Slow and detailed tutorials like this are essential. For people who have been using geometry nodes daily since day one, the contents of this video is like 18 seconds of thought and 45 seconds of mouse movement.
You know, I was thinking about this. To DO this would take less than a minute, but the tutorial showing the how's and why's was almost 20 minutes long. I suppose you've got to start with a foundation, then once you know, it doesn't take so long anymore.
@@TheCGEssentials throw in the fact that a lot of people severely lack a math foundation. I'd love a course that goes over 1st grade to 9th grade math concepts using just blender.
Justin has brought a lot of us up into useable territory. I needed to ween myself of a blender contractor in India so I could do my own stuff. I am getting there.
This is the clearest tut on geometry nodes and scattering I have seen. I have not gotten far into Blender (maybe 4 weeks). But this looks as if it would work for anything you want to place onto the surface of an object. Flowers in a field. Random people on a street scene. I am definitely going to be building this from your tut and trying it. If I created some plane-based model of some flowers and created say 4 versions for variety, then I could put those into a collection and then get a kind of patchy field of them, I think. Thx!!!!
been struggeling to grasp geometry nodes since lauch. but this tut really gave me the overview to understand it. I used it to scatter bubbles inside a whiskey glas. thank you.
Finally got all this made and the only thing I need to add is a way to paint weights to areas so that the points added get put out MORE in the areas with more weight (ie, large patches of plants instead of too uniformly distributed everywhere). I think I saw someone do that but I'll have to look that up again. I also so people restricting vegetation by height. That sounds like a good idea. thx again for the clear explanation and examples.
It's amazing -- since the UI overhaul Blender has been fun to use, and even stuff I never thought I'd ever get a handle on has become just a simple process of finding a tutorial like this one.
5:54 Even after applying the rotation and scale to my monkey object the node monkey heads were not the same size UNTIL I also applied the rotation and scale to the plane object I was working with. Hope this helps others if they run into this trouble.
THANK YOU! This helped a lot! Your tutorial helped me to finally make my scattering work, and I am close to finish my project. When it is done, I am going to post a link here.
Awsome tutorial - i like your way and style teaching Blender. I'm working with blender since years and i really missed good tutorials where you can follow the teacher really well - Geometry Node is such a complex topic and non of others could explained it so simple. explained briefly and concisely. Thanks for that :) If you make a blender course let me know :)
Thank you for the excellent tutorial! However, is there a way to create a shadow catcher for the plane, without including the trees? When I apply the shadow catcher to the plane, it also affects the scattered objects, including the trees. Is there a way to apply the shadow catcher only to the plane while excluding the scattered object?
This is a nice intro to geometry nodes. I was wondering, how do you determine where the objects are scattered. For example, I have a terrain and I want a collection of rocks to be in one place and trees in a different place on the same plane. Edit. The answer to this question is in the NEXT video, thanks!
Is there any way to bake the Geometry Node so the points are turned into meshes? I am working on something where I need to pull something I've made (using a simular technique to this video) out of blender.
How to avoid intersecting instances. I want to cover floor with balls but I don't want them intersecting with each other. I could reduce density, but this doesn't look good. I need more control over those points. Can I remove automatically some instance points based on their proximity to other points. I imaginge points have some id or sequence number on them and then those points are tested how far they are from previous points. If point is too close to other, then it is removed/or ignored from instancing. But as I am new to this, I don't know where to look for help. OK, never mind. Next day I started to explore nodes again I stumbled on Merge by Distance node. This did exactly what I needed.
Hello, I have several ‘Vertrex Groups’. Now I would like to exclude the surfaces in ‘Geometry Nodes’ in which another ‘Vertrex Group’ exists. No objects should be displayed on the surface of the third ‘Vertrex Group’. How do I have to configure this in ‘Geometry Nodes’?
I wonder if there would be a way to scatter like this with geometry nodes, but have the individual Suzzannes result in multiple objects within the scene such that they would be individually transformable, editable etc. Like have a geometry node graph "run" and be able to customize the output if that makes sense.
