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...
    - Patreon: / tobyrmedia
    - Get 10% off Soundstripe using the coupon code: soundstripe.com?fpr=tobyrmedia
    - Website: www.tobyrawal.com
    - Instagram: @tobyrmedia
    - The original 'The Dark Following': • The Dark Following [Sh...
    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
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Комментарии • 140

  • @awreno
    @awreno 2 года назад +91

    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.

  • @hatac
    @hatac Месяц назад +4

    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.

  • @hatac
    @hatac Месяц назад +3

    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.

  • @dumpsky
    @dumpsky Год назад +16

    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.

  • @wilhelmeniabilliedoherty5917
    @wilhelmeniabilliedoherty5917 2 года назад +14

    Thank you so much for making an update!! 💚 I love your tutorials

  • @johnwolte4874
    @johnwolte4874 2 года назад +5

    Saw your old tutorial and was pumped to hear you planned on making an updated version. Nice work, keep it up big hoss

  • @bradleydesignsohio
    @bradleydesignsohio Год назад +2

    Amazing! Thanks for the updated video as well

  • @npurkis
    @npurkis 2 года назад +1

    wow, mind blown. Thanks so much, Toby, this was super helpful!

  • @finnspitler1961
    @finnspitler1961 2 года назад

    Awesome tutorial! Just what I needed.

  • @mustafatahsinsener2823
    @mustafatahsinsener2823 2 года назад +1

    Great tutorial again ! You are the best !

  • @user-uk6qs2pp8x
    @user-uk6qs2pp8x 2 года назад +1

    This video is very helpful to me! Thank you for the great tutorial

  • @marklupo3529
    @marklupo3529 2 года назад

    Excellent Tutorial!

  • @i.rodrigues4983
    @i.rodrigues4983 Год назад +1

    Thx for updating it!!! i was lost in the last when

  • @phils744
    @phils744 8 месяцев назад +1

    Wow, this is great thank you for plain and simple.

  • @NebMotion
    @NebMotion Год назад +1

    great tutorial

  • @iamrusdark
    @iamrusdark 2 года назад +1

    Cool! I learned a lot about working with shader nodes, not to mention geometry nodes. Thanx! 😉👍

  • @momendako
    @momendako Год назад +4

    Thank you!!! Your explanation was easy to understand even for non-native speakers❤

  • @nandinijoshi3976
    @nandinijoshi3976 Год назад

    Beautiful video. Thank You very much.

  • @vizlifestudios
    @vizlifestudios Месяц назад

    Love this! Thank you

  • @givanokynan
    @givanokynan Год назад

    Thank you so much this video helps me for my next semester about CGI

  • @redpillblupill
    @redpillblupill 11 месяцев назад +2

    👏👏👏 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!

  • @barkmober
    @barkmober 2 года назад +3

    Thanks mate

  • @ddskec772
    @ddskec772 2 года назад

    Beautiful!!!!

  • @amitbt69
    @amitbt69 Год назад

    Great tutorial! thanks.

  • @user-fd9nz1px9w
    @user-fd9nz1px9w Год назад +1

    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

  • @Vidyut_Gore
    @Vidyut_Gore 11 месяцев назад +2

    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.

  • @danol5749
    @danol5749 Месяц назад

    Absolutley amazing!

  • @cestunchopin4928
    @cestunchopin4928 Год назад

    Awesome! Thanks a lot.

  • @SamsTopBarBees
    @SamsTopBarBees 10 месяцев назад +1

    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.

  • @mubeenrahman_codname
    @mubeenrahman_codname 2 года назад +1

    IM IN LOVE

  • @kwancomics
    @kwancomics 2 года назад +10

    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?

  • @wilhelmeniabilliedoherty5917
    @wilhelmeniabilliedoherty5917 2 года назад +9

    Holy cow that random material color trick is amazing! I'm gonna have so much use for that!!

    • @TobyRawal
      @TobyRawal  2 года назад +3

      Pretty cool right? And so simple!

