Create Huge Environments in Blender with Proxies | Blender Geometry Nodes Tutorial

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  • Опубликовано: 26 сен 2024
  • In this video, we look at how to use Geometry Nodes to create a powerful proxy workflow that allows us to make massive renders while keeping a performant viewport.
    TREES DOWNLOAD LINK:
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Комментарии • 164

  • @gorkskoal9315
    @gorkskoal9315 Год назад +15

    you can also consider going to a 3D program that's not like pulling a bowling ball through your ears. A real 3D app like C4D, or maya. Like they don't slow to piss and back. Sorry but blender is only for people that like mediocrity.

    • @ravindrahere501
      @ravindrahere501 Год назад +134

      Just one question, can we all have a look at your work?? I sincerely hope that its not mediocre.
      Artstation link will work for us.

    • @Psihosenser
      @Psihosenser Год назад +27

      Don't know about maya, but c4d still crawls my nightmares with its way of handeling foliage. You also have to use proxies there, the same way you have to do here, or else everything is even more sluggish than here

    • @TheDragonfang134
      @TheDragonfang134 Год назад +29

      Or people like me who can't afford a pricey ass subscription fee'd program that would cost you an arm and a leg JUST to use it. Blender might not be the best program compared to what you brought up, but at least it's free!

    • @polynormal4038
      @polynormal4038 Год назад +20

      It really depends on what you want to do, some people have several programs, they might use c4d for scene arrangement and another program for modeling. But really I don't care what you think since you're ignoring an amazing open source free program that is better at some things then many commercial apps. Can any program be the best at everything?

    • @Intercepto
      @Intercepto Год назад +30

      All 3D software behave the same with this amount of polys in the viewport, even if instanced.

  • @mainecoon6122
    @mainecoon6122 2 года назад +74

    Great stuff! If Convex Hull still produces too much geometry one can always choose for Bounding Box instead of CH.

    • @nickstuff2957
      @nickstuff2957 Год назад

      thanks

    • @polynormal4038
      @polynormal4038 Год назад

      I ended up using bounding box because I hadn't thought of convex hull. Always something to learn with blender3d

    • @afjer
      @afjer Год назад +1

      Or a billboard of the tree.

  • @M4rt1nX
    @M4rt1nX 8 месяцев назад +3

    Thank you so much. I saw this video a while ago when it premiered and right now I'm working on a project that was giving me hell because of the polycount. This technique came to the rescue.

  • @ale_dp9
    @ale_dp9 2 месяца назад

    Best workflow ever, I use the same for many projects 💡🧠🤟🤟😉

  • @avocadopictures9706
    @avocadopictures9706 2 месяца назад

    Nice workflow, thank you. A small suggestion: i'd love for tutorials on geometry nodes to have a fullscreen pic of the node setup linked in the description or added and timestamped in the video.

  • @akwright
    @akwright 2 года назад +4

    I really like this approach more than the outlines of collection instances since this shows the geometry. Thank you very much for sharing!

  • @Migody
    @Migody Год назад +1

    Amazing tutorial, quick explanation, this was one of the best tutorials i have ever watched!

  • @Bad_bear_48
    @Bad_bear_48 Год назад +1

    Probably the best video with Geo nodes i ever seen, thx alot!

  • @gottagowork
    @gottagowork 2 года назад +5

    For organizational purposes, the top of my outliner has an IMPORTS collection, which consists of collections of imported curves (say, different floors and ceilings), helper geometry, and a __DUMMY VERT which is just a single vert I can use to store materials for easy access, or geometry node groups. Followed by collections for SOURCES (used for instances) and CAMERAS and so on. In this case where I'd want to re-use the same setup, I'd put the convex hull and switch stuff into a node group I then make accessible in the __DUMMY VERT object. Maybe I want to examine how things look in the viewport, I just select this object and enter its node group and toggle the switch from inside. Maybe you set the trees to non selectable, now you still have access to this control without any additional hazzle. I do the same thing for material nodes, where I put adjustable global controls in the world shader for easy access. The variables you want global control over, say the switch in this case, you don't want to expose/promote.

    • @funw3d538
      @funw3d538 Год назад

      @gottagowork Please create a short video showing all this in action. I get it, but better to SEE.

