty I'm sorry. What do you mean?
I found a way around it; create a cube, subdivide it a few times if desired, and then go back into object mode, and under the 'Object' menu, go down to 'Convert To' then press on 'Pointcloud'. From there, under the 'Interface' menu on the right of the geometry node editor, create another input, and call it "Rocks". Plug the 'Rocks' node into the 'Density Max' node and then you can control the amount under the modifier tab. I hope that helps!
@@existentialcrisis8321 I got to the stage where I subdivided and converted cube to point cloud but can't figure what to do next,
Thanks buddy.
interesting point about particles - I have to compare this making grass
Share your results
Thanks for the video, liked and subscribed 👍
So what are the pros using this way of generating environment instead of old one with particle system?
I would love the tutorial for the gears if possible.. thank you
Thanks for feedback
Welcome to Blender SOP context, houdini users.
ctrl+a "visual geometry to mesh" will apply all modifiers
Subscribed! I'd love to see the gear tutorial, as well as any tutorials you be inclined to create about either geometry or particle nodes. As well, any sources you recommend to help get me up to speed with these two features? I feel like everything I've read/watched barely scrapes the surface...
A lot of advanced stuff is math nodes :) thanks for the input
using blender 2.92. Point Cloud is missing.
You can select the ground object, File Export Stanford (.ply). Name it like, Ground Point Cloud for example.
Then, File > Import > Stanford (.ply) and then you can continue with the tutorial just fine.
I posted an update video too in description
I honestly don`t understand geometry nodes at all, but what you did, I can do with hair particles or scattering objects
This rendered faster for me and was easier to control which of why I like it better than the hair method
Would love to see the tutorial of the gears.
tutorial on making fractals with the geometry nodes would be epic!
Fractal noise?
this is a great tutorial! i tried to follow step by step, but in my version i can't add point clouds. i have the 2.92.0 alpha and there are geometry nodes as a function but i can't add point clouds. what did i do wrong?
Hmm. Some users have reported this, might be a bug. Try a different version maybe?
@@SouthernShotty ok i know how to fix it now: you have to go to edit - preferences - interface and check developer extras. then you got to edit- preferences - experimental and activate the point cloud.
@@guyinthechair2141 glad I had no issue here, not sure I'd be able do the 'fix'
i 2 cant find it in 2.92 . but im just Create Cube then Convert to Point Cloud
@@Glyc01 Yes odd. I found it at top left of viewport under Object/convert to/point cloud. I even tried to convert an empty but didn't work had to use a cube.
Can I use voronoi noise in geometry nodes to extrude a mesh along the lines of the noise pattern?
How do you stop the rocks and cloves/grass from clipping together? Is that possible?
awesome - i got up to 17:00 and suddenly i coudln't find the point cloud because I'm using version 3.3.1 and there's no option to add Point Cloud the way you did and I can't find anything online and I feel like an idiot. And not to mention disappointed. If you're seeing this, can you help? Am I missing something really really obvious? Thanks :)
But isn´t there a displacement node in the Geometry nodes?
it surely has to be one there and not only in surface displacement right?
At least I am used to having everything nodal in Lightwave, which means I can use any fractal in the nodal editor, either in surface displacement, normal displacement, or nodal displacement.
And isn´t there particle data nodes?
I am Newbie on all this with geoemetry nodes in blender, so forgive me if I missed something here.
Where can I find point clouds?
Still, there is no connection between materials and particles. Still I need to paint weights. Still waiting for "image texture" node in geometry graph so I could use my actual ground texture to tell blender where I want that freaken grass (black and white image mask) :/. I am little disapointed.
Great Tut, Thanks
If you're referring to the elimination of the point cloud, I've included a link in the description with a video update
@@SouthernShotty I Missed that, thanks!!
@@SouthernShotty I don't know what I'm missing here, I gave it a few good hours, but stuff got whacky, the ground disappeared when the stones or the other materials came on, although I copied your instructions to the T. I'd love to see an updated tutorial on that topic since it's obvious you know your stuff, I think it's an important enough subject.
