Blender - Procedural Trees with Geometry Nodes - Part 1/3

Поделиться
HTML-код
  • Опубликовано: 20 янв 2025

Комментарии • 92

  • @aksHandler
    @aksHandler Год назад +3

    I shed 2 tears by the end seeing so many nodes. I'll just learn Geometry nodes all over from the start again.

  • @technoviking9999
    @technoviking9999 Год назад +1

    Thank you so much. One of the best tutorials I've seen for a long time. Straight to the point, great ideas and well explained. Perfect.

    • @retroshaper
      @retroshaper  Год назад

      Thank you very much for the feedback! I'm happy you enjoyed it! ))

  • @JeronimusJack
    @JeronimusJack 2 года назад +9

    awesome tutorial, in terms of quality i think it's one of the best i have seen, you're very structured so i could follow easily, you explain all the constructs you build. it was a pleasure.

    • @retroshaper
      @retroshaper  2 года назад

      Thank you so much for the feedback! I'm so glad you enjoyed the format and the content 😊

  • @phantomapprentice6749
    @phantomapprentice6749 Год назад +1

    Hi Retroshaper sir , I came to tell you that this tutorial is excellente

    • @retroshaper
      @retroshaper  Год назад

      Oh)) Thank you so much!)) appreciate the feedback!) 😊

  • @СергейКочкин-е9м
    @СергейКочкин-е9м 2 года назад +3

    This is rather a 'watch-and-repeat-after-me' video than a tutorial. Helpful for training of well experienced users but would not teach a beginner use geometry nodes. Thank you though for sharing. Good job!

    • @retroshaper
      @retroshaper  2 года назад

      Thank you very much for the feedback! Yep, you're right, a decent knowledge of Blender is needed for that ☺

  • @husainmadraswala14
    @husainmadraswala14 2 года назад +9

    This has been extremely helpful. Thank you. The community needs tutorials like these that are way more advanced than the basic stuff we find out here. This was well explained each step of the way. So glad to have found your channel, honestly. Keep doing geometry nodes, its the future. Keep up the good work.

    • @retroshaper
      @retroshaper  2 года назад +1

      Thank you very much for such an inspiring feedback! I'll do my best to make more interesting and useful content! 😊

  • @vjspectron
    @vjspectron 2 года назад +2

    You do an excellent job of teaching not only the procedures but also the concepts of the modules and connections you make. I really appreciate the small details such as how to go back in the directory from the SelectPointsOnCurve module.
    This is my first big foray into curves and your tutorial gives a lot of real-world solutions.

    • @retroshaper
      @retroshaper  Год назад

      Thank you very much for your feedback! I really appreciate such response and happy to see that the series help! 🤩😃😊

  • @anti_librarian
    @anti_librarian 2 года назад +1

    just start to master Blender, so except my usual curriculum, time to time create smth I just like to do. thanks for such an clear tutorial, so even beginner can get the result

    • @retroshaper
      @retroshaper  2 года назад +1

      Thank you so much for the feedback! I’m so happy you enjoyed the tutorial 😊😊

  • @ScottLaMere
    @ScottLaMere 2 года назад +1

    I started learning Blender late last year and I am loving it. Thanks to you and all the others out there who are putting together such good content for the community. Mostly wanted to learn about making procedural trees and flowers from Geometry Nodes for an animation I am making and found this very helpful. off to 2/3! :)

    • @retroshaper
      @retroshaper  2 года назад

      Thank you very much for the feedback! I’m very excited to see that these tutorials help in learning blender tools and in expanding creative horizons! 😃😃😃

  • @pierrotlasticot5848
    @pierrotlasticot5848 2 года назад

    Wow. This is mindblowing, it shows the true power of Geometry Nodes. Thank you for this amazing tutorial!

    • @retroshaper
      @retroshaper  2 года назад

      Thank you so much for the feedback! 😃

  • @Yurup
    @Yurup 2 года назад +29

    My biggest problem with this tutorial is that you don't delete the default cube and then add it again.