@@mokalux after that you would need to enter edit mode, select all, click “P”, then click separate by loose parts. Another way would be to click L in edit mode and move the loose parts
@@reaganmonkey8 That's definitely interesting, but I wish it was based on the original object within the scene collection. Like if the monkey (Suzanne) had glasses that were disjoint geometry from the rest of the face, but still part of the same blender object. I wouldn't want those two to be disconnected, which I imagine would be the case with the method you describe.
Hello, is there a way to set the ratio of the objects in the collection? For instance you want to scatter lots of round trees but only a few pointy ones?
It would also be really cool to understand how to have conditional scattering. I'm working on something where only certain trees 'grow' beyond certain altitudes (z height?) in the terrain etc
Hmmm...not sure how to do that - I assume it would be something having to do with checking the math on the scatter points it creates and excluding them beyond a certain z-value - it definitely sounds achievable, I'm just not sure exactly how it would work
Amazing video. Question, I've tried geometry nodes but when I add "Distribute points to faces" Blnder crashes. I use an irregular plane, not square, is that th problem? thank you
So am I right in thinking physics then be added to the scattered objects? To allow those sitting on an incline can 'settle' on the surface rather than clip into the terrain?
I'm not sure I'd do that with physics - most scattering setups I've seen just use the intersection between the object origin and the plane they're scattering on. For MOST applications it doesn't matter if they clip into the plane because you can't see it, assuming your models are set up right
that is excllent Justin - Ive been using Blender for years and stayed away from g-nodes, until now - watching this video. I have been using Geo-Scatter and gscatter (graswald) - whats the differance with these compared to g-nodes?
Great tutorial! What would the advantage be in using geometry modifier for this instead of a particle system? Can you still use weight painting to have it not appear on parts of the objects?
Someone how do you scatter different objects on the plane without using collection?I mean each object with its own geometry nodes but scattering on the same plane?😁 Great tutorial by the way!
Great tutorial, however, I have one small question: Do you know how to make the scattered objects float over every face direction of the base object and rotate itself towards the face of the base object?
the only thing that I miss form this awesome method is to make the scattered object not touch or clip into each other no matter the shape. and not by a distance form their central radius.. so we can , for example, scatter a bunch of rocks of different sizes and shaped into a surface... rotating them randomly.. and having them fairly close to each other too. from all tutorials I've seen about this they have elements that don't present a problem when they clip into each other.. (that and tweaking the proportion of each element on a scene..)
Thanks for the tutorial! I was wondering if there was a way to control the scattered objects to never go through each other? And also if there was a way to control the individual density of each object in a collection (e.g. I want a higher density of one kind of tree than the other ones). I'm going to recreate marine habitats in blender for research purposes and take some measurements from the final models, and those two things are kinda getting in the way so far. Would really appreciate some tips :) Thank you
Lets use yours as an example: If I wanted the trees on the hill slanted along the hill's face, how do I do that? Basically right now the trees are all still completely vertical, even when on the hill. I want to be able to use the tree's normals.
I know this was 10 months ago but I have 2 questions if anyone could answer them. 1: After successfully scattering the objects I want, how would I stop it from scattering in a specific path? For example, I'm scattering a bunch of grass blades and I want to have a path with no grass on it. Can I just use weight paint? 2: How do I make them react to wind or other forces? Is it just applying the physics to the singular objects?
your content is good info. But please get a low pass filter, your audio hurts my ears (maybe a pop filter too). (before someone says it: I can't put the volume down cos its the frequency)
Hi everyone! Let me know what you think about this tutorial in the comments below! :)
Great tutorial =]
Amazing!
Is there a way to scatter objects only on the horizontal faces. So as soon as there's a slope, objects are not being scatters.
Thanks! Any idea on how prevent overlapping of instances and scattering within plane borders?
Slow and detailed tutorials like this are essential.
For people who have been using geometry nodes daily since day one, the contents of this video is like 18 seconds of thought and 45 seconds of mouse movement.
