This video is an updated version of the Geometry Nodes Flower in Blender 2.9! At first I really had to wrap my head around the new Fields system, but hey.. I got the hang of it! Hope you enjoy the vid. 🙌🏻
The render settings are just a sky texture where I tweaked the rotation and strength. That’s it! For the rest it’s all in the materials of the plants but since you probably use the basefile those should be similar. :-)
@@KaizenTutorials I didnt use the basefile, I followed your other video, and I used the sky texture but mine was ugly with no clouds, I ll try again.thank youuuu
You should avoid using gradients if all you are doing is inverting a range between 0 and 1. Using a Math Subtract or a Map Range node will do the same but be more efficient to compute. Probably not gonna do much if you have only a few flowers but might become important if there are lots and lots. I suspect it's a bigger deal for shader nodes than geometry nodes though. Still, it's probably good practice to do that anyway.
Thanks for the tip, you’re right! I should do that. I guess I just find color ramps a more ‘visual’ representation of the same concept which makes it easier for me to explain and understand! But good point nonetheless and I will look into changing that 👍🏻
out of curiosity, what makes lots of gradients in shader nodes inadvisable? I tend to use lots of color ramps for various purposes and I'm wodering if that explains some sluggish shader compliation
@@mcgoose258 If you actually need to map some arbitrary colors to a range between 0 and 1 they are the perfect tool. They are super flexible and helpful for that purpose. But they are also heavy and slow, so if all you want is simple stuff like flipping 0 and 1, they are *way* overkill for that task, slowing down your render times unnecessarily.
@@KaizenTutorials yeah - this workflow broke some of my assets when I updated to 3.1 - since Curve Parameter updated to Spline Parameter. it didn't break some things, but now some of my things aren't instancing properly lmao
Done! my flower is awesome! i didnt use the objects (petals etc, ) that are used in this tutorial (there is a previous tutorial though where Kaizen shows how to make them) but instead i used mesh primitives like cubes, cylinders and planes. thank you!☺️👏
Sadly I can’t record at higher resolution, it’s not possible with my PC. I think you specifically mean the nodes yeah? Would it be more convenient if I ended with a complete overview of the nodes full screen?
Glad to see you back from the skiing trip. Great tutorial, going to try it out tonight. Now for the biggest stupid question in the comments section: When you use instances in geometry nodes does it act the same way as instances from a collection in as much as it doesn't increase the poly, quad & tri count ? Stay safe & keep on smiling 👍🏼🦘
Thank you! Glad to be back 🙌🏻 There’s no such thing as stupid questions, haha! But yes; a GeoNodes instance is similar to a collection instance. This is why it’s a very optimized workflow. However in the coming tutorial I’ll be instancing several relatively high poly objects and you’ll notice it will definitely become slower in animation playback (say 5FPS vs. 30FPS with lowpoly). 🙏🏻
@@KaizenTutorials I thought they were the same, I just wasn't sure. Glad you got back without any broken limbs, which seems to be common in skiing LOL 👍🏼
hi i really love ur tutorials i watch most of them.. but i have to say if your tutorials can be quite a bit slower.. so we can follow up.. hope u take it into consideration. thanks
that was so awesome. what the heck is euler and curve tangent lol o.o edit: I just finished it and holy fking hell this almost fried my laptop on eevee. i was gonna animate em but I guess my bee will need to satisfy itself with static flowers. 50 count is way too much
Thanks! Haha well to be honest, I know how to use em, but what they 'are'... no clue! lol And yeah this can be quite heavy since you're adding quite a few meshes. But the cool thing about GeoNodes is that you can definitely set the resolution of things lower, to fit your system!
My flower heart isnt locked onto the stem ! ill figure it out :D *edit: fixed! seems to have to do with the color ramp on the flower heart, moving where the constant was moved where it locks and if its locked*
This is so awesome, works perfect. Im tring to paint on a column, but i notice that most of the flowers "grow" inside of the column. is it possible to make the flowers always face outside the cylinder/column when they appear?
Thanks! Well, what I could imagine working is using the column as a Geometry Proximity target. Then you might be able to tweak it using that data into some transformation nodes e.g. to control the flowers not going inside of the column!
great follow up tut to your last flower tutorial from monts back! the only downside is the music in the background, why does it have to be some jazzy distracting tune? its hard to take in and learn this way...make it something ambient or i dunno ;) except from that: great stuff, thx!