    • @gottagowork
      @gottagowork Год назад

      @@funw3d538 It's not so much to see or create a video about. I'm not a video/tutorial creator, and that approach says "...this is how you..." too much. The takeaway is trying to stay organized in a way that makes sense for what you do. It will pay off when projects grow in complexity. How I organize my outliner may not even be relevant to anybody else's line of work, or others use it even smarter than myself. A studio might even have guidelines on this.

  • @krimolafami1758
    @krimolafami1758 2 года назад

    This is the best free software Ive seen. Respect.

  • @remobalcells4332
    @remobalcells4332 5 месяцев назад

    Great tutorial, very clear, nicely paced and to the point.

  • @Aftenstorm
    @Aftenstorm Год назад +2

    By far the best tutorial that I have seen in a long time. Very easy to follow. Thnk you for this!

  • @mpatellini
    @mpatellini 8 месяцев назад

    Helps a lot to understand geometry nodes

  • @Doubleaa500
    @Doubleaa500 Год назад

    Im really putting my focus to creating 3D scenes and 2D renders and this is such a gem for simple tips I need to look out for!!
    You covered so much all the way around in such a simple and complete task you set out to make!!

  • @michaelfae
    @michaelfae Год назад +1

    This is such an INSANE workflow, thanks!!

  • @febby_febrian
    @febby_febrian Год назад

    great explained, I appreciate your patience in explaining step by step, especially on geometry node ... nice ...

  • @TomasHradckyComposer
    @TomasHradckyComposer 2 года назад +3

    Nicely done and very useful. Thank you.

  • @pansitostyle
    @pansitostyle Год назад

    You saved stress to people, thank you!

  • @varuna3340
    @varuna3340 Год назад

    bro thank u very much i can not explain how happy i am thank you

  • @dare1
    @dare1 Год назад

    Thank you for the trees very much appreciate you putting a download link.

  • @matthewward1346
    @matthewward1346 Год назад +1

    Wonderful tutorial, very well explained!

  • @lightblends
    @lightblends Год назад

    Okay this was something that I needed, thank-you so much for this tutorial ❤ you earned a sub!

  • @SirLithen
    @SirLithen 2 года назад

    That is so simple, yet so smart, I'm ashamed I haven't thought of this 😅

  • @ryanmcgowan3061
    @ryanmcgowan3061 Год назад +2

    Note: You need to enable the *Copy Attributes* add-in to copy the Geometry Nodes.

  • @PolyHaven
    @PolyHaven Год назад

    Great resource! Thanks for sharing.

  • @polynormal4038
    @polynormal4038 Год назад

    Awesome! I really enjoyed your vid thanks for sharing.

  • @exploringbiblicalendtimes779
    @exploringbiblicalendtimes779 7 месяцев назад

    Great work. I will try this out

  • @romangerasimov5183
    @romangerasimov5183 2 года назад

    good channel with amazing stuff, I'm with you now 😀

  • @AlexanderFarley
    @AlexanderFarley 11 месяцев назад

    Extremely helpful, thank you

  • @CsTvInc
    @CsTvInc 2 года назад

    Awesome tutorial, ill definitely be using this on my next project

  • @pandemonicerebus
    @pandemonicerebus Год назад

    OMG! This is soooo helpful! Thanks a lot for this amazing tutorial

  • @technoendo
    @technoendo 2 года назад

    Fantastic technique! Thank you for the tutorial! 🧠💥

  • @IrocZIV
    @IrocZIV 10 месяцев назад

    Thanks, learned a lot from this

  • @amanos7056
    @amanos7056 Год назад

    Literally Thank you so much

  • @heinrichduda5466
    @heinrichduda5466 Год назад

    "You have a huge scene, it's all wonderul and then you add the foliage..." At that point I knew I was at the right place.

  • @nirmansarkar
    @nirmansarkar 2 года назад

    Man this is quality video!

  • @danialsoozani
    @danialsoozani 2 года назад

    very very good! i really enjoyed and wowd at the same time because i am used to work with proxies from 3ds max but now i have a better solution for that in blender!

  • @Dushess
    @Dushess 4 месяца назад

    Does this directly mean the tree model loads once, but then translated hundreds of times via random positions? So useful method.

  • @jenchristensen66
    @jenchristensen66 Год назад

    Great information, thank you!