    • @bifrostbeberast3246
      @bifrostbeberast3246 2 года назад

      @@TobyRawal Simple AND elegant! Thank you!

  • @hemalet
    @hemalet Год назад +2

    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. 😀

  • @Nortic111
    @Nortic111 2 года назад +9

    The white city with the red rooftops reminded me so much of Mirror's Edge! Anyway, great tutorial!

    • @mikeha
      @mikeha Год назад +2

      thats exactly what came to mind for me as well

  • @phils744
    @phils744 23 дня назад

    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

  • @BasedMando
    @BasedMando Год назад +13

    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.

    • @bruninhohenrri
      @bruninhohenrri 5 месяцев назад

      Cool but how position the roof exactly at the top ? that is the question haha

    • @lomaxdesigns1716
      @lomaxdesigns1716 5 месяцев назад

      @@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.

    • @bruninhohenrri
      @bruninhohenrri 5 месяцев назад

      @@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

    • @lomaxdesigns1716
      @lomaxdesigns1716 5 месяцев назад

      @@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.

  • @rizamoriza9931
    @rizamoriza9931 2 года назад +2

    Thanks for video . I wonder if geonode faster than particle hair tricks one?

  • @bruninhohenrri
    @bruninhohenrri 5 месяцев назад

    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 !

  • @astralartz2478
    @astralartz2478 2 года назад +1

    genius.

  • @mirosound
    @mirosound 2 года назад +8

    if you want to not scale the roof you can use new 'extrude mesh' node in 3.1

    • @bulaciox
      @bulaciox Год назад +2

      can you explain it a little more pls?

  • @ABRBD
    @ABRBD Месяц назад

    My solution for the stretching was to use a basic cube model then append the special buildings on top

  • @iamrusdark
    @iamrusdark 2 года назад +7

    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. )

    • @azynkron
      @azynkron Год назад +2

      They usually project an image of a skyline onto the buildings. There are plenty of how-to videos here on YT.

  • @U.O.S
    @U.O.S 2 года назад +14

    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،

    • @JustinAquino
      @JustinAquino Год назад

      me too, I want to know how streets are made?

    • @user-un2vb8mr6e
      @user-un2vb8mr6e Год назад

      For streets you can use different planes with gaps inbetween for a street

  • @somers800
    @somers800 Год назад

    Cool! I was wondering, is it possible to make the size of the buildings depending on their position?

  • @winxwassa9949
    @winxwassa9949 6 месяцев назад

    Awesome ! Is there a way to have an infinite loop of the city the way they do it with texture displacement?

  • @Disappointedsnakeu7777
    @Disappointedsnakeu7777 Месяц назад

    genius

  • @user-pl2on1nr5r
    @user-pl2on1nr5r Год назад

    Спасибо большое автору.

  • @LewdicideMouse
    @LewdicideMouse 4 месяца назад

    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?

  • @jasonb202020
    @jasonb202020 11 месяцев назад

    'ken awesome

  • @bookworm4133
    @bookworm4133 Год назад

    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.

  • @ELXR_AUDIO
    @ELXR_AUDIO 2 года назад +2

    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?

    • @TobyRawal
      @TobyRawal  2 года назад +2

      Change the ‘seed’ value on the distribute points on faces node, that will randomise the position that the second layer generates the buildings.

    • @ELXR_AUDIO
      @ELXR_AUDIO 2 года назад +3

      @@TobyRawal thank you my guy 🙏 also appreciate you doing an updated version for 3.0.

  • @iamrusdark
    @iamrusdark 2 года назад +1

    By the way, is it possible to make the textures not stretched with this method? )

  • @chitra-thepaintingstories6898
    @chitra-thepaintingstories6898 Год назад

    Great tutorial. Need HELP.
    1) how to hide the plane?
    2) Cant see the geometry in renders.

  • @gamiensrule
    @gamiensrule Год назад

    so this would be a fantastic way to do greeblies too, right?

  • @pat2e215
    @pat2e215 2 месяца назад

    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?

