Procedural scenes in Blender - the "View-Painters" example

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  • Опубликовано: 28 июл 2024
  • The first 500 people to use my link will receive a one month free trial of Skillshare: skl.sh/hbitproject05241
    Modular modelling techniques meet procedural non-destructive workflows.
    Inspired by the work of the so-called "view painters", I'll show you how to re-create some of their most iconic elements, such as columns and vaults , in a flexible and re-usable way. Additionally, I'll show you how to build a procedural damage system without using any external add-on.
    In all of my videos I use some assets specifically crafted to create these kind of scenes. You can find them at the links here below ⬇️
    Full marble shader 👇
    blendermarket.com/products/ma...
    Check out also my Classical Mouldings pack! 👇
    blendermarket.com/products/cl...
    hbitproject.gumroad.com/l/qpgrry
    Follow me for more behind the scenes / WIPs! 👇
    / hbitproject
    / hbitproject
    Timestamps:
    00:00 - Intro
    01:33 - Procedural columns and columnades
    22:59 - Building templates for later use
    23:26 - Procedural vaults
    32:35 - Procedural walls
    39:50 - Procedural damage
    46:22 - A sample scene
    Music:
    Adrián Berenguer - Aware
    Aija Alsina - The Miracle That You Are
    Emmanuel Jacob - Karpathos
    Do you have any query? You can reach out to me at the following address:
    hbitproject@gmail.com
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Комментарии • 67

  • @Professionaliraqi
    @Professionaliraqi 20 дней назад +1

    For the first time, I find an explanation that meets my desires for design. What distinguishes the explanation is that everything used in the explanation is explained in detail and the reason for using it.

  • @TK3DTUT
    @TK3DTUT 2 месяца назад +29

    The knowledge that is in this video is immaculate. Great tutorial man!!

  • @eriklensherr998
    @eriklensherr998 2 месяца назад +13

    You combine all of the things that I love, classical architecture, Blender and procedural generation.
    I still struggle with 3D vegetal ornaments and statues after years of practice, I would love a tutorial on that.

  • @Hdarg
    @Hdarg 2 месяца назад +6

    Ok, this will be a long night of note taking!

  • @hherlevdk
    @hherlevdk 2 месяца назад +9

    What an absolutely brilliant idea to create Veduta scenes in blender. The masterpieces of Robert Hubert is a brilliant idea to recreate in Blender and your techniques are superb!

  • @ChristinaMcKay
    @ChristinaMcKay Месяц назад

    A great video, thanks for sharing.
    Small tip: you can speed up the cylinder creation when you use the operation panel in the bottom left during adding the cylinder. Set the correct radius (0.5m), depth 1m, z position 0.5m, and then apply the location. That way you don't have to set the origin to the bottom face and the cylinder with the correct dimensions is done in a few seconds.

  • @kazes
    @kazes 2 месяца назад +1

    Love it. The way it's related to historical buildings is what makes it perfect for me!

  • @muralist1
    @muralist1 2 месяца назад +3

    This is wonderful! Great paintings, great modeling system too!

  • @liam_ryd7265
    @liam_ryd7265 2 месяца назад +2

    I haven't finished it yet, but it's another great video. Thks !!!!

  • @gabrielegagliardi3956
    @gabrielegagliardi3956 2 месяца назад +7

    Sei probabilmente il blenderista con il livello piu alto tra tutti quelli che ho visto sul tubo, impressionante. Clap clap.

    • @hbitproject
      @hbitproject  2 месяца назад

      Grazie mille! Troppo gentile 😊

  • @michaelkukula5926
    @michaelkukula5926 2 месяца назад +3

    Dude! You’re amazing! Keep the videos coming.

  • @louispauly3824
    @louispauly3824 2 месяца назад +4

    I'm speechless 😮😮

  • @ThadeousM
    @ThadeousM Месяц назад +1

    This has been a great source of study and a big help to turn the intimidating into repeatable tools for suture problems.
    I recommend others to repeat the workflow here a few times to allow the relationships between powers, modulo and accumulation to sink in.

  • @dertobbe1176
    @dertobbe1176 Месяц назад +2

    I straight forward subscribed. Great content

  • @user-sj3le4bn7n
    @user-sj3le4bn7n 2 месяца назад +7

    Terrific video loaded with invaluable information! Have you ever considered making this into an addon?

    • @hbitproject
      @hbitproject  2 месяца назад +14

      Thanks! I think I may do a pack if there is enough interest in this 👍

    • @crucicrix5011
      @crucicrix5011 Месяц назад +3

      @@hbitproject I would absolutely buy those geometry nodes in a heartbeat!