  • @fabbrobbaf
    @fabbrobbaf 2 года назад +3

    Technically these are not actual proxies: the original geometry is always loaded into memory with these method. Blender has not an actual proxy system unfortunately.
    Anyway this is the way to handle these scenes.

    • @HaydenGray
      @HaydenGray  2 года назад +1

      You’re correct, technically this is an LOD system that changes LOD at render time but in this case, it works very similarly.

  • @iphonesdws930
    @iphonesdws930 2 года назад

    Thanks from heart.really helpful

  • @blendercomp
    @blendercomp 2 года назад

    That's pretty darn smart! Thanx 4 sharing! :)

  • @amjviz8146
    @amjviz8146 3 месяца назад

    thanks!

  • @RowDogSA
    @RowDogSA 2 года назад

    Thank you. Great explanation.

  • @CodeJos
    @CodeJos 2 года назад

    Great explanation!

  • @enkiimuto1041
    @enkiimuto1041 Год назад +6

    3 minutes in and this got to be the best video in blender I've seen this year.

  • @TruthSurge
    @TruthSurge Год назад +10

    couldn't you just create instances instead and put all trees in a collection so you can click one button to hide them and work on your scene in render mode if you must until you want to see them all rendered? Even then they are all just data copies and not separate objects so maybe that could speed up the viewport. ? I don't know. Basically you are just turning the trees off, essentially to a blob so why not just hide them all? anyway, don't pay me any attention. I only started trying to learn 2 weeks back. thanks for the example of how to populate trees and still see where they are w/o killing your viewport.

    • @xainulabideen1169
      @xainulabideen1169 10 месяцев назад

      I thought it was something gonna be like low polly from the far view and switched to detailed when camera gets closer, just like it happens in games for the optimization..

    • @P134-i3p
      @P134-i3p 5 месяцев назад

      additionaly, adding a camera culling system to the tree geonodes would help performance as trees outside of the camera view are removed/ prevented from instancing

  • @SPQRxUSAxNUSA
    @SPQRxUSAxNUSA Год назад

    This is awesome. Thank you.

  • @Enolavisten
    @Enolavisten 2 года назад

    Gained a subscriber. Excellend tutorial Hayden.

  • @BrianOlsonPhotogent
    @BrianOlsonPhotogent Год назад +2

    Love this tutorial! This method is brilliant and I am looking forward to trying it soon. I had a question on the particle placement. You ran a node to make it split by height, which makes complete sense for the scene, is it possible instead to use a map, like a black and white map of some sort, to tell it where to and not to place the new trees? I know I could probably do it with weights, but I am going to use this on an architectural render, and want to use a processed aerial image to tell blender to put trees where there are actually trees.

    • @HaydenGray
      @HaydenGray  Год назад +3

      Thanks! That should work using the image texture node luminance to drive the density of the distribute points on faces node.

    • @BrianOlsonPhotogent
      @BrianOlsonPhotogent Год назад +2

      @@HaydenGray I solved my issue! In case anyone wants to know how to do this without driving the actual density, this page shows you how to do it: blender.stackexchange.com/questions/247312/using-an-image-node-as-point-distribute-density-in-geometry-nodes Essentially, you delete points after generation and before instancing, using your created image to drive the deletion. Be sure to set your uv map on your image node. To learn how to do that, this video: blender.stackexchange.com/questions/247312/using-an-image-node-as-point-distribute-density-in-geometry-nodes between 0:46 and 1:10 will explain how that works right now.
      Original Rep[ly:
      Thanks for the suggestion, I have spent the day working on this, and have run into two issues. First, I can't find any node that will let me use Luminance. So I am unsure how to implement that. The second issue is that using a texture to drive density (instead of selection on the Instance node) cranks the density of the trees up so high that blender crashes. I've tried tweaking the image, but noting seems to get the density down to an acceptable level. For the geometry I am using, I have added a multiplier to the density, making it 1*.0001, just to get the density down to a level that does not kill blender all on its own.

  • @gdematteis9023
    @gdematteis9023 Год назад

    Great tutorial!