Thanks for the feedback and compliments! I kinda like jazz, but I hear ya. I'll try to get some more 'ambient' sounds for the background music. Can't promise I'll never use Jazz again though ;-)
@@KaizenTutorials I love jazz, but I can't focus on node stuff when I listen to it. It's something different when I paint or some else but that isn't the logic part of my brain ;) thx again
@@KaizenTutorials I find having the intro/outro part with music is nice to add personality. If during the actual tutorial you have no music, people can have their own music playing in the background to follow along. Also, thanks for the great content!
Had to abort project. Both stem and stalk keep tapering in the wrong directions and difficult to correct. Okay. By changing the "z" value in the substract node to 1.5 and not .5 the stem is now placed properly. Will continue.
@10.48 when i drag my spline parameter into the instance on points node its just a big red line and doesnt seem to do as in the video, maybe it was an update or does anyone have a work around for this ?
Great tutorial, thanks for sharing! It's my first time exploring the geometry nodes, won't be the last! Also, is there a way to push the beginning of the flower stems further from the base stem, to have the down part of the main stem without some of the flowers on it?
Thank, glad you liked it! To increase the location where the flowers spawn on the stem you can use the same technique as I used to place the petals at the top of the flower stem. Just make sure to not do it so drastically and either use a map range or color ramp node for control over the effect. Hope that helps!
You can just add another point distribution to the the meshes generated on the curve to mesh and then distribute either more curves on that or create a separate a hair object and instance that on the points!
Hello! Great tutorial I really enjoyed it, my only issue is my flowers are still in a line on the stem and some are rotating, to phrase it beter some flowers are rotation while a lot still seem to be in a line along the stalk, any help? Thanks again!!
You might need to change the rotation value. Sometimes you'll need a really big value to compensate for the amount of flowers. Not sure why that is haha
I believe they expanded the functionality and changed the name. In 3.1 it’s called something like Spline Parameter and it has several outputs called Factor, Length and Index. I’m not sure which one you need though, but i’d try all 3 to see which gives the best result. I would assume it’s gonna be Length though. Hope this helps!
Hey thank you for the tutorial! I am looking for a way to animate the flower using trim curve, or a similar technique…anyone have an idea for how to achieve it?
No problem! Glad you liked it. I think you should be able to do this just fine using the principles that I show in my latest video. ruclips.net/video/WQp-Kl5jU70/видео.html If you combine the trim curve setup here with the flower setup it should work in a general matter. It will probably require some tweaking to get it to look good, but it should get you in the right direction!
How randomize distance between leafes? Make more leafes on top and less down, in this example leafes spawn on point resample curve so distance is the same it not realistic
It’s not true to nature no, but you can control it via using the spline parameter node and looking at the length and then using a map range to control where they spawn. So instead of using the resample curve you just take the overall curve and redivide the points based on the map range and use these as the points for the instances!
@@KaizenTutorials Ok, I try that way but not working for many plant, I mean when draw another curve, lenght its not separate but take lenght both curves so leafs start move
@@KaizenTutorials yea but you must take more time for this, as always something must broke everything ;) I also wait for loops in geonodes, why still cant seed by postion instance, it would be very facilitation for example make procedural city using procedural bulding etc.
You can use that same spline parameter setup and then multiplying the instances by that amount. Meaning that the closer to the tip, the more flowers will spawn.
You can add a set position node with a noise texture. Then animate (with keyframes or a scene time node) any of the parameters of the noise texture. This will allow you to basically animate anything in Geometry Nodes. So yes, this should very well be possible!
Oh, that's weird! It's an object in the outliner called 'flower heart'. I've just opened the basefile and it is in there! So maybe redownload the file if you want? Besides that though; if you want to know how I made it, or make it yourself (same goes for the materials and other parts like the petals) I've got a video on that aswell. You can watch it here; ruclips.net/video/zkRbdTwH-q8/видео.html
Awesome tutorial! I'm having a problem with the hairs, for some reason they appear horizontally and not vertically and I don't know how to fix it, what could I do?