You know, I was thinking about this. To DO this would take less than a minute, but the tutorial showing the how's and why's was almost 20 minutes long. I suppose you've got to start with a foundation, then once you know, it doesn't take so long anymore.
@@TheCGEssentials throw in the fact that a lot of people severely lack a math foundation. I'd love a course that goes over 1st grade to 9th grade math concepts using just blender.
Justin has brought a lot of us up into useable territory. I needed to ween myself of a blender contractor in India so I could do my own stuff. I am getting there.
This is the clearest tut on geometry nodes and scattering I have seen. I have not gotten far into Blender (maybe 4 weeks). But this looks as if it would work for anything you want to place onto the surface of an object. Flowers in a field. Random people on a street scene. I am definitely going to be building this from your tut and trying it. If I created some plane-based model of some flowers and created say 4 versions for variety, then I could put those into a collection and then get a kind of patchy field of them, I think. Thx!!!!
been struggeling to grasp geometry nodes since lauch. but this tut really gave me the overview to understand it. I used it to scatter bubbles inside a whiskey glas. thank you.
Finally got all this made and the only thing I need to add is a way to paint weights to areas so that the points added get put out MORE in the areas with more weight (ie, large patches of plants instead of too uniformly distributed everywhere). I think I saw someone do that but I'll have to look that up again. I also so people restricting vegetation by height. That sounds like a good idea. thx again for the clear explanation and examples.
It's amazing -- since the UI overhaul Blender has been fun to use, and even stuff I never thought I'd ever get a handle on has become just a simple process of finding a tutorial like this one.
Thank you! Every Geometry Nodes tutorial is warmly welcomed 😀
Hey man, I've started to study Blender recently, I'm glad to see you keep going and thank you for your teachings and videos
I'm Italian boy your video are better than those in my language!!! It's Incredible!!!
5:54 Even after applying the rotation and scale to my monkey object the node monkey heads were not the same size UNTIL I also applied the rotation and scale to the plane object I was working with. Hope this helps others if they run into this trouble.
thank you so much!
Thank you
Thank you very much, it's a great demonstration of geometry node
Glad it was helpful!
Just what I was looking for! Thank you 🙏It's limitless the potential and creativity that could be used with geometry nodes
Very nice illustration of geometry nodes. Thanks from an interested beginner !
THANK YOU! This helped a lot! Your tutorial helped me to finally make my scattering work, and I am close to finish my project. When it is done, I am going to post a link here.
This tuto is amazing...Thanks a lot
Amazing tutorial!
Brilliant thank you. Just what I needed, a simple and easy to learn tutorial on Geo Nodes. Very useful.
Thank you very much for this wonderful video! One of the few Blender RUclipsrs that I really enjoy watching.
Thanks for this, helps me better understand the first step of getting many objects as points.
This is what I want ❤ Thank you so much.
Awsome tutorial - i like your way and style teaching Blender. I'm working with blender since years and i really missed good tutorials where you can follow the teacher really well - Geometry Node is such a complex topic and non of others could explained it so simple. explained briefly and concisely. Thanks for that :)
If you make a blender course let me know :)
Thanks to you I’m losing my fear from these Nodes. 🎉🎉
I normally struggle with your style of tutorials. Yove nailed this one
You need more knowledge in blender then. His tutorials are methodical and on point.
@@KB-kp2oz you didnt read or understand my comment but do me a favour dont choke on your crayons.
Dude, you're a life saver.
Thanks for sharing this. I’m still getting my head around geometry nodes.
Ty!!! I was trying to figure out why i couldn’t rescale my sprinkles on my donut in the donut tutorial. I kept forgetting to apply. Ty for this
Way to go, Justin, just what I needed. Thanks!
This is a great idea using GeoNodes!
Very well explained!!👌😊. Extremely helpful video. Thanks!
Amazing as always thank you 🙏 much
This is helpful for creating geometry nodes and assets.