  • @sasukehisatsu2245
    @sasukehisatsu2245 7 месяцев назад

    Extraordinario

  • @Uhfgood
    @Uhfgood 2 года назад +1

    I was thinking this would be about how to render those huge environments so it doesn't take you weeks for a single frame ;-)

  • @syalwanurfatwa1322
    @syalwanurfatwa1322 2 года назад

    ITS REALLY WORKED LOL THANK YOU DUDE

  • @BalaAnimationStudios
    @BalaAnimationStudios Год назад

    Great video, keep it up

  • @filsjoo
    @filsjoo Год назад +1

    How do you make your water go from greenish to blue? followed your other tutorial and end up with a almost all dark blue water

  • @hotmole7621
    @hotmole7621 2 года назад

    omg dude i love this, big thanks and kiss

  • @Richard-qz1nt
    @Richard-qz1nt 2 года назад

    Thank you it works with me

  • @xxorza
    @xxorza Год назад +2

    Thank you for your work, but you really should upload this in 4K, my eyes hurt to read fonts on the video.

  • @ismayilkismu906
    @ismayilkismu906 Год назад

    just choose bounds from properties,maybe assign a short cut so u can change to the original on the go

  • @yoshiadme
    @yoshiadme 2 года назад

    Thank you! So helpfull 💚💚💚

  • @cg.man_aka_kevin
    @cg.man_aka_kevin Год назад +2

    And here's my next question.
    How to make it faster render performance in "final render", not just in the viewport?

  • @nikhilpimpalkar1699
    @nikhilpimpalkar1699 3 месяца назад

    but how to show full original mesh in cycles interactive...that is big question

  • @sumicmusic
    @sumicmusic Год назад

    im no blender wizard but instead of a convex hull you could probably swap it out with a billboard in the viewport

  • @heartlights
    @heartlights 2 года назад +2

    Awesome, thank you for teaching! Guess I'm gonna have to test it out for myself, but I'm curious what the render time on an image like that is. With optimized settings, is it comparable to a detailed portrait render or whole other level (with all those little tree details)?

  • @marsmotion
    @marsmotion Год назад

    very nice

  • @sangeethkumar7000
    @sangeethkumar7000 Год назад

    How you scattered the rock in edge of the surface i try to do that but i can't 😢 did you do video that

  • @mini.aakash
    @mini.aakash 2 года назад +3

    This is an awesome technique but i wanna ask you one question "will this technique decrease my render time?"

    • @HaydenGray
      @HaydenGray  2 года назад +6

      It won’t decrease your render times but it will help you add complex geometry while keeping Blender running well.

  • @dylanreid3955
    @dylanreid3955 Год назад +1

    Beautiful! Just wondering how you did the underwater for the final render? I followed the water tutorial but it doesn't look good without a sea floor/bottom.

  • @UmbrellaTrick
    @UmbrellaTrick Год назад

    its a pain to select each tree one by one and clicking enable. Real scenes have more than 3 trees. I'd leave that boolean value inside GN, without declaring it as GN input value, so i can convert all the Tress to proxies in GN itself by a single click on boolean node.

  • @LLuki105
    @LLuki105 Год назад

    Ok... And how to override the method vertex paint?

  • @AtrusDesign
    @AtrusDesign 2 года назад

    It works well, but here it’s where blender shows its limits.

  • @Aragos207
    @Aragos207 Год назад

    Are you using a Mac? What kind, your performance is good.

  • @Mr_Steve3D
    @Mr_Steve3D Год назад

    I laughed to hard as I share your pain with foliage :)

  • @lukayz1363
    @lukayz1363 Год назад

    Wow,, thanks

  • @exploringbiblicalendtimes779
    @exploringbiblicalendtimes779 7 месяцев назад

    can you use this in Evee too ? I havn't really used geometry nodes that much

  • @jaypatel6284
    @jaypatel6284 2 года назад

    thanks

  • @RenzoIR144
    @RenzoIR144 Год назад

    when doing the first part and pressing the switch my tree disappears and is not seen in the rendering
    edit: fixed it already, great video, thanks

  • @mynameisjeff4967
    @mynameisjeff4967 Год назад

    Where is the first scene from?

  • @nickbjones8833
    @nickbjones8833 11 месяцев назад

    What are your computer specifications...pc mac or lappy

  • @dainjah
    @dainjah Год назад

    why cant they just make a "tick box" for the switch node group input? So it's not 0/1? Its already built in in the node...