  • @darviscarlton9281
    @darviscarlton9281 2 года назад

    Does anyone know how to keep the buildings from generating on the edge of the grid?

  • @MADDMAXXXAMILLION
    @MADDMAXXXAMILLION Год назад

    Roads are easy - how do you evenly space out the buildings?

  • @Spyboticer
    @Spyboticer Год назад

    Is it possible to use this generated mesh in a game with the textures applied like in unity?

  • @mikeha
    @mikeha Год назад +2

    once it's generated is there a way to bake out the mesh so we can further detail the city with traditional modeling tools?

    • @ABRBD
      @ABRBD Месяц назад

      right click -> convert to mesh

  • @crisoliveira2644
    @crisoliveira2644 Год назад

    Is there a way for the buildings not to overlap?

  • @hillaryobatavwe3792
    @hillaryobatavwe3792 2 года назад

    Instead of a plane
    Could this work on terrain or is it possible to blend the plane on the terrain??

  • @KillerFknWolf
    @KillerFknWolf 2 года назад +1

    can you rotate the buildings randomly?
    can you use a subdivided plane w/ faces removed to form roads, to make it more realistic?

    • @meowserk225
      @meowserk225 2 года назад +1

      Add a random value to instances on points rotation and done, the same he does with scale

    • @fzk.goattt
      @fzk.goattt 2 года назад

      @@meowserk225 its working but you think we can add something to rotate only by 90 180 or 270° ?

    • @meowserk225
      @meowserk225 2 года назад

      @@fzk.goattt set minimum range 90 and maximum range 90 as an example on the axis you wish to have the given rotation

  • @dylansherrick1035
    @dylansherrick1035 6 месяцев назад

    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.

  • @Tuxedo_Elite
    @Tuxedo_Elite 2 года назад +4

    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)

    • @TobyRawal
      @TobyRawal  2 года назад

      I'm working on a solution for this... there must be a way!

    • @Tuxedo_Elite
      @Tuxedo_Elite 2 года назад

      @@TobyRawal oh wow! this is pretty old i forgot all about this comment xd

    • @UriGerhard
      @UriGerhard 2 года назад +2

      Change Distribute on Faces to Poisson Disk maybe?

  • @hellobraundesign
    @hellobraundesign Год назад

    1 000 000$ Man!

  • @Dianaranda123
    @Dianaranda123 2 года назад

    How can you actually prevent buildings from clipping into eachother?

  • @Losjo4093
    @Losjo4093 Год назад

    How would you make a town with this

  • @rogueengineer6006
    @rogueengineer6006 2 года назад +1

    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?

    • @crypt0sFX
      @crypt0sFX Год назад +2

      Adjust the seed on the density node.

  • @odesamusic
    @odesamusic 2 года назад

    How do I create a new collection on Mac OS?

  • @lazylenni1017
    @lazylenni1017 Год назад

    How can I avoid the stretching of textures?

  • @PRATHAM_TALUKDAR
    @PRATHAM_TALUKDAR Год назад

    Very nice bro

  • @marianoromocortes584
    @marianoromocortes584 Год назад

    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.

  • @johnwood2387
    @johnwood2387 2 года назад

    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)

    • @acfgcnbjh
      @acfgcnbjh 2 года назад

      Still having this issue?

    • @johnwood2387
      @johnwood2387 2 года назад

      @@acfgcnbjh yes, I am

  • @Losjo4093
    @Losjo4093 Год назад

    if you like to make custom buildings make them in a collection and then instance that on that city geo nodes

  • @ajibolafagebo3176
    @ajibolafagebo3176 2 года назад +2

    It would be really cool if you made an also updated night version of this tutorial

  • @NJPrefer505
    @NJPrefer505 Год назад

    Hello, I have problem at 6:00 buildings don't appear, buildings are in correct collection. What can I do?

  • @pjhill5452
    @pjhill5452 Год назад

    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

  • @mabecz7893
    @mabecz7893 4 месяца назад

    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

  • @O.Morgan
    @O.Morgan Год назад

    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.