Hi CGE, how do I add another collection to the geometry node setup?
I just want to say one thing clearly........... "SO!"
Amazing tutorial, thank you very much!
Good tutorial, as usual.
You might mention the use of Ctrl-A in node setups will take you directly to Search and Add. Saves numerous steps :)
amazing tutorial
Thanks for the time taken to create the tutorial and share.
How could I hide the plane and leave only the random objects visible?
Thank you so much for this video
Very awesome tutorial, thank you very much
awesome tutorial bro!~
i really appreciate this, thanks!
great stuff!
Thank you for the excellent tutorial! However, is there a way to create a shadow catcher for the plane, without including the trees? When I apply the shadow catcher to the plane, it also affects the scattered objects, including the trees. Is there a way to apply the shadow catcher only to the plane while excluding the scattered object?
Great tutorial! I wonder what to do to align those scattered objects to the other mesh normals?
This is a nice intro to geometry nodes. I was wondering, how do you determine where the objects are scattered. For example, I have a terrain and I want a collection of rocks to be in one place and trees in a different place on the same plane. Edit. The answer to this question is in the NEXT video, thanks!
Could you please tell me how did you add trees to the workspace?
Thank you.
You're welcome!
Is there any way to bake the Geometry Node so the points are turned into meshes? I am working on something where I need to pull something I've made (using a simular technique to this video) out of blender.
But if I want to organise Susanna heads not randomly, like separate mesh, not connected with the plane (base) mesh?
yes this is awesome... It would be good to distribute using image mask curves and vertex paint too
Hello friend, thanks for sharing. I have a question... Can I delimit the dispersion with the GAEA alpha map? Using Geometry Nodes?
How to avoid intersecting instances. I want to cover floor with balls but I don't want them intersecting with each other. I could reduce density, but this doesn't look good. I need more control over those points. Can I remove automatically some instance points based on their proximity to other points. I imaginge points have some id or sequence number on them and then those points are tested how far they are from previous points. If point is too close to other, then it is removed/or ignored from instancing. But as I am new to this, I don't know where to look for help.
OK, never mind. Next day I started to explore nodes again I stumbled on Merge by Distance node. This did exactly what I needed.
thank you so much! super useful! :)
Hello, I have several ‘Vertrex Groups’. Now I would like to exclude the surfaces in ‘Geometry Nodes’ in which another ‘Vertrex Group’ exists. No objects should be displayed on the surface of the third ‘Vertrex Group’. How do I have to configure this in ‘Geometry Nodes’?
Save my project around the 16 minute mark, thank you so much
I wonder if there would be a way to scatter like this with geometry nodes, but have the individual Suzzannes result in multiple objects within the scene such that they would be individually transformable, editable etc. Like have a geometry node graph "run" and be able to customize the output if that makes sense.
This part is randomization 9:15
I am not sure but you may want to click apply geometry node in the modifier property tab?
@@mokalux after that you would need to enter edit mode, select all, click “P”, then click separate by loose parts. Another way would be to click L in edit mode and move the loose parts
@@reaganmonkey8 That's definitely interesting, but I wish it was based on the original object within the scene collection. Like if the monkey (Suzanne) had glasses that were disjoint geometry from the rest of the face, but still part of the same blender object. I wouldn't want those two to be disconnected, which I imagine would be the case with the method you describe.
@@damenhannah1 collection?
what gives you most flexibility and performance using geo nodes or the particle system to scatter low poly tress like these?
Hello, is there a way to set the ratio of the objects in the collection? For instance you want to scatter lots of round trees but only a few pointy ones?
It would also be really cool to understand how to have conditional scattering. I'm working on something where only certain trees 'grow' beyond certain altitudes (z height?) in the terrain etc
Hmmm...not sure how to do that - I assume it would be something having to do with checking the math on the scatter points it creates and excluding them beyond a certain z-value - it definitely sounds achievable, I'm just not sure exactly how it would work
what if i place an empty or an object in the middle and make all susans point to it? how do we setup that kind of rotation here?