  • @lawalbolaji3715
    @lawalbolaji3715 3 месяца назад

    Please what did you do at 3:22 😢 how did you join them?

  • @toastcgi1439
    @toastcgi1439 2 года назад +2

    Even tho ive created tree generators with geo nodes, ive learned a few tricks with your tutorial.
    some tips, you can use endpoint selection instead of point count and all those math and
    compare nodes to get a bottom and top mask for the branches, also
    if you realize instances on branches you can get a quite decent amount of deformation
    per instance instead of using collections. Very nice tutorial

    • @retroshaper
      @retroshaper  2 года назад +1

      Thank you very much for the feedback and for the recommendations! I will definitely try them out 😃

  • @askan8037
    @askan8037 2 года назад +2

    Thanks for great tutorial! But i have a question about "Map Range" node at 2:02. How does remapping the noise value from [0,1] to [-1,1] prevent the shifting of the curve and make the bottom point of the curve line stay at where it started?

    • @retroshaper
      @retroshaper  2 года назад +3

      Hi! Thanks for the feedback! It works kind of like rebalancing.
      with the range [0, 1] - the position of each point will be set to any number between 0 to 1, which means we only add values to the default position of each point.
      with the range [-1, 1] - we set the offset in both, negative and positive directions. And the majority of the points will stay around 0, since that is the middle value.
      Hope that makes sense!)

  • @jeffs7898
    @jeffs7898 2 года назад +1

    Can someone explain what just happened at 3:23 ? I'm not sure what this slash did to the links or what the keybind is.
    *EDIT* Figured it out, this is adding a reroute using SHIFT + RMB
    Also G allows you to move the reroute

    • @retroshaper
      @retroshaper  2 года назад +1

      Sorry, couldn't reply sooner. I'm happy you've figured it out ☺

  • @CYBERTRASHDUMP
    @CYBERTRASHDUMP Год назад +1

    Hello! So at the end of the tutorial, I cannot thicken the width of the tree again, only the branches. I went back in the tutorial and followed all of the steps, so I don’t know what I could have possibly done. The branches are changing, but not the tree width.

    • @retroshaper
      @retroshaper  Год назад

      Hi! Sorry for later reply and thank you for following the tutorial. So, we have two places where we control the width: curve circle radius and set curve radius - make sure that those are connected to the proper group inputs. That is my guess 😊

  • @EchoistStorm
    @EchoistStorm 10 месяцев назад +1

    we made a total different tree that we like following this video somehow thanks😁

    • @retroshaper
      @retroshaper  10 месяцев назад

      That sound awesome! Thanks for following the series! 😃

  • @nelsonduarte3573
    @nelsonduarte3573 2 года назад +1

    hello, how are you? lovely tutorial, done it, and loved it, but i have a question, i want to create a field of these trees randomized, there is anyway to use geometry proximity to control the grow? i am trying, but didnt figured it out. Thanks

    • @retroshaper
      @retroshaper  2 года назад

      Hi! I’m good! Thanks! How are you?)
      How would you like to use proximity with the grow? Could you please describe a scenario or a use case?))
      First thing that comes to my mind is to control the growth of the tree from the geometry nodes using a distance to a specific object (e.g. object in the scene). So, you can drag that object into the geo nodes of the tree and calculate distance/proximity.
      Also, you may use growth state based on the texture (e.g. noise), which will give different value based on the location of the tree object.
      But those are the conceptually speaking 😁
      Hope that helps)))

    • @nelsonduarte3573
      @nelsonduarte3573 2 года назад

      Thanks for you answer @retroshaper. Well my scenario is to scatter some trees, and then control the grow with geometry proximity, i tried to connect the distance to the grow, but i have some error in the curve circle radis, not sure why.