Thanks! What you can do is make sure the object your instancing has all transforms applied. Specifically rotation in this case. Then try rotating it afterwards and see if that helps. Also you could just take the object your instancing it on and instead instance a mesh line. Give it a small length and a few points. In the instance make sure to align the rotation. So add an align to euler and a normal node plugged into the euler vector. This should make it so all hairs stick out the right way. Then add a set position node after the instance node and a noise texture. Subtract a vector math node set to substract with values of 0.5 before plugging the noise into the set position. Tweak the noise to get some randomness in the shape of the hairs. That should definitely work! 🙏🏻
@@KaizenTutorials thank you so much!! now my flower hairs are going to the right direction. I just finished following the tutorial and I'm so happy with the result!
Well not super difficult! Using the same instance on points techniques you can just instance new curve line objects. These can then be offset with a set Position. You can repeat this as many times as you want for as many sub branches as you want! :-)
I've double checked my nodes and the connections, but my stalk won't show up when I get to the Combining the Main Stalk and Flower section (10:22). Right at the beginning of that section, connecting the Set Material: Stalk node to the new Join Geometry Node, I can't make the stalk appear. Is there some other step that I've missed?
I figured out what the issue was, for anyone seeing this in the future. At about 4:33, you have to duplicate those 4 nodes, and I must have hit copy twice. There were identical nodes exactly overtop the 4 nodes. Blender didn't offset the copies, so I had no way of knowing until I moved one of those nodes, and there was another underneath of it.
Hey! This is an amazing tutorial. I have a question, how could I distribute the petals more on top of the stem? I am trying to make a "lupino patagonico" where more petals are on the top. I could distribute them higher than the ground, but it seems that its a "yes or no" ramp where I can just distribute if they appear or not, not where there are more or less? I hope I made myself clear. Thanks for the help!
You can use a map range node to define the range of points selected, also you could add a Float Curve and use that. You'll have to set it up the right way, but it should work just fine!
Proceeded to see how the petals will work and they`re also placed differently and weird..Maybe it has smth to do with previous parameters? (blender 3.4.1.0)
Probably something to do with the orientation or the origin of the hair objects. Try applying the scale, rotation and location and make sure the origin is in the centre of the object.
For some reason my Petal does not show up through the geometry nodes, no matter how I link the "Instance On Points" node (The one linked to the petal) to the "Set Position" node (The one linked to the Flower Stalk). I would greatly appreciate any help!
after drawing the curve path at the start - new geometry node is greyed out for me :/ do you know why? tutorial looks amazing though can't wait to try once I get passed this ahaha
Haha sorry you’re stuck. But maybe you need to Tab out of edit mode beforehand? Not sure though… you also have your curve object selected in the outliner?
I don't know if it's still relevant, but: I had this issue as well and I figured out that I just needed to upgrade the blender version to at least 3.0 because there are no geometry nodes on curves until then
You’re asking what? Using a lot of your memory shouldn’t be too much of a problem though! 🙏🏻 i’m usually up to about 70% myself when doing heavy blender stuff. That’s not a problem at all!
Well if you follow this tutorial you can draw the flowers anywhere using the draw curve tool. So you can create a ground object and just draw a bunch of them on there going up. Then this should work just fine. Alternatively you can not draw them but instance a bunch of them on points on a ground object. This would require quite a bit of additional nodes to get it to work properly though. So just drawing them on a ground plane is probably easiest. Hope that helps, good luck!
@@KaizenTutorials I made the necessary meshes in the middle of following your tutorial. I think this could have been a problem. Ignoring the problematic part and finishing the tutorial until the end, flowers are created along the curve, but the stem is still invisible. Instead of stems, flower meshes line up constantly. I will send screenshots or files to your email later. Thank you very much.
@@KaizenTutorials I tried your tutorial again. And it works successfully! I think there was a problem while making the mesh, or there was a problem because I did the non-English version. Thank you for your concern. Your videos are very informative and wonderful.
Hi! You can't export this as a functional piece, since Geometry Nodes aren't a compatible system with e.g. Unity or Unreal Engine. However, if you want to export just the flowers, so you can use them in like environment work you can just apply the Geometry Node system. First go into Geometry Nodes and add a 'realize instances' node at the end, right before the Group Output. Go to the modifiers tab, hover over the geometry nodes and hit CTRL + A to apply the modifier and you have now converted everything into a mesh. Now you can just export it like you would with any regular file! Good luck.
