Been browsing through tutorials looking for components trying to do this exact thing for a year! And now this has almost everything i need in one tutorial! Thank you! I just wish i found this a year ago!
Quick troubleshooting tips/fixes: - Raycasted curve not matching terrain: select your "RoadControl" curve and tab into edit mode, select all points and move them up on Z axis so the curve sits above it's own origin point. Move it up until the curve is raycasted onto the terrain properly. - Curve resolution (pinches or kinks): upping the "Count" on the resample curve node isn't always enough for smoothing certain corners. I tested this with a road texture that has painted lines and they still had kinks and corners despite upping the count. Subdividing after the "curve to mesh" also doesn't work. To fix this, you need to add a "Subdivide Curve" node between your RoadControl Object Info node and the Resample Curve node. For me, upping the subdiv to 3 AND increasing the Resample Curve count to 64 or more finally gave perfectly smooth results.
This is one of the most eye-opening videos that I watched on Geometry nodes. Generating a curve and sampling it uvs and pass it to another surface. Very cool!
huge thanks it's the kind of high quality ground i try to do proceduraly for years, geometry node is realy something powerfull, back then i use the old mix texture way with some kind of sculpting pass for terrain and curve array for the road, we loose a lot of definition with this methode, but textures with UDIM seems to work too, but at the expense of a lot of high res texture and memory usage.
Also one important tip, don't use a normal plane without any subdivisions, subdivide it, I went installing past blender versions and just figured out that you need subdivided mesh lol
Awesome tutorial, but in my opinion, one thing is missing. The road is still just on the terrain. How do you flatten the road, so it goes through, or sticks apart from the Terrain. Even a dirt road needs to be smoother than the rest, so vehicles can drive on it. 0:06 You can clearly see just how deep the road goes into the Terrain. How is that possible with geometry nodes? Thanks in advance and great tutorial.
Thank you for taking the time to illustrate what the nodes actually do. Too often they are glossed over and consequently we or I don't understand how to use them in ways other than one specific application.
He thanks for the tutorial! Do you know if something has changed? When I import the attribute in my material I get a fully black mask. In my geo setup the right mask is visible. There is also a little difference in the Internal Dependencies. Mine says bake and I can select an folder.
Can you do a video on my add-on Super-Solid-Mode!...in my latest update I added a patch for Extreme PBR where you can add any POLIIGON PBR material to the Extreme PBR User Library!....it's on Blender Market... THIS MAKES YOUR ADD-ON WAY BETTER MR GURU...IT GIVES SO MANY MORE OPTIONS!
So that the curve always has a sufficient number of points in the resample curve, you can use the length parameter. It will help when you change your curve.
In case anyone having issues, make sure you change "sample nearest surface" to VECTOR, missed this step and spent an hour trying to figure out what went wrong, thought the problem was in my plane or curve data
Hi. Thank´s a lot for that very interesting tutorial! Great work! I am using the whole bunch of geometry nodes as you explained, but in the object info node I set it to "relative" instead of "original. That works for me in Blender 3.6.1. - I am wondering how I can put some vehicle-preasure into the track. pehaps with a bump-map ...
K, this is pretty cool. Just curious, what's the advantage in using the save attribute node over storing the attribute in the output node? You can just run the result output to the group output node, change it to vector, and name it. As far as I can tell, it does exactly the same thing as the store attribute node, and looks a little cleaner in the end...
This has given me a new idea and I will definitely come back to this and follow along however not a question I have is how could we go about scattering multiple objects along this curve? also what if we wanted to make an intersection between 2 lines that blend together instead of overriding eachother.
00:22 "Didn't have a solution till now"? Couldn't it be done with modifiers? I think I remember seeing something like "transfer data" or something of the sort, where you could lay a mesh over another, and get the UV of one projected onto the other, and then it would be just a matter of dedicating one UV for that and another for the rest of the material (if you need an UV map for anything else). Or do you mean it couldn't be done with nodes before?
I often find myself searching for the same keywords and seeing the same results and keep telling myself to stop. I had searched for how to make a dirt road a few times in 3 months and found every other road. My goal is to leave bike tracks as the bike moves on the road. I hope dynamic paint works with this.
As the other user commented, can all be done in geonodes. Highly recommend the beginner courses by Erindale, you'll learn all your need to for this type of thing 👍
Would you have any ideas of using geometry nodes to leave tracks in a terrain. I've been thinking of how to do that and I'm not sure if using a proximity node to rotate grass so they are horizontal or having new geometry somehow be added as a trail behind the tires or a combination of that. Maybe add curves that follow your terrain tutorial mudtracks, that get revealed? Thanks for such a great geometry nodes tutorial.