    • @retroshaper
      @retroshaper  2 года назад

      @@nelsonduarte3573 Might be an error with the data types. Try embedding that proximity node into set curve radius instead of curve circle radius. snipboard.io/OERdTY.jpg
      If that work, you may want to reconfigure GN a bit. (like, remove that connection with curve circle radius and add use the min value in map range node (since it configures width of the trunk))
      Let me know if it worked ))

    • @nelsonduarte3573
      @nelsonduarte3573 2 года назад +1

      @@retroshaper Thanks! i will try it today and let you know!

  • @daniellee6912
    @daniellee6912 2 года назад +1

    Just purschased the blend file. Is it possible to scatter those trees on a scene without crashing? I duplicated some trees with alt + D but it already got a lot slower.

    • @retroshaper
      @retroshaper  2 года назад +1

      Hi Daniel! Thanks for getting the file and for the comment. Performance is a completely separate issue to handle, which will depend on what kind of scene you’re building. Since GN of these trees are built around instantiating branches, twigs and leaves, multiple trees will cause in huge amount of instances, for which a powerful computer is required. Of course, multiple solutions may help in improving performance. E.g. hiding trees outside of camera or decreasing amount of instances (creating groups of leaves). Also, I’m pretty sure that some improvement may be done with new GN features, like duplicate instances, etc.
      Hope that helps 😊 please let me know in case of any other questions 😊

  • @MolediesOflife
    @MolediesOflife Год назад +1

    sir do u make tutorial for grow plant to big tree. a realistic tree. please make one to patreon.

    • @retroshaper
      @retroshaper  Год назад

      Hey! Thanks for the comment. It is quite possible to create something close to a realistic tree with this setup. You may just replace the textures to pbr textures, which can be downloaded from websites like textures.com.
      If you're looking for a realistic growth animation, that is going to be a bit more tricky, as realistic growth animation will require a much more complicated math and a lot of rules.

  • @longlivethesecondplaceice2736
    @longlivethesecondplaceice2736 2 года назад +1

    Am planing to watch these 3 tutorels later just ask before a start.
    is the a limitations with the nodes or can a form any posable tree ?

    • @retroshaper
      @retroshaper  2 года назад

      Thanks for your interest in the series ;) Well, I wouldn't say any tree in the world) But it is going to be pretty flexible. Lot's of settings like height, width, number of branches, twigs, leaves and their dimensions and direction. )

  • @alibugra1262
    @alibugra1262 2 года назад +1

    Please tell the hotkey for doing that connetion.

    • @retroshaper
      @retroshaper  2 года назад +1

      Hi! Do you mean the re-routing?
      In the tweak mode(you can select this mode in top-left corner of the editor) just drag through the connection with left or right mouse button pushed. I also think that node wrangler addon should be enabled for that. 😊

  • @contentwh0re
    @contentwh0re 2 года назад +1

    I get a bunch of (!) on the Curve nodes after the Instance on Points or Rotate Instances. Does that cause a problem? I've tried using "realize instance" in different places, but it just stops that section of the nose from working correctly :/

    • @retroshaper
      @retroshaper  2 года назад +1

      That icon appears on nodes that have wrong geometry type in the input (e.g. curve in the node that supports mesh or vise versa). I've tried to research if it cause any problems, but for me personally, everything worked as expected.
      To fix this, you'll have to convert curve to mesh or mesh to curve (depending on the situation). But later you may need to convert it back.
      Hope that helps ;)

    • @contentwh0re
      @contentwh0re 2 года назад +1

      @@retroshaper ty!

  • @markzckrbrengsek87
    @markzckrbrengsek87 2 года назад +1

    Sir I just own the project
    but it seems a single Trees and the animation is too heavy
    to be able to export to Alembic or GLB
    so we can use it on Unity game engine

    • @retroshaper
      @retroshaper  2 года назад

      Sorry for long reply. The tree with the leaves is going to be heavy for game engines. The best way would be to combine trunk with branches and stems into a single mesh and instantiate leaves inside the engine, since game engines have specific features to lighten the foliage.