Yeah you can do that using many of the same techniques as in this video. Just don’t draw in the curve but actually create one using a curve in geometry nodes and make sure to instance on points loads of them on yoir ground to create the field of lavender
This video is an updated version of the Geometry Nodes Flower in Blender 2.9! At first I really had to wrap my head around the new Fields system, but hey.. I got the hang of it! Hope you enjoy the vid. 🙌🏻
Please show us the render settings for this, mine looks not as good as yours
The render settings are just a sky texture where I tweaked the rotation and strength. That’s it! For the rest it’s all in the materials of the plants but since you probably use the basefile those should be similar. :-)
@@KaizenTutorials I didnt use the basefile, I followed your other video, and I used the sky texture but mine was ugly with no clouds, I ll try again.thank youuuu
1:24 Curve Parameter in 3.3 is now called spline parameter :)
Yes it is! Nice one 👍🏻
Thank you so much!
Thanks😘😘😘😘
Thank you!
It’s totally worth learning new skills cause then you get excited and confident to create
Absolutely!
You should avoid using gradients if all you are doing is inverting a range between 0 and 1. Using a Math Subtract or a Map Range node will do the same but be more efficient to compute.
Probably not gonna do much if you have only a few flowers but might become important if there are lots and lots.
I suspect it's a bigger deal for shader nodes than geometry nodes though. Still, it's probably good practice to do that anyway.
Thanks for the tip, you’re right! I should do that. I guess I just find color ramps a more ‘visual’ representation of the same concept which makes it easier for me to explain and understand! But good point nonetheless and I will look into changing that 👍🏻
out of curiosity, what makes lots of gradients in shader nodes inadvisable? I tend to use lots of color ramps for various purposes and I'm wodering if that explains some sluggish shader compliation
@@mcgoose258 If you actually need to map some arbitrary colors to a range between 0 and 1 they are the perfect tool. They are super flexible and helpful for that purpose.
But they are also heavy and slow, so if all you want is simple stuff like flipping 0 and 1, they are *way* overkill for that task, slowing down your render times unnecessarily.
Good question!
@@KaizenTutorials yeah - this workflow broke some of my assets when I updated to 3.1 - since Curve Parameter updated to Spline Parameter. it didn't break some things, but now some of my things aren't instancing properly lmao
Done! my flower is awesome! i didnt use the objects (petals etc, ) that are used in this tutorial (there is a previous tutorial though where Kaizen shows how to make them) but instead i used mesh primitives like cubes, cylinders and planes. thank you!☺️👏
Awesome! That sounds like an interesting flower 🙌🏻
I'm so confident, yeah, I'm unstoppable today
💪
now i know just how new i am to blender 2plus years and im back to a beginner!!!!geometry nodes!
Oh , here it is
Thank you
You're welcome!
Dude... u give hope
Haha thanks a lot!
Thankx for breaking it down.. great tutorial for beginners
Thanks, glad to hear it
oh......it is first time to me..about geometry node...so difficult.....but i follow you, and i done it thx! i have to learn more
That’s amazing! Great job and thanks for sharing 🙌🏻
Nice tutorial , specially for Valentine's Day.Thanks ,Kaizen!
Glad you liked it and enjoy your valentines!
TNice tutorials is exactly about everytNice tutorialng that you'll ever need to do to make soft on soft soft
Thanku for the tutorial! Always wanted to learn the draw geometry stuff with geo nodes :)
You’re welcome! Glad you like it 🙌🏻
Truly underrated !! I appreciate it
Thank you! 💪🏻
Awesome tutorial, though the music can be distracting sometimes. Thanks for making this!
Thanks a lot! I’ve since removed background music from my vids except for the beginning and end 🙌🏻
screen in the top left, look at where it says program and click on where it says “aggressive te” and change it to “analog app 1 te”
Say what now?
i'v learned alot in this video even geometry confused me but thank you so much !
Great to hear, glad it was useful to you!
Great Tutorial. Quick but still easy to follow
Glad to hear that!
thx, i learned a lot of geo nodes from this
Great to hear! Glad it helped 🙌🏻
GREAT TUTORIAL
Thank you!
AMAZING. FREAKING AWESOME!
Thanks!! 💪🏻💪🏻
Thank you so much, this is a great tutorial, clear and clean, thanks again.
Great to hear, appreciate it! 🙌🏻
Amazing video! Thanks a lot!!!
You're very welcome!
Thank you, I really needed to hear tNice tutorials!!
Great! Thank you for this tutorial!
You're very welcome!
I learned so much, amazing tutorial thank you!! Smashed that subscribe
Awesome, thanks for the sub!
I feel you
Thanks a lot. A very useful lesson.