    • @NJPrefer505
      @NJPrefer505 Год назад

      Hello, I have same problem did u fixed that?

  • @PolyglotPlays
    @PolyglotPlays Год назад

    what if my buildings intersect each other or are generated untop of each other?

  • @weres261
    @weres261 23 дня назад

    how to apply plate shader ?

  • @pouranan
    @pouranan 4 месяца назад

    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

  • @fennafenn
    @fennafenn 11 месяцев назад

    Good afternoon Sir.
    I sent you an email with some question about the addon and purchasing it?😊
    Kind Regards
    Fenna

  • @yann-pennaneac
    @yann-pennaneac Год назад +1

    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 !

    • @azynkron
      @azynkron Год назад +1

      I would assume that you can use FBX.

  • @6ixtyy298
    @6ixtyy298 Год назад

    Bought it from gumroad but doesn't work. All the nodes say "Undefined". Someone please help

  • @neerajbhatt3368
    @neerajbhatt3368 Год назад

    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?

    • @neerajbhatt3368
      @neerajbhatt3368 Год назад

      update: When I duplicate the collection into the shorter buildings....the collection disappears.

    • @neerajbhatt3368
      @neerajbhatt3368 Год назад +1

      Update: Problem solved. The error was that the Building collection was in the Main collection. Moved it out and presto!!!!

    • @NJPrefer505
      @NJPrefer505 Год назад

      @@neerajbhatt3368 Hello, I can't still fix that problem did u find some other ways?

  • @petrashouse
    @petrashouse 2 года назад

    Is the end result of this model considered to be one mesh?

    • @TobyRawal
      @TobyRawal  2 года назад +2

      You'd have to apply the Geo Node modifier first, then it would become a complete mesh (for exporting to FBX. etc)

  • @ProjectCity1
    @ProjectCity1 Год назад

    It doesn’t show grid in the first part

  • @iconiq263
    @iconiq263 2 года назад +18

    Please tell me a way to make a believable roadnetwork for this city.

    • @lilblendertutes2850
      @lilblendertutes2850 2 года назад +7

      where we're going. we dont need roads.

    • @bifrostbeberast3246
      @bifrostbeberast3246 2 года назад +7

      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".

    • @maksymyegorov5023
      @maksymyegorov5023 Год назад +2

      @@lilblendertutes2850 😆

    • @fullyleaded
      @fullyleaded Год назад

      @@lilblendertutes2850 😂😂😂

    • @Losjo4093
      @Losjo4093 Год назад

      ​@@lilblendertutes2850 XD bttf reference

  • @taffy120320011
    @taffy120320011 2 года назад

    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?

    • @TobyRawal
      @TobyRawal  2 года назад +1

      Make sure your cubes are in the correct collection

    • @taffy120320011
      @taffy120320011 2 года назад

      @@TobyRawal thanks man, would try again

    • @naasofficial
      @naasofficial 2 года назад

      @@TobyRawal same here, just vanish after exactly same spot.

    • @naasofficial
      @naasofficial 2 года назад +1

      @@taffy120320011 did you figure it out?

    • @naasofficial
      @naasofficial 2 года назад +1

      @@TobyRawal nevermind i figured it out, had to drag them in the collection lolol

  • @echomusicswe
    @echomusicswe Год назад +1

    Sooo cool, and great tut, Q: how about adding roads to this method? anyone got some ideas? or poit me in the right dir ;)

  • @ilearnhumancapitaldevelopm1029

    very good tutorial but I wanna say something. You sound like Angus scattergood from rock dog

  • @Mrpaul20
    @Mrpaul20 Год назад

    can you plz provide me a free copy

  • @uandme624
    @uandme624 2 года назад

    Bro render how rendering fast

  • @mansooridris4066
    @mansooridris4066 2 года назад

    Show us how real data makes videos

  • @migueldc6845
    @migueldc6845 2 года назад +2

    Say's add an "Instances to Points" and precedes to add an "Instances on Points"