@@gkoriski geometry nodes disables the mesh it's on, duplicate the mesh and remove the geometry nodes modifier. I do this, but it's easily missed.
point cloud option isn't available in 2.92 complete build
yea if I try it the ground just disappears and I only see the stones
You can do the same thing with the hair modifier. Control density with maps (like you do here). Then you can change 'rendering' options to collection. Click on your collection. Underneath that, you can tell it how much you want each object to show by increasing or decreasing the value for each object within the collection. So for grass, you can set it to 10 - meaning that there will be 10x more grass than the other objects
Guys I was messing with the nodes and found a solution. You can do it by creating a normal cube instead of the point cloud, and creating Geo nodes to it give it a transparent material and make the viewport visibility to bounds. Make sure to apply all transformations for all the objects.
Then add a point distribute and point instance node to the cube. Then connect the object info node if the plain to the geometry of point distribute.
Set your point instance to the object you wanna scatter.
The logic behind it - by adding point distribute, you procedurally make the cube a point cloud in a non destructive way.
@@OrigamiFanClub hair particles is the "old way" and isn't using geometry nodes.
@@deltaray3 true but at the moment you can't use the point cloud system so it's an alternative. Hopefully they'll add it back in soon
"pause the video if you need a moment to mourn" and that's where i hit like
Is it possible to get geometry node rocks to follow a landscape shape made from a plane and heightmap so far they will only follow the flat plane that the heightmap is placed on.
thanks i hope you do those gears into a tutorial
Thanks for the feedback
Thanx a lot this was the best tutorial on the new geometry nodes , will replicate right when at home . Is there any way to animate the weight painting ?
Maybe in anim-all?
When I export this I just get a plane. How can I make a single mesh from a geometry? For example to use in a game, or a 3d print.
You probably need to apply the modifier, and/or select all your objects, go to Object > Convert to > Convert to Mesh. Don't forget to make a backup copy
@@dotti.hegedus applying the modifier just leaves the plane. Convert to mesh isn't an option because it already is a mesh -- I think I tried that
Is there any way to output the result of the geometry nodes to an FBX file? I set up a jungle kind of scene and did the procedural creation following along with your tutorial, but then when I exported it kept them as the base components again instead of as a composite scene
I don't understand why is this better than using hair particles
Gnometry nodes, yay!
in 2.92beta and have issues getting the math node to work to multiply my grass. I think I got it set up but I change #'s but not getting more/less grass.
Might be a bug, report it
@@SouthernShotty even if I'm not sure I have it set up right?
How would one go about that? Someone knows let me know plz.
I don't think this is something I can do with my limited knowledge at the moment.
Same. Matches tutorial. Im guessing the hiererarchy of the nodes has been changed.
hi shotty.. nice tutorial.. thnks... btw wat are those X's at the top right of ur screen?
those are in every early build I use, not sure
this is great! now to figure out how to avoid clipping. :D
Is there any way to avoid overlapping between objects? What is different with this method compare to using Scatter addon? Thanks!
I took a moment to mourn and hit "Like".
Thank you for your like
Is it possible to have exactly 1 point per vertex? how to get 1:1 ratio between vertex/objects? Lets say I have added 8 vertexes to the group and I want exactly 8 objects?
Very nice tutorial thank you. I wonder if there's a way to tell the nodes to match the ground elevation?
Amazing! Thank you for your explanation of a very complicated thing :-) How do you stop objects from intersecting though?
I was trying to use a collection (whole collection checked on) instead of an object for one but it's got half of it off the ground plane. Any way to fix the floating-issue?
Beautiful..and helpful..
It will be cleaner if the Join Geometry node can have multiple inputs and merge the geometries using only 1 node.
Is it possible that the point cloud object is no longer needed in the current build of Geometry Nodes? 2.92 beta does not have the object but the same result can be achieved by using "join geometry" after Point instance with the Geometry input node. Or am I missing something?
I'll need to double check the documentation and update the video