You’re welcome! 🙏🏻
fr stay on the grind
Thank you! Always 💪🏻
Great job🔥
Thank you! 🙌
Nice! Thanks for sharing.
You’re welcome.
Completamente caótico y desordenado al final
Thanks for the feedback!
can you nex time share a better resolution or zoom content further while recording? would be easier and faster to follow.
Sadly I can’t record at higher resolution, it’s not possible with my PC. I think you specifically mean the nodes yeah? Would it be more convenient if I ended with a complete overview of the nodes full screen?
@@KaizenTutorials yeaah, it would be more helpful thoo
Amazing Tutorial!
Thanks!!!
Glad to see you back from the skiing trip.
Great tutorial, going to try it out tonight.
Now for the biggest stupid question in the comments section: When you use instances in geometry nodes does it act the same way as instances from a collection in as much as it doesn't increase the poly, quad & tri count ?
Stay safe & keep on smiling 👍🏼🦘
Thank you! Glad to be back 🙌🏻
There’s no such thing as stupid questions, haha! But yes; a GeoNodes instance is similar to a collection instance. This is why it’s a very optimized workflow. However in the coming tutorial I’ll be instancing several relatively high poly objects and you’ll notice it will definitely become slower in animation playback (say 5FPS vs. 30FPS with lowpoly). 🙏🏻
@@KaizenTutorials I thought they were the same, I just wasn't sure.
Glad you got back without any broken limbs, which seems to be common in skiing LOL 👍🏼
Haha it certainly is! I managed to not fall once though, so i’m all good. Thanks! 💪🏻
@@KaizenTutorials 🍻
Great work bro. Thank you very much😜😊
You’re welcome! Glad you like it 🙌🏻
Great tutorial! Thanks a lot!
Glad you enjoyed it!
Thanks a lot bro very nice video
Glad you liked it, thanks!
Thank you so much ☺️
You’re welcome!
hi i really love ur tutorials i watch most of them.. but i have to say if your tutorials can be quite a bit slower.. so we can follow up.. hope u take it into consideration. thanks
Hi! Thanks and noted. I think my pacing has gotten better since this video. But I'll make sure yo pay more attention to it :-)
haha i totally agree bro!
Thank you sooo mch
You’re very welcome!
Awesome work :D
Thanks a lot!
Thanks a lot!!
No, thank you!
yup
Very yup!
Holy node tree
Haha it looks more impressive than it really is 😉
Good work, very useful🙌💯
Thank you! 🙌🏻🙏🏻
Superb
Thanks 🙏🏻
that was so awesome. what the heck is euler and curve tangent lol o.o
edit: I just finished it and holy fking hell this almost fried my laptop on eevee. i was gonna animate em but I guess my bee will need to satisfy itself with static flowers. 50 count is way too much
Thanks! Haha well to be honest, I know how to use em, but what they 'are'... no clue! lol
And yeah this can be quite heavy since you're adding quite a few meshes. But the cool thing about GeoNodes is that you can definitely set the resolution of things lower, to fit your system!
wow amazing ❤❤💕💕 thank you for sharing this!!!
No worries! 👍🏻
This was so helpful, learned a lot. Thank you for this. Honestly.
Thanks! Glad it was helpful to you 💪🏻
this goes so damn fast
thanks for the feedback
Crazy🤯
Haha thanks!
My flower heart isnt locked onto the stem ! ill figure it out :D *edit: fixed! seems to have to do with the color ramp on the flower heart, moving where the constant was moved where it locks and if its locked*
Awesome you got it solved! Good job 👍🏻
I love it!! Thanks so much for these videos! How about a
Thanks! How about a what?! Im curious haha!
Thank you! Here's a request from ! Can you please make a tutorial on how to record your actual tutorial and input your own soft
You're welcome! How do you mean?
This is so awesome, works perfect. Im tring to paint on a column, but i notice that most of the flowers "grow" inside of the column. is it possible to make the flowers always face outside the cylinder/column when they appear?
Thanks! Well, what I could imagine working is using the column as a Geometry Proximity target. Then you might be able to tweak it using that data into some transformation nodes e.g. to control the flowers not going inside of the column!
can you make an updated video on animating a path so they grow?