  • @AHN1444
    @AHN1444 Год назад

    when I change tree growth my branches height position on the tree change and thus rotate arround because my tree is bended, in your video that doesn't happend what I did wrong?

    • @retroshaper
      @retroshaper  Год назад

      Hi! I was trying to reproduce the described behavior, but I couldn't, unfortunately. I could only assume a few things that you may check: 1. Make sure to use Offset socket in the Set Position node (not the position socket). 2. Check the min and max values in the Map Range Nodes.
      Please, let me know if any of those helped.

    • @AHN1444
      @AHN1444 Год назад +1

      @@retroshaper my son made me the tree following the tutorial, then when I used the tree on my project that happend, I "solved" it animating the tree growth and tree height to kind of balance it and now it is fine. =)
      tnx

    • @retroshaper
      @retroshaper  Год назад

      @@AHN1444 Happy to hear that! 😃

  • @FitBoy3D
    @FitBoy3D Год назад

    How can i control the size of the branches?? Help pls

    • @FitBoy3D
      @FitBoy3D Год назад

      the lenght of them]

    • @retroshaper
      @retroshaper  Год назад

      Hey! There is a second part of this tutorial, where branches customization is covered: ruclips.net/video/CTmRhHRwsQM/видео.html

  • @arnvios399
    @arnvios399 Год назад +1

    Great video! Thx

  • @renclaff6138
    @renclaff6138 2 года назад +1

    Keep doing tutorial man thats really helpfull 💪👍

    • @retroshaper
      @retroshaper  2 года назад

      Thanks!) I’m working on a few new tutorials! Hope to upload soon😊😊

  • @Mu5hroomcat
    @Mu5hroomcat 2 года назад +3

    That's such a great tutorial! But as a beginner I've got a somewhat stupid question... How do you connect two node lines so that you can order dem more easily? (like in the beginning when you were modifying the trunks curve)

    • @retroshaper
      @retroshaper  2 года назад +3

      Thanks for the feedback! 😊To use Re-route with mouse drag, you can use Shift+LMB. And with Ctrl+LMB you can disconnect the nodes. Important thing is, you need to be in Tweak mode instead of Select Box - this option can be changed in the Top-Left menu in the Shader or Geometry nodes editor. Hope that helps ;)

    • @Mu5hroomcat
      @Mu5hroomcat 2 года назад

      @@retroshaper Thanks for the quick response! I'll definitely try it out next time I use blender! 😁

    • @retroshaper
      @retroshaper  2 года назад

      @@Mu5hroomcat 😊

  • @rkboost
    @rkboost 2 года назад

    Great tutorial on youtube
    really appreciate man
    i looking from long time some this kind of tutorial advance but in simple way
    if you can then please make a playlist on geometry node
    really very helpful

    • @retroshaper
      @retroshaper  2 года назад +1

      Thank you so much for the feedback!) I will sure do! 😊

  • @longlivethesecondplaceice2736
    @longlivethesecondplaceice2736 2 года назад

    A have to start from the bigging agine
    It desent shape rigth and breaks alot.
    Do a have to make the exact same numbers in the nodes to. or is it the version that effact the outcomes ?

    • @retroshaper
      @retroshaper  2 года назад

      Could you please specify what breaks?)
      For the nodes and numbers, it depends on the result you're looking for) The setup I show here is optimal, changes may be done, but really depends on the case.
      At least 3.1 version or higher is needed to re-create this setup.

    • @longlivethesecondplaceice2736
      @longlivethesecondplaceice2736 2 года назад

      @@retroshaper a dont know how to explend the tree trocks just takes a hige numbers to make some curves or desent happen it all. 🤔 do a have to make the exact same numbers in some nudes ?

