Sci-Fi City in Blender 3.0 Tutorial UPDATED
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- Опубликовано: 9 июл 2024
- This is an updated tutorial from my video last year to accomodate the change in Geometry Nodes that happened with 3.0 release. Please refer back to the original video plus material video for extra information.
Gumroad Link for .blend file: tobyrawal.gumroad.com/l/cityg...
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Timestamps:
0:00 Intro
1:05 Basic Geo Node Setup
4:20 Change base mesh
4:50 Add Building Variation
6:55 Roof Material (Separate XYZ)
8:05 Randomise Building Materials
9:20 Conclusion Кино
Amazing, for anyone who wants buildings to intersect less, change Distribute points on face from random to poisson face and play with the distance min, you'll have slightly more control.
Thanks, it actually worked
The roof top decorations can be added, I think, by creating a forth version scaled by 1/10th or so with the max height taking the same random height value per node and plus a small value in Z. This can be repeated with a greater number of 'buildings' per node. More nodes, a greater size change and a fixed Z value to create cars and traffic.
Add a bricks texture before the random texture and you get roads. Add a more complex noise and you get curved roads. Lots of fun.
tip: you can drag an object from the 'outliner' into the 'geometry nodes' window and it will create an 'object info' node with it. you can also drag in a 'collection' and it will create a collection node with it.
Thank you so much for making an update!! 💚 I love your tutorials
Saw your old tutorial and was pumped to hear you planned on making an updated version. Nice work, keep it up big hoss
Amazing! Thanks for the updated video as well
wow, mind blown. Thanks so much, Toby, this was super helpful!
Awesome tutorial! Just what I needed.
Great tutorial again ! You are the best !
This video is very helpful to me! Thank you for the great tutorial
Excellent Tutorial!
Thx for updating it!!! i was lost in the last when
Wow, this is great thank you for plain and simple.
great tutorial
Cool! I learned a lot about working with shader nodes, not to mention geometry nodes. Thanx! 😉👍
Thank you!!! Your explanation was easy to understand even for non-native speakers❤
Beautiful video. Thank You very much.
Love this! Thank you
Thank you so much this video helps me for my next semester about CGI
👏👏👏 THANKYOU THANKYOU THANKYOU !!! 👏👏👏
This TEN MINUTE tutorial took me and my add brain like 4-5 HOURS but it has helped me TREMENDOUSLY!
Thank you again my man!
Thanks mate
Beautiful!!!!
Great tutorial! thanks.
Fantastic. Only just downloaded Blender and going to create some material for a Virtual tour / product sales tool for the company I work for. Will be following your channel a lot!! Fantastic Tutorial. Cheers
If you move the cube in edit mode so that it sits above the plane, it will scale from the bottom automatically and you won't have a mess with the buildings scaling below ground. Otherwise if you make buildings on a cube or sphere, hard to even know if they're growing inside - may come out the other side causing inexplicable artifacts.
For the stretching, you could probably use an array instead of scaling. I'm still new to blender, jujust figuring out stuff myself.
Absolutley amazing!
Awesome! Thanks a lot.
Awesome! Thanks for sharing. What I would do about the excessive stretching is make three model sets with some minor changes, low, med, tall. A bit more leg work but gives you more control and it was just a bit of duplication and mesh editing.
IM IN LOVE
wow,that's impressive!!! Is there an easy maybe also procedural way of adding uneven terrain to the plane and also procedural window geometry to the buildings?
Holy cow that random material color trick is amazing! I'm gonna have so much use for that!!
Pretty cool right? And so simple!
@@TobyRawal Simple AND elegant! Thank you!
Very good tutorial!!
In order for the buildings to maintain the proportion you are looking for, you would have to build them within the node tree... or add variety in different collections and not scale them. 😀
The white city with the red rooftops reminded me so much of Mirror's Edge! Anyway, great tutorial!
thats exactly what came to mind for me as well
This is just great, something I really need to get done. Fantastic, extremely cool. Though how do you control an individual "block / building" this again is super cool. Thank you
For the scaling top problem. You could just make roof variations as opposed to copying 6 faces every variation. You can then rondomize the roof cap variations. All of them will have the correct scale everytime.
What is also cool about this, is that you can make clumps, where curtain caps are more dense, and more complex caps are more rare in your randomization.