Might just do that, thanks for the idea!
this follow up video would be nice!
lol, it's what im currently doing!!!!
great follow up tut to your last flower tutorial from monts back! the only downside is the music in the background, why does it have to be some jazzy distracting tune? its hard to take in and learn this way...make it something ambient or i dunno ;) except from that: great stuff, thx!
Thanks for the feedback and compliments! I kinda like jazz, but I hear ya. I'll try to get some more 'ambient' sounds for the background music. Can't promise I'll never use Jazz again though ;-)
@@KaizenTutorials I love jazz, but I can't focus on node stuff when I listen to it. It's something different when I paint or some else but that isn't the logic part of my brain ;) thx again
Haha makes sense! Appreciate the honest feedback
@@KaizenTutorials I find having the intro/outro part with music is nice to add personality. If during the actual tutorial you have no music, people can have their own music playing in the background to follow along. Also, thanks for the great content!
Username checks out! Haha! Thanks for the feedback though. I’ll see what I can tweak on this specifcally :-)
Please ignore my previous queries. by flipping the coloir ramp bar the mesh flipped! Well! Well!
Cool and yes that's exactly how it works! ;-)
Had to abort project. Both stem and stalk keep tapering in the wrong directions and difficult to correct. Okay. By changing the "z" value in the substract node to 1.5 and not .5 the stem is now placed properly. Will continue.
You got it fixed, i saw! Well done!
Hey I'm really new to tNice tutorials, my GMS doesn't soft the sa, more like a continuous buzzing soft, does anyone know what I do? I
@10.48 when i drag my spline parameter into the instance on points node its just a big red line and doesnt seem to do as in the video, maybe it was an update or does anyone have a work around for this ?
Are you using it for the scale? Maybe try adding a combine xyz node in between and plug the spline parameter into all 3 the axis!
Had the same issue and using combine worked!
@@KaizenTutorials
Great tutorial, thanks for sharing! It's my first time exploring the geometry nodes, won't be the last!
Also, is there a way to push the beginning of the flower stems further from the base stem, to have the down part of the main stem without some of the flowers on it?
Thank, glad you liked it! To increase the location where the flowers spawn on the stem you can use the same technique as I used to place the petals at the top of the flower stem. Just make sure to not do it so drastically and either use a map range or color ramp node for control over the effect. Hope that helps!
Great video! I was wondering how can you apply hair to the stalk in geometry nodes?
You can just add another point distribution to the the meshes generated on the curve to mesh and then distribute either more curves on that or create a separate a hair object and instance that on the points!
Hello! Great tutorial I really enjoyed it, my only issue is my flowers are still in a line on the stem and some are rotating, to phrase it beter some flowers are rotation while a lot still seem to be in a line along the stalk, any help? Thanks again!!
You might need to change the rotation value. Sometimes you'll need a really big value to compensate for the amount of flowers. Not sure why that is haha
Would be great to provide a follow up on how to convert these curves to mesh without losing the integrity of the system.
"Realize instances" at the end of the node circuit before the Geometry Output does the trick.
Haha awesome! That was a great idea and I’m glad you got a fix for it 💪🏻 good job!
I did not find any curve parameter node. I am on blender 3.1 alpha
I believe they expanded the functionality and changed the name. In 3.1 it’s called something like Spline Parameter and it has several outputs called Factor, Length and Index. I’m not sure which one you need though, but i’d try all 3 to see which gives the best result. I would assume it’s gonna be Length though. Hope this helps!
@@KaizenTutorials Awesome! I'll try it! Thank you. Great work btw☺️
6:00 Isn't it easier to use the Endpoint selection?
rather than fiddling with the color ramp
Yeah probably but at the time those options weren’t all there
I can't find the curve parameter node !
It’s now called the spline parameter node! They changed it.
Hey thank you for the tutorial!
I am looking for a way to animate the flower using trim curve, or a similar technique…anyone have an idea for how to achieve it?
No problem! Glad you liked it. I think you should be able to do this just fine using the principles that I show in my latest video. ruclips.net/video/WQp-Kl5jU70/видео.html
If you combine the trim curve setup here with the flower setup it should work in a general matter. It will probably require some tweaking to get it to look good, but it should get you in the right direction!
No "Curve parameter" in version 3.4. Spline parameter instead. How was the stem "flipped" rotate?
You got it fixed, i saw! Well done!
How randomize distance between leafes? Make more leafes on top and less down, in this example leafes spawn on point resample curve so distance is the same it not realistic
It’s not true to nature no, but you can control it via using the spline parameter node and looking at the length and then using a map range to control where they spawn. So instead of using the resample curve you just take the overall curve and redivide the points based on the map range and use these as the points for the instances!