I've been using Blender for 8 years now, and I love it. There is 1 thing that still stumps me though, and that's the nodes Math, Vector Math, and Mix RGB. Each of these 3 nodes have options on there like add, multiply, fraction, ping pong, etc. Sadly, there are NO tutorial videos as to what these options can do for you. I looked all over the place for 1, but to no avail. Can you explain, or better yet, show, as to what these options do, and how we can use them for node editing? PLEASE?
I just happened to chance upon a video on that the other day. Let me find it and link it. It’s not a rick roll, don’t worry lol: ruclips.net/video/0dZUAh4fFfM/видео.html
I have an idea, I specialise in Tudor style buildings with the wooden beams, wattle & daub. Is there any geometry node setup that you can do to help generate a Tudor style facade on a face that can be seeded. This would save me a lot of time. I know there is a solution out there but I've not found one yet. And sadly I'm not skilled enough yet to be able to create it myself. Good luck.
followed everything step by step but nothing changed with each step followed. Only thing that I can think that would be the cause is the hidden subdivide and displace that you didn't show.
why is nothing showing up in the group tab for me at 10:35 (i use blender 4.1, idk if that has anything to do with it but i just had to throw that out there)
I realise this isn't tech support and this was made a year ago, but...capture Attribute Node in Blender 4.2 doesn't have a float option... is 'point' ok to use, or should another node be used..? :-)
Tried to follow along, but I got stuck with the resample curve node. Because we don't have the same exact landscape geometry, the count value node is throwing everything off. My geo jumps from black to white when I go past one count to two. Would like to know what the issue is (geo scale / subdivisions?) If I disconnect the resample curve, everything works to a certain degree.
I just realized you don't deed this fancy-shmancy vector and attributes because a road is just a very long rectangle and if you make a real long uv rectangle and get the uv angle right to the image texture then you'll get the same result. And you don't even need to store every vertex' vectors, just get the unwrap right
another example for overcomplication just so that the wasted work on geometry nodes could be used. any new feature should be more intuitive and simpler than the old way to do things. geo nodes are so shit its anti human, just look at how to create a simple table with 4 legs with geo nodes.
It really depends on what you are trying to achieve. A lot of what geometry nodes can do can already be done manually or with existing functions, but if you want to automate the process, geometry nodes allows that. Plus, it is easy to bring to other scenes or share with others. The road shown for example definitely could've been done in other ways but geometry nodes offers a shortcut for automation (but with the hurdle that it is more complicated to create initially). A table is the same thing, if you are modelling lots of tables, sure, geometry nodes is a good idea. Or maybe you are making it to learn how geometry nodes works, that's fine too. Otherwise, just model the table normally.
Been browsing through tutorials looking for components trying to do this exact thing for a year! And now this has almost everything i need in one tutorial! Thank you! I just wish i found this a year ago!
Quick troubleshooting tips/fixes:
- Raycasted curve not matching terrain: select your "RoadControl" curve and tab into edit mode, select all points and move them up on Z axis so the curve sits above it's own origin point. Move it up until the curve is raycasted onto the terrain properly.
- Curve resolution (pinches or kinks): upping the "Count" on the resample curve node isn't always enough for smoothing certain corners. I tested this with a road texture that has painted lines and they still had kinks and corners despite upping the count. Subdividing after the "curve to mesh" also doesn't work. To fix this, you need to add a "Subdivide Curve" node between your RoadControl Object Info node and the Resample Curve node. For me, upping the subdiv to 3 AND increasing the Resample Curve count to 64 or more finally gave perfectly smooth results.
good one
Turn off clamp in the map range node
Hey! And how can i use the roadUV to displace my mesh in that area ?
Really enjoyed this tutorial! Really clear explanations and pleasant person to listen to. Hoping for more tutorials from this channel.
Glad you enjoyed it! Was a fun topic to figure out and record.
This is one of the most eye-opening videos that I watched on Geometry nodes. Generating a curve and sampling it uvs and pass it to another surface. Very cool!
Very good understandable, very comfortable to listen. Please more of this speaker.
This is the best Geometry node tutorial ever thank you so much and I can't wait for similar tutorials
That's so nice to read :D Thanks
is this blender guru with a voice changer??
Na, it's some weird English guy.
Nahhhh,
Think it's Bill
😂😂😂
@@fearthesmeag *waves*
Honestly I wish more people were this good at shilling their products, this is great stuff.
huge thanks it's the kind of high quality ground i try to do proceduraly for years, geometry node is realy something powerfull, back then i use the old mix texture way with some kind of sculpting pass for terrain and curve array for the road, we loose a lot of definition with this methode, but textures with UDIM seems to work too,
but at the expense of a lot of high res texture and memory usage.
great tutorial, very handy about geometry nodes. keep it up. thank you.