Cool but how position the roof exactly at the top ? that is the question haha
@@bruninhohenrri - I'm brand new to geometry nodes, but just today I saw a vid explaining how to create masks from normals. So in theory I reckon you could take the z data and apply additional structures to the roofs by isolating the Z axis. I'm just thinking on the fly.
@@lomaxdesigns1716 I did think on that, but the normals are only the direction, not the actual global position itself. What can be done in theory is setting the mesh origin to the top and use that position with an offset to position the roof part correctly
@@bruninhohenrri - Just got to the end of this tutorial and realized he's actually using that technique for the materials. (My bad)
Also, I just thought a really easy solution would be to just create 2 different object groups, One for the tall buildings and a different one for the short buildings.
Thanks for video . I wonder if geonode faster than particle hair tricks one?
If you want slap some textures on it, use the Realize Geometry Node on the end to apply the scale, then you use the object texture coordinate inside your material.
I'm using it for scatter some emissive lighting across all the buildings !
genius.
if you want to not scale the roof you can use new 'extrude mesh' node in 3.1
can you explain it a little more pls?
My solution for the stretching was to use a basic cube model then append the special buildings on top
It would be interesting to know how you create windows on distant buildings.
Voronoi/Minkowski or brick texture, or may be image texture. The main trick is random lighting and natureal look with no extra polygons. )
They usually project an image of a skyline onto the buildings. There are plenty of how-to videos here on YT.
good job but I have questions
1- how to make the building not mixed to gather
2- how to make the building straight on one line on x,y
3- how to add streets object between the building and more object like tree and Street lighting poles ،cars،
me too, I want to know how streets are made?
For streets you can use different planes with gaps inbetween for a street
Cool! I was wondering, is it possible to make the size of the buildings depending on their position?
Awesome ! Is there a way to have an infinite loop of the city the way they do it with texture displacement?
genius
Спасибо большое автору.
Love this video! Super helpful, but I have a question.
At 6:55, you added the roof material using Separate XYZ, but when adding it to the sphere for the world effect, the material applies the "top" to the sides of the buildings, since they're sticking out the side of the sphere.
What do?
'ken awesome
im not sure if you'll answer this, but i have a 3d crescent shape as my base mesh. I want the buildings to render everywhere except the inside of the curve. How do i go about doing that?
I also wanted to do a proximity effect where the buildings disappear when an object is nearby.
Hey, I’m finding the 2 layers of different tower heights are conflicting with each other. they’re taking up the same space therefore it’s causing a weird pixelated effect. Is there a way to hide shorter towers when a longer one takes its place?
Change the ‘seed’ value on the distribute points on faces node, that will randomise the position that the second layer generates the buildings.
@@TobyRawal thank you my guy 🙏 also appreciate you doing an updated version for 3.0.
By the way, is it possible to make the textures not stretched with this method? )
Great tutorial. Need HELP.
1) how to hide the plane?
2) Cant see the geometry in renders.
so this would be a fantastic way to do greeblies too, right?
Thanks for this. Question, I would like to use this but put on the top of a cylinder. I can add the Cylinder into the Geometry nodes but can only get it to work if I connect the Mesh node from the Cylinder node. How can I make it work so that the buildings only populate the TOP pf the cylinder?
Does anyone know how to keep the buildings from generating on the edge of the grid?
Roads are easy - how do you evenly space out the buildings?
Is it possible to use this generated mesh in a game with the textures applied like in unity?
once it's generated is there a way to bake out the mesh so we can further detail the city with traditional modeling tools?
right click -> convert to mesh
Is there a way for the buildings not to overlap?
Instead of a plane
Could this work on terrain or is it possible to blend the plane on the terrain??
can you rotate the buildings randomly?
can you use a subdivided plane w/ faces removed to form roads, to make it more realistic?
Add a random value to instances on points rotation and done, the same he does with scale
@@meowserk225 its working but you think we can add something to rotate only by 90 180 or 270° ?
@@fzk.goattt set minimum range 90 and maximum range 90 as an example on the axis you wish to have the given rotation
my buildings are upside down. When I set the Z translation to 1 on the Transform Geometry Node, they go downward from the grid instead of up. I have to set it to -1 to get it to point up. Even more, when I edit the buildings in the collection, any change I make to the top of the model, appears on the bottom of my buildings on the grid. I'm not sure which node to look at to find the solution and I've rewatched this tutorial quite a few times to find what I did different to no avail.