@@KaizenTutorials Ok, I try that way but not working for many plant, I mean when draw another curve, lenght its not separate but take lenght both curves so leafs start move
That’s very true this would be a per plant fix. You can duplicate the item though and draw a new curve and use the same geonode system!
@@KaizenTutorials yea but you must take more time for this, as always something must broke everything ;) I also wait for loops in geonodes, why still cant seed by postion instance, it would be very facilitation for example make procedural city using procedural bulding etc.
Loops would be so nice! Animation would become so amazing 🙌🏻
Did you try putting it in rice?
Uhh what?
Is there a way to make more dense flowers closer to the tip? The smaller the flower, the more dense subdivision of spline?
You can use that same spline parameter setup and then multiplying the instances by that amount. Meaning that the closer to the tip, the more flowers will spawn.
@@KaizenTutorials thank you! ❤
is there any way we can animate the path properties? like if I wanted to add a dangling motion to my flowers
You can add a set position node with a noise texture. Then animate (with keyframes or a scene time node) any of the parameters of the noise texture. This will allow you to basically animate anything in Geometry Nodes. So yes, this should very well be possible!
Thanks!!! :D How did you the flower heart? Can't even find it on your free file.
Oh, that's weird! It's an object in the outliner called 'flower heart'. I've just opened the basefile and it is in there! So maybe redownload the file if you want? Besides that though; if you want to know how I made it, or make it yourself (same goes for the materials and other parts like the petals) I've got a video on that aswell. You can watch it here; ruclips.net/video/zkRbdTwH-q8/видео.html
I cannot find curve parameter!
Update: Found it!
Should be: Spline Parameter!
Yes! Since one of the newer versions it’s called Spline Parameter indeed 💪🏻
Awesome tutorial! I'm having a problem with the hairs, for some reason they appear horizontally and not vertically and I don't know how to fix it, what could I do?
Thanks! What you can do is make sure the object your instancing has all transforms applied. Specifically rotation in this case. Then try rotating it afterwards and see if that helps.
Also you could just take the object your instancing it on and instead instance a mesh line. Give it a small length and a few points. In the instance make sure to align the rotation. So add an align to euler and a normal node plugged into the euler vector. This should make it so all hairs stick out the right way. Then add a set position node after the instance node and a noise texture. Subtract a vector math node set to substract with values of 0.5 before plugging the noise into the set position. Tweak the noise to get some randomness in the shape of the hairs. That should definitely work! 🙏🏻
@@KaizenTutorials thank you so much!! now my flower hairs are going to the right direction. I just finished following the tutorial and I'm so happy with the result!
Great to hear! Glad you like the result 🙏🏻
How difficult would it be to add sub-branches in between?
Well not super difficult! Using the same instance on points techniques you can just instance new curve line objects. These can then be offset with a set
Position. You can repeat this as many times as you want for as many sub branches as you want! :-)
version, standard is more than sufficient
Version what? I use 3.2.1 currently but this works from 3.0 and up
I've double checked my nodes and the connections, but my stalk won't show up when I get to the Combining the Main Stalk and Flower section (10:22). Right at the beginning of that section, connecting the Set Material: Stalk node to the new Join Geometry Node, I can't make the stalk appear. Is there some other step that I've missed?
I figured out what the issue was, for anyone seeing this in the future. At about 4:33, you have to duplicate those 4 nodes, and I must have hit copy twice. There were identical nodes exactly overtop the 4 nodes. Blender didn't offset the copies, so I had no way of knowing until I moved one of those nodes, and there was another underneath of it.
Glad you got it solved and thanks for sharing your solution!
@@gracieanania1692 Yes was stuck at the same step..... GREAT
Hey! This is an amazing tutorial. I have a question, how could I distribute the petals more on top of the stem? I am trying to make a "lupino patagonico" where more petals are on the top. I could distribute them higher than the ground, but it seems that its a "yes or no" ramp where I can just distribute if they appear or not, not where there are more or less? I hope I made myself clear. Thanks for the help!
You can use a map range node to define the range of points selected, also you could add a Float Curve and use that. You'll have to set it up the right way, but it should work just fine!
Somehow the flower hairs appear floating over the flower heart and not on it :( How can this be solved?