  • @MuhammadUsman-mq5hk
    @MuhammadUsman-mq5hk 18 дней назад

    Love this video and appreciate if more like this come on this channel in future

    • @MuhammadUsman-mq5hk
      @MuhammadUsman-mq5hk 17 дней назад

      Does this means you are working after a video like this again

  • @leodegrance5609
    @leodegrance5609 Месяц назад

    A wealth of information in this, as in all your tutorial/showcase videos on your channel. I've progressed a little in geometry nodes since watching them all and this one in particular. Still a great deal that's over my head. Probably why I got stuck around 38 minutes into this one. The 2nd truncated modulo turned my wall into a hot mess. lol.

  • @themrpancake
    @themrpancake 2 месяца назад +1

    your videos are useful and rich with information. thank you so much

  • @ignisfasciniora2715
    @ignisfasciniora2715 2 месяца назад +2

    You deserve all the views, all the likes! xD

  • @harleyqueen6219
    @harleyqueen6219 Месяц назад

    This is staggeringly impressive! I am at a loss for words.

  • @kundanpradhan
    @kundanpradhan Месяц назад

    This is one of the best videos I've seen on procedural asset generation. It's well-made and presented. Looking forward to more content from your channel!

  • @ElricTheFullMetal
    @ElricTheFullMetal 2 месяца назад

    Thank you very much for sharing your knowledge and work flow with the community! You are a Hero!

  • @martinpiatti4224
    @martinpiatti4224 2 месяца назад

    thank you for your tutorials, they helps me with my exam.

  • @boux8597
    @boux8597 6 дней назад

    faster way for the origin is once spawning an object its always 2 meters, just G -> Z -> 1 and it goes to 0,0,0 when you CTRL A apply all

  • @hectorthespector
    @hectorthespector 2 месяца назад

    Outstanding tutorial! 🙏 The knowledge you guide us through is exceptional. Thank you so much for taking the time to share your beautiful creations with us.

  • @johanneswilde3001
    @johanneswilde3001 2 месяца назад

    That's a perfect tutorial! Thanks for sharing your knowledge!

  • @denismelnychenko6081
    @denismelnychenko6081 2 месяца назад +1

    Priceless cool tut

  • @hailahh2115
    @hailahh2115 2 месяца назад

    This is incredible you’re explanation is so good and clear 👍👍

  • @najip
    @najip 2 месяца назад +1

    Wow! Amazing

  • @Dhieen
    @Dhieen 2 месяца назад

    I love your channel, so much cool infos, and i love this architectural style in those paintings
    It would be amazing to have a game with visuals like those paintings

  • @andrew-v
    @andrew-v 2 месяца назад +1

    very cool

  • @user-gl9tt9kq7o
    @user-gl9tt9kq7o 2 месяца назад +2

    I like ypur italian accent when saying modularity.

  • @jkartz92
    @jkartz92 2 месяца назад

    Absolutely useful

  • @DKNS_DSGN
    @DKNS_DSGN 2 месяца назад

    Yet again an excellent video full of information! Thank you.
    Btw, I am pretty sure it is possible to do the damage variation using a repeat zone to go through the whole array of drums selected by mesh island indices and just have a random value for the displacement offset. Doesn't give us manual control over each segment but hey, that's kinda the point of proceduralism. :⁠-⁠) Have a good one!

    • @hbitproject
      @hbitproject  2 месяца назад

      Thanks! I actually tried to use the repeat zone. I think I would need a slightly different set up to make it work though 👍

  • @UZPvNUCaaQdF
    @UZPvNUCaaQdF 2 месяца назад

    The taper slope isn't linear, it's steepness is increasing geometrically with each segment. Use similar triangles to get a different scale XY scale factor for each object's top and bottom

  •  2 месяца назад +2

    A very dense and functional content. It's amazing that you can publish this content in less than 1 hour! We will watch this video by slowing it down many times. This video will be a reference source for reconstruction studies on Ancient History and Ancient Period artifacts. Thank you!🏆🏆🏆

  • @TheUncutAngel
    @TheUncutAngel 2 месяца назад

    great tutorial, Guga

  • @Dhieen
    @Dhieen 2 месяца назад

    Id like to see more of those systems used for unreal engine instead of blender! to create modular assets, i think you have something really cool but only for cg renders
    You could easily create a pack of modular assets to sell on the unreal engine marketplace

  • @Erkorlad
    @Erkorlad Месяц назад

    The "Random per Island" output from the geometry node doesn't seem to be functioning the way it does in the video, and I'm not sure if it's because of the latest blender version or not. When selecting it, every input is white, which makes your approach to adding random lightness variations to every brick impossible to replicate (for me, at least). I found a suitable workaround, though, using the Geometry Info's Random output instead. If anyone else is having trouble with that for some reason, I hope that helps out!