    • @retroshaper
      @retroshaper  2 года назад

      @@longlivethesecondplaceice2736 Well, I would suggest to begin with the same numbers first and later tweak them as needed. Also, if you're instantiating objects (like branches or twigs) in the same way as I do in the video, most probable that pivot points are not in the right places, or scale is not applied. Hope that helps)

  • @БогданКошовий-е6ю
    @БогданКошовий-е6ю 2 года назад +1

    greate tutorial! the little note is the branches don't move along the trunk of the growing tree)

    • @retroshaper
      @retroshaper  2 года назад +1

      Thank you for the feedback! Yeah, they don't 😁But I wanted to make that dynamic effect. So that branches look not too static ☺

  • @MrCowyedeater
    @MrCowyedeater Год назад +1

    Incredible results! I was wondering, do you happen to know if these Geometry Nodes would be compatible with AlterMesh for Unreal Engine?

    • @retroshaper
      @retroshaper  Год назад

      Thank you very much for the feedback! To be honest, I haven’t tried AlterMesh.) but I assume their plug-in should work with any GN setup(based on their docs)

  • @ingowen
    @ingowen 2 года назад

    Amazing tutorial, I just followed all the 3 parts and the results are amazing.
    I have a question, is possible to have more than 1 branch on each point and that each branch has its own rotation? Thanks

    • @retroshaper
      @retroshaper  2 года назад +1

      Thank you so much for the feedback! I’m glad you enjoyed all 3 parts 😃 Yes, it is possible to instantiate several branches on a single level) Few methods came into my mind: 1. We could use separate Instance on points nodes for same points and even adjust the selection to get different numbers. 2. We could instantiate circle curves on each branch level and the instantiate branches on those points (circle points). 3. We could use duplicate elements node to get to something like array effect on each branch level. With the last one, it is just from the top of my head, haven’t tried that yet ;)) Hope that helps ☺️

    • @ingowen
      @ingowen 2 года назад +1

      @@retroshaper it helped a lot, thanks! precisely after searching I also found the "duplicate elements" node which I put after the "instance on points" node, after doing some math I could rotate the new instances around the main trunk and everything worked fine

    • @retroshaper
      @retroshaper  2 года назад +1

      @@ingowen 👏awesome! Glad it helped!) definitely need to play with that duplicate elements node 😃

  • @buzalijack
    @buzalijack Год назад +1

    Hey, this is an amazing tutorial but you go really fast, for people that are new to geometry nodes like me this was hard to follow, also you should enable screencast keys because most of the time I have no idea what buttons you’re pressing

    • @retroshaper
      @retroshaper  Год назад +1

      Hi! Thank you very much for the feedback! I’ll try to fix that in the future videos. Working on some new stuff right now))

  • @phantomapprentice6749
    @phantomapprentice6749 Год назад +1

    by the way I've tried without Capture attribute , still works

    • @retroshaper
      @retroshaper  Год назад

      Cool!) thanks for pointing that out! 🙂

  • @in2fractalout
    @in2fractalout Год назад +1

    this part should call - Thorn - 1st lvl pokemon

  • @b1vys3
    @b1vys3 2 года назад +1

    That's cool. But my head is blows up after this

    • @retroshaper
      @retroshaper  2 года назад +1

      Thanks for the feedback!) A bit of practice and it becomes very easy))

  • @DoomAngelBlade
    @DoomAngelBlade Год назад

    I like this tutorial!
    All it teaches you is to just copy what you done to get result!
    0 Explanations on what and why!

    • @retroshaper
      @retroshaper  Год назад

      Hey! Thanks for the feedback. I am sorry that this tutorial is interpreted like this. I will try to be more descriptive in future videos.

    • @DoomAngelBlade
      @DoomAngelBlade Год назад

      @@retroshaper Cool.
      It's just really explanations are often lacking.
      It's easier to just copy paste stuff in your tutorial, rather than try to understand what is happening and what each node is actually for.

    • @retroshaper
      @retroshaper  Год назад

      @@DoomAngelBlade Well yeah) But it is also easy to overcomplicate things. So, need to be careful with the length of the video, not to bore people ))