Proceeded to see how the petals will work and they`re also placed differently and weird..Maybe it has smth to do with previous parameters? (blender 3.4.1.0)
Probably something to do with the orientation or the origin of the hair objects. Try applying the scale, rotation and location and make sure the origin is in the centre of the object.
@KaizenTutorials how can i animate it to grow with which modifier ?
You can use a build modifier, but it won't look great. The best way is to use GN like in this video.
For some reason my Petal does not show up through the geometry nodes, no matter how I link the "Instance On Points" node (The one linked to the petal) to the "Set Position" node (The one linked to the Flower Stalk).
I would greatly appreciate any help!
That's really weird! You can send me some screenshots of your issue so I can have a look. You can e-mail them to kaizentutorials@gmail.com
@@KaizenTutorials Done, thanks!
aswell. anwNice tutorialle, here, you have to color kick in track, color the kick in setuper, and color the kick in soft. Thats so ti consuming.
Thanks! But I'm not entirely sure what you mean.
after drawing the curve path at the start - new geometry node is greyed out for me :/
do you know why?
tutorial looks amazing though can't wait to try once I get passed this ahaha
Haha sorry you’re stuck. But maybe you need to Tab out of edit mode beforehand? Not sure though… you also have your curve object selected in the outliner?
I don't know if it's still relevant, but: I had this issue as well and I figured out that I just needed to upgrade the blender version to at least 3.0 because there are no geometry nodes on curves until then
That’s a great tip! Didn’t know that. thanks for sharing!
I'm asking cuz I'm beginner and doing that I was about to reach 75% of my mory capacity.. it just felt wrong.
You’re asking what? Using a lot of your memory shouldn’t be too much of a problem though! 🙏🏻 i’m usually up to about 70% myself when doing heavy blender stuff. That’s not a problem at all!
Does it support for windows 10?
Yep
im super new to blender, how do i animate the flower to appear out of the ground like the one in encanto?
thankyou for your help in advance!
Well if you follow this tutorial you can draw the flowers anywhere using the draw curve tool. So you can create a ground object and just draw a bunch of them on there going up. Then this should work just fine. Alternatively you can not draw them but instance a bunch of them on points on a ground object. This would require quite a bit of additional nodes to get it to work properly though. So just drawing them on a ground plane is probably easiest. Hope that helps, good luck!
how uv texture?
If you’re wondering how I made the materials; i’ve got a video on that on my channel!
How do i made it an editable mesh? Because when i make visual geometry to mesh, or apply the geonodes, all the flowers disappear.
You need to add a final node in the geonode system. Add a realize instances node at the end and then do visual geometry to mesh!
@@KaizenTutorials oh! Thanks! I will try it
Help me. The flower heart doesn't show.
If I change it to a constant, the flower heart disappears
Not sure why that's happening. Mind sharing some screenshots or your blend file via e-mail? You can send it to business@kaizen3d.com.
@@KaizenTutorials I made the necessary meshes in the middle of following your tutorial. I think this could have been a problem. Ignoring the problematic part and finishing the tutorial until the end, flowers are created along the curve, but the stem is still invisible. Instead of stems, flower meshes line up constantly. I will send screenshots or files to your email later. Thank you very much.
@@KaizenTutorials I tried your tutorial again. And it works successfully! I think there was a problem while making the mesh, or there was a problem because I did the non-English version. Thank you for your concern. Your videos are very informative and wonderful.
Thank you! Glad everything works now. 🙏🏻
How to export this as FBX?
Hi! You can't export this as a functional piece, since Geometry Nodes aren't a compatible system with e.g. Unity or Unreal Engine. However, if you want to export just the flowers, so you can use them in like environment work you can just apply the Geometry Node system. First go into Geometry Nodes and add a 'realize instances' node at the end, right before the Group Output. Go to the modifiers tab, hover over the geometry nodes and hit CTRL + A to apply the modifier and you have now converted everything into a mesh. Now you can just export it like you would with any regular file! Good luck.
I may sound stupid, but i dont have Stalk material at 2:00. How do i get that?
guess i just have to download the file
Yeah its free :-)
Hi there i was trying to create a lavender field using geometry node is it possible to do that i done how to do it
Yeah you can do that using many of the same techniques as in this video. Just don’t draw in the curve but actually create one using a curve in geometry nodes and make sure to instance on points loads of them on yoir ground to create the field of lavender