Is there a way to have absolute no clipping or just have none stand on top of each other since I have a lot of both right now ;-;
(I've lowered the density and changed the seed but not much is stopping)
I'm working on a solution for this... there must be a way!
@@TobyRawal oh wow! this is pretty old i forgot all about this comment xd
Change Distribute on Faces to Poisson Disk maybe?
1 000 000$ Man!
How can you actually prevent buildings from clipping into eachother?
How would you make a town with this
Quick Question: Some buildings are overlapping, so what can we do to separate them? or how can we randomize the amount of overlapping between buildings?
Adjust the seed on the density node.
How do I create a new collection on Mac OS?
How can I avoid the stretching of textures?
Very nice bro
I dont know why if i add the collection info nod the buildings when show up. Does anyone has the same problem? im terribly new at this.
Heya! there's a bit of a problem with this tutorial. i'm trying to bake the final mesh of the city for export to other programs, but to do that i need use a realize instances node, but that causes the textures to completely break. how do i fix this? (side note, using the file you provided on gumroad but slightly modified)
Still having this issue?
@@acfgcnbjh yes, I am
if you like to make custom buildings make them in a collection and then instance that on that city geo nodes
It would be really cool if you made an also updated night version of this tutorial
Hello, I have problem at 6:00 buildings don't appear, buildings are in correct collection. What can I do?
Im having trouble adding a texture to the city buildings, the texture keeps applying to the plane at the bottom of the buildings rather than the buildings itself. Im a beginner so I apologize for the noob question haha
I need help. When im trying to apply color on the cube by doing it the way you doing it in the tutorial, nothing happens and the basic color remains the same. How can i fix this issue? I have blender version 4.0
Hi, at roughly 6:18 when I change it to be a collection info, all the buildings just disappear. Does anyone know what could be going wrong here? - I have separated and reset the children.
Hello, I have same problem did u fixed that?
what if my buildings intersect each other or are generated untop of each other?
how to apply plate shader ?
Nothing happens when I try to add a collection. I delete the 2 object infos as u do and it disappears, I add the collection info and do everything the same but now it's all gone. There's just a plane with nothing on it. I add an object info again with the building number 1 selected and still nothing. So even if I revert back to one building everything is gone after deleting the very first 2 object info.
I deleted my object info and added it right back again to see what happens and still the same. So whenever I delete the original object info I cannot add it back despite having the same settings
Good afternoon Sir.
I sent you an email with some question about the addon and purchasing it?😊
Kind Regards
Fenna
hi, can you please continue this tuto and explain how to export this into UE5 (if it is even possible)
with textures. It will be amazing for people like us who do not use houdini.
thanks !
I would assume that you can use FBX.
Bought it from gumroad but doesn't work. All the nodes say "Undefined". Someone please help
Hi at the point where the Collection is linked to the geometry ...all buildings disappear...what am I doing wrong? Are the cubes to be duplicated in Edit mode?
update: When I duplicate the collection into the shorter buildings....the collection disappears.
Update: Problem solved. The error was that the Building collection was in the Main collection. Moved it out and presto!!!!
@@neerajbhatt3368 Hello, I can't still fix that problem did u find some other ways?
Is the end result of this model considered to be one mesh?
You'd have to apply the Geo Node modifier first, then it would become a complete mesh (for exporting to FBX. etc)
It doesn’t show grid in the first part
Please tell me a way to make a believable roadnetwork for this city.
where we're going. we dont need roads.
Try using a geometry node on the ground mesh that randomly rasterizes it. Then only apply the building geometry node on certain areas, leaving out the street "mask".
@@lilblendertutes2850 😆
@@lilblendertutes2850 😂😂😂
@@lilblendertutes2850 XD bttf reference
Hi, I am having trouble @06:00 mark, when I add the collection info exactly like you did, my cubes didn't show up on the plane. Any fix to that?
Make sure your cubes are in the correct collection
@@TobyRawal thanks man, would try again
@@TobyRawal same here, just vanish after exactly same spot.
@@taffy120320011 did you figure it out?
@@TobyRawal nevermind i figured it out, had to drag them in the collection lolol
Sooo cool, and great tut, Q: how about adding roads to this method? anyone got some ideas? or poit me in the right dir ;)
very good tutorial but I wanna say something. You sound like Angus scattergood from rock dog
can you plz provide me a free copy
Bro render how rendering fast
Show us how real data makes videos
Say's add an "Instances to Points" and precedes to add an "Instances on Points"
Oops...