  • @vitoserpente5487
    @vitoserpente5487 Год назад

    Object just disappears when I switch node to Convex hull. Why is this happening?

  • @vizdotlife
    @vizdotlife 9 месяцев назад

    Hi, this is a great tutorial. For some reason in Blender 4.0.2 when I add the boolean (aka: "Set Proxy") to the group input it's using a checkbox to turn on/off rather than having the ability to increase/decrease using the arrows in your example. Is there a way for me to use the increase/decrease using the arrows like yours? Thanks for your time.

  • @eklavyatech8588
    @eklavyatech8588 9 месяцев назад

    Is it works like Gscatter ?

  • @realtourarchviz
    @realtourarchviz Год назад

    Is Viewport not working when I go to rendered mode, still shows the convex hull.

  • @lanvinpierre
    @lanvinpierre 2 года назад

    bro. i need to know how to implement this with SCATTER 5!!!

  • @mohid-_-molani6371
    @mohid-_-molani6371 2 года назад

    finally found

  • @Roman-L
    @Roman-L 2 года назад

    How can I get that HDRI you have? its really smooth and looks cool

    • @mbk5043
      @mbk5043 Год назад +1

      It's the Nishita Sky Texture, you can have it inside blender in the world properties

  • @salladass_nl8004
    @salladass_nl8004 2 года назад

    does this also work with procedual trees that is made by nodes? i cant seem to make it work

  • @xsamy8499
    @xsamy8499 Год назад

    Wow

  • @clausbohm9807
    @clausbohm9807 2 года назад

    Did you just turn Blender into Clarisse?

  • @SylkieDev
    @SylkieDev Год назад

    So what resources do you use to create the trees themselves?

  • @lgoritme
    @lgoritme 2 года назад

    hey i want to ask, i use bagapie for this method, although the viewport is fast but the play in time line is still slow.

  • @callmejames11011
    @callmejames11011 7 месяцев назад

    Actually, this is just viewport optimization, not really a Proxies

  • @blazeflare2000
    @blazeflare2000 Год назад

    how did you make it lighter colour around the edges/shoreline and show depth in the water? at 10:23

    • @HaydenGray
      @HaydenGray  Год назад

      That’s a volumetric effect. Since the water is not just a plane and instead is a solid, it allows the light to scatter and have the appearance of depth

  • @avatr7109
    @avatr7109 2 года назад +1

    I dont have Greater Than node ?

    • @HaydenGray
      @HaydenGray  2 года назад +3

      The actual node is the “Compare Node” with the “Greater Than” option selected.

    • @avatr7109
      @avatr7109 2 года назад +1

      @@HaydenGray Holy shiet, Yes!
      Thank you, now my potato PC can handle large environments
      _But what PC would you reccomend?_

    • @canyongoat2096
      @canyongoat2096 2 года назад

      @@avatr7109 For Blender it's enough to have Ryzen Threadripper with Nvidia Rtx 3090 ti

    • @enigmawstudios4130
      @enigmawstudios4130 2 года назад

      @@canyongoat2096 you don't need a 3090 ti lol. I ran Blender with a 1080 back in the day. You're limited in terms of extreme complexities but if you're starting off a 3060 will do you just fine. If you're thinking about getting into more serious creations you will want to max out power and capabilities where you wallet can handle it.

  • @MrEmpey
    @MrEmpey 3 месяца назад

    well it is ok to make this in instance collection?

  • @dariuscatinas31
    @dariuscatinas31 2 года назад

    Hi. I made a huge scene and the render alaways crash. If I use this method, it will render? Thankyou.

    • @Newemka
      @Newemka 2 года назад

      This technic is only to keep the viewport performances high, you may want to try frustum culling (ruclips.net/video/KoLF99PFLFM/видео.html) and level of detail (aka LOD) technics

    • @dariuscatinas31
      @dariuscatinas31 2 года назад +2

      Thanks a lot! Is actually what I need. I never heard about LOD!

    • @dariuscatinas31
      @dariuscatinas31 2 года назад

      LOD

  • @abulak3477
    @abulak3477 Год назад

    3:00

  • @VirtualWRLDS2023
    @VirtualWRLDS2023 Год назад

    GeomeTREE