  • @domeniconapolitano370
    @domeniconapolitano370 2 месяца назад

    Incredibile! Complimenti. Hai pensato già ad un addon?

    • @hbitproject
      @hbitproject  Месяц назад

      Grazie mille! Stavo pensando al momento ad un pack per questo genere di lavori 👍

  • @Gabirell
    @Gabirell 2 месяца назад

    👏👏👏

  • @mhsldddd
    @mhsldddd 7 дней назад

    I can't find horizontal stack node.. on 4.1

  • @marchjohnmoody
    @marchjohnmoody Месяц назад

    This is an amazing tutorial! I purchased the Classical Mouldings pack, which looks great, but I'm not finding the "base", "capital" or "vault" for me to follow along exactly. Are those available for purchase somewhere?

    • @hbitproject
      @hbitproject  Месяц назад +1

      thank you for your kind words, I really appreciate it!

  • @gardenstein
    @gardenstein 20 дней назад

    When you apply the geo nodes modifier on the columns, the drums disappear and only the cap and base remain. Anyone know how to fix this? The same thing happens if an array modifier is applied after the geo nodes.

  • @SonoLucaMoretti
    @SonoLucaMoretti Месяц назад

    Great video, (troppo veloce, ma è normale, non avete solo questo da fare), little question: are we constraints to use only even-numbered for the wall height? Or its me who messed up with the nodes?
    For the moment: every time I went a wall with 3, 5 or 13,7 etc etc my wall height struggle, its always ok with even-numbered (2, 10, 16, 22, 28 etc).
    Comunque grazie, i tuoi video sono sempre spettacolare!

    • @hbitproject
      @hbitproject  Месяц назад +1

      Grazie mille! That's correct, this setup works when your meshes with an odd Index number are placed on a odd row (like row 1 --> meshes 1, 3, 5) and viceversa (row 2 --> meshes 2, 4, 6) which only happens when your total number of rows (or height) is an even number. A potential workaround would be, when you feed the index into the second modulo, to adjust the index value as to make it an even or odd number depending on whether it will be placed on an even or odd row. Cheers!

  • @Lasheen419
    @Lasheen419 Месяц назад

    Wow, how long did this take to make

  • @dacode2blender
    @dacode2blender Месяц назад

    Thank you for this tutorial - I like the way you're explaining things.
    I got stuck at 11:34 where you put the Index into the exponent of the power node. It takes the index of the face and not the index of the object - so I got a factor of 0,8^30=0,001..
    How can I get the right value into the calculation?
    I'm working with Blender 4.0 - maybe they changed the handling of the index meanwhile?

    • @hbitproject
      @hbitproject  Месяц назад

      Hello, are you sure you are not using the output of the compare node instead?

    • @dacode2blender
      @dacode2blender Месяц назад

      @@hbitproject Thank you for your reply. Yes, I'm sure. I also tried a separate Index input, with the same result.
      Then I tried to catch the index of the mesh line in a named attribut and fed this value into the exponent. This results to the desired scale for each drum but keeps them in cylindrical shape although the selection is still limited to the upper face. I have no explanation for this behavior.
      edit: I downloaded blender 4.1 and loaded the file: same behavior.

  • @bruschetta7675
    @bruschetta7675 2 месяца назад

    Grande, anche se qualche video in italiano non mi dispiacerebbe

    • @hbitproject
      @hbitproject  2 месяца назад

      Ahh quanto sarebbe più facile 😂

  • @user-el3fm3pb5x
    @user-el3fm3pb5x Месяц назад

    Ты великий деятель

  • @BalaAnimationStudios
    @BalaAnimationStudios 2 месяца назад +1

    Are you really human?

  • @haudtalis5036
    @haudtalis5036 2 месяца назад +2

    Sir, for some time now I've stopped believing you were born in Italy. You probably came from outer space to study classical and medieval Earth architecture. 🫢 Probably you are rather bored here and that's why you amuse the natives by creating arabesques of geometric nodes.
    What else can I think, because ordinary people at this time dress up in ancient Roman armour and celebrate 2777 years of the founding of Rome or ... doing bad things to other people. 😳

    • @hbitproject
      @hbitproject  2 месяца назад +1

      Dear Sir, I always read your comments with joy 😃. I'm glad you are liking the content so far! 🙏

    • @haudtalis5036
      @haudtalis5036 2 месяца назад

      @@hbitproject Thank you very much for your reply, I was beginning to worry if I had offended you. In fact, I am endlessly amazed and delighted by your skills. And if I belong to the species Homo sapiens sapiens, then you are certainly a representative of the next evolutionary species. 👏