Also one important tip, don't use a normal plane without any subdivisions, subdivide it, I went installing past blender versions and just figured out that you need subdivided mesh lol
Thank you for this tutorial, it opens so many possibilities beyond creating a road. Clear, concise and valuable. Thank you.
Awesome tutorial, but in my opinion, one thing is missing. The road is still just on the terrain. How do you flatten the road, so it goes through, or sticks apart from the Terrain. Even a dirt road needs to be smoother than the rest, so vehicles can drive on it. 0:06 You can clearly see just how deep the road goes into the Terrain. How is that possible with geometry nodes? Thanks in advance and great tutorial.
+1
Friend, I follow what you say but the curve doesn't make any move like yours at 3:00 where am I going wrong?
A great tutorial - thanks (you mentioned ideas.... It would be cool to see this continued for working with 'intersections and crossroads' :-) )
With the mask at around 07:40 make sure to uncheck clamp on the Map Range node, this will get rid of the horrible jagged edges on the mask.
Thank you for taking the time to illustrate what the nodes actually do. Too often they are glossed over and consequently we or I don't understand how to use them in ways other than one specific application.
Amazing tutorial and thorough explanation
Great workflow! Would be cool to see this expanded to include junctions
conjunction junction, how dooo youuu function
I haven't tested it with this, but you can make junctions with curves just by grabbing a middle point and extruding off of it.
He thanks for the tutorial! Do you know if something has changed? When I import the attribute in my material I get a fully black mask. In my geo setup the right mask is visible. There is also a little difference in the Internal Dependencies. Mine says bake and I can select an folder.
That was really good. Thank you!
Perfect for my endless engines project
Can you do a video on my add-on Super-Solid-Mode!...in my latest update I added a patch for Extreme PBR where you can add any POLIIGON PBR material to the Extreme PBR User Library!....it's on Blender Market...
THIS MAKES YOUR ADD-ON WAY BETTER MR GURU...IT GIVES SO MANY MORE OPTIONS!
Nice to here your voice back on YT, Bill 😊
Nice. How about a car moving along with its wheels creating tire tracks dynamically as it rolls on the ground.
This is amazing - Exactly what I was looking for!
But is there a way to use the UV plane also to flatten the terrain by a specific value?
Great tutorial. Really well presented. Thanks
So that the curve always has a sufficient number of points in the resample curve, you can use the length parameter. It will help when you change your curve.
The uv's working separately from the main geometry are wild
In case anyone having issues, make sure you change "sample nearest surface" to VECTOR, missed this step and spent an hour trying to figure out what went wrong, thought the problem was in my plane or curve data
really appreciate you of your tutorial
So this is how my dirty mind looks like! 😮
Really great video tutorial ❤️.
at 2:55 when I adjust the Z axis, a small curve appears, not the large one that I scaled up
Apply all transforms to bezier curve (cntrl+a) or select "relative" in object info node.
@@Phenom0732 Life saver that worked for me. I had the same problem.
Great thank you! Enjoyed that!
thanks for the tutorial
Thank You for such a great tut! 👌
Hi. Thank´s a lot for that very interesting tutorial! Great work! I am using the whole bunch of geometry nodes as you explained, but in the object info node I set it to "relative" instead of "original. That works for me in Blender 3.6.1. - I am wondering how I can put some vehicle-preasure into the track. pehaps with a bump-map ...
Big help, thank you. Was stuck until I saw your comment
Thanks! This is just what I wanted to know!😆
Great quality tutorial. Thank you very much! 🤟
K, this is pretty cool. Just curious, what's the advantage in using the save attribute node over storing the attribute in the output node? You can just run the result output to the group output node, change it to vector, and name it. As far as I can tell, it does exactly the same thing as the store attribute node, and looks a little cleaner in the end...
Awesome solution, thank you!!!!
This was great! Thank you!
Not yet another weird geometry node 😅 But still: great tutorial!
This has given me a new idea and I will definitely come back to this and follow along however not a question I have is how could we go about scattering multiple objects along this curve? also what if we wanted to make an intersection between 2 lines that blend together instead of overriding eachother.
00:22 "Didn't have a solution till now"? Couldn't it be done with modifiers? I think I remember seeing something like "transfer data" or something of the sort, where you could lay a mesh over another, and get the UV of one projected onto the other, and then it would be just a matter of dedicating one UV for that and another for the rest of the material (if you need an UV map for anything else). Or do you mean it couldn't be done with nodes before?
I often find myself searching for the same keywords and seeing the same results and keep telling myself to stop.
I had searched for how to make a dirt road a few times in 3 months and found every other road.
My goal is to leave bike tracks as the bike moves on the road. I hope dynamic paint works with this.
You could animate the growth of the curve with geo nodes and this setup, quite simply. no dynamic painting needed
As the other user commented, can all be done in geonodes.
Highly