Geometry Nodes Procedural City Blender 3.2 Updated
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- Опубликовано: 27 июл 2024
- UPDATED for 3.2. Files & more in-depth info - / uhstudio . File on Gumroad - uhstudio.gumroad.com/l/XvWkj Learn how to create a conceptual city with Geometry nodes in Blender 3.2 and upwards. In this video, you will learn step by step of the process to create a conceptual, reusable parametric city, deformed with an attractor for height variation. The techniques shown are useful for parametric design and computational design architecture with Blender.
00:00 - intro
00:41 - summary of previous example
01:24 - updated version overview
02:49 - grid
04:56 - add plots
06:37 - add buildings
07:14 - capture attribute for plot buildings selection
09:17 - add roof details
10:33 - capture attribute for building roof selection
12:08 - organising and framing
12:51 - randomise buildings height
13:37 - add attractor for height
14:12 - a word about fields
17:40 - add per-instance parameters in the group input
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#blenderarchitecture #parametricarchitecture #architecturedesign - Хобби
Amen! Man I was waiting for the updated version for months now.
Thank you so much! Blender really needs to come with a way to update their stuff without making previous tutorials completely obsolete.
That's the way Blender evolves... you'd better get used to it. 😊
But, a lot of concept / tutorials / courses from 2.79 (and earlier) are still relevant today.
thanks for your tutorials, can't wait for you to make a course with geometry nodes for architecture, they provide so many possibilities 👍
Thank you!
Thank you for this amazing tutorial!
Cheers! Happy you find it useful :)
Such a high quality, rare and advance Blender tutorial, thank you sir! 🫡
Thanks so much!
thanks!
Cheers!
This is pretty mind blowing stuff. I have been struggling trying to work out how to add randomised procedural geometry to another set of randomised procedural geometry on a project without the tertiary elements having the identical positioning on secondary elements. Using vertex groups is an ingenious way to control the placement of elements, and will be very helpful.
I wonder if there is a way to procedurally generate a connected, populated and lit road system? I have an inkling that it would start by inverting the pavement set-up so that pavements were only on the building plots and roads were simply empty tiles. Presuming we had two main types of tiles - road and building plot, if there was a way to determine if the closest edge of a given face was road or plot a switch node may trigger pavement generation, maybe even streetlamps if we wanted to try melting our rigs. *Potentially* off that we *might* be able to use curves if there were a way of anchoring their points to the road tiles to employ a procedural traffic system. Does that sound possible?
I am wondering of something similar myself. I have seen experiments around that show some potential road system. It's similar to here - modular based with different modules, including lights etc. The tricky bit is how to design modules that work with connecting roads. And of course that's all grid based. As for non grid-based road systems, manual centre lines might work better.
@@UHStudio Likely the simpler currently available solution is probably semi-procedural road system, art and/or architecture directed surrounded by procedural cityscape elements.
But there is this haunting siren call, a nightmarish vision of, say, procedural boolean modifiers and splines driven roadmaps through a procedural city grid. Though I remember chap with the procedural fantasy city from the Blender Conference advising us Booleans Are Not Our Friends.
Very good tutorial, thank you. I have been working to move my parametric architecture workflow from Grasshopper into Blender and videos like this go a long way towards that.
One question- when I distribute my roof objects onto my vertex group, there are some that land on the chamfered edges of my buildings. When I check them in Weight Paint, there is a slight falloff from the vertex group to the edges of the top of the building. I cannot figure out how to remove that slight falloff, even setting the Falloff mode to Constant and repainting the vertex group has it (you can see the same kind of slight falloff at about 7:14 in your video when you're showing the Plots vertex group). Any advice?
You can reduce the amount of falloff by adding an extra loop cut to isolate the area that has the vertex group applied to. Since vertex groups work with vertices instead of faces, it can get a bit tricky, and the easiest solution is usually an extra loop cut.
thank you so much, .. and how is that possible if I want add one specific plot around my city? somthings like close it.
one specific plot or a specific type of plot?
Is texturing possible with this?
Yes. Including using attributes - e.g. a gradient from the attractor point