Amazing video. Question, I've tried geometry nodes but when I add "Distribute points to faces" Blnder crashes. I use an irregular plane, not square, is that th problem? thank you
So am I right in thinking physics then be added to the scattered objects? To allow those sitting on an incline can 'settle' on the surface rather than clip into the terrain?
I'm not sure I'd do that with physics - most scattering setups I've seen just use the intersection between the object origin and the plane they're scattering on. For MOST applications it doesn't matter if they clip into the plane because you can't see it, assuming your models are set up right
Thank you! Great tutorial. Now, how does one scatter exactly 2000 (or n) objects? The density is fine but in my project the number is set...
that is excllent Justin - Ive been using Blender for years and stayed away from g-nodes, until now - watching this video. I have been using Geo-Scatter and gscatter (graswald) - whats the differance with these compared to g-nodes?
by the way, how about tracking. if any interest on their job. such as van , train in example ?
Great tutorial! What would the advantage be in using geometry modifier for this instead of a particle system? Can you still use weight painting to have it not appear on parts of the objects?
That was super helpful! All of a sudden the geometry nodes are clicking for me!
thank you
you are the best
Muy buena explicacion, detallada y concreta ideal para l@s que estamos aprendiendo. Muchas gracias! pero no funciona en blender
4.3
can you track southeast asia and some sport league.. ( tracking ) from GPS. (MIN)
Someone how do you scatter different objects on the plane without using collection?I mean each object with its own geometry nodes but scattering on the same plane?😁 Great tutorial by the way!
Great tutorial, however, I have one small question: Do you know how to make the scattered objects float over every face direction of the base object and rotate itself towards the face of the base object?
the only thing that I miss form this awesome method is to make the scattered object not touch or clip into each other no matter the shape. and not by a distance form their central radius.. so we can , for example, scatter a bunch of rocks of different sizes and shaped into a surface... rotating them randomly.. and having them fairly close to each other too.
from all tutorials I've seen about this they have elements that don't present a problem when they clip into each other..
(that and tweaking the proportion of each element on a scene..)
How can I control the density of scattered objects separately?
0:00 bro started choking
0:01 Justin here with deeez
How do you change the scattered things to an image without it making the plane the image.
How do I make the objects scatter with the maximum number while not overlapping with one another, basically covering up the whole plane.
Thanks for the tutorial! I was wondering if there was a way to control the scattered objects to never go through each other? And also if there was a way to control the individual density of each object in a collection (e.g. I want a higher density of one kind of tree than the other ones). I'm going to recreate marine habitats in blender for research purposes and take some measurements from the final models, and those two things are kinda getting in the way so far. Would really appreciate some tips :) Thank you
THX!!!
Thank you so much. any file you make please always share it so we dont have to take screen shot and create again
MUCHAS GRACIAS
Lets use yours as an example: If I wanted the trees on the hill slanted along the hill's face, how do I do that? Basically right now the trees are all still completely vertical, even when on the hill. I want to be able to use the tree's normals.
Why can I not find “scatter points across surface” ?? Blender 4.1
I know this was 10 months ago but I have 2 questions if anyone could answer them.
1: After successfully scattering the objects I want, how would I stop it from scattering in a specific path? For example, I'm scattering a bunch of grass blades and I want to have a path with no grass on it. Can I just use weight paint?
2: How do I make them react to wind or other forces? Is it just applying the physics to the singular objects?
object Info on geometry is character contain everything.
12.16 is not working u can just put that "combine xyz" after "random value" it works for blender 4.2
"first thing you need to do is add a window"?...... CORRECTION: ADD A PLANE*
lol
Sigh...ooops
@@TheCGEssentials No worrys friend. These tutorials are godsend! Thank you for making them and all your hard work!
delicious cheese
ありがとうございました。
日本より
your content is good info.
But please get a low pass filter, your audio hurts my ears (maybe a pop filter too).
(before someone says it: I can't put the volume down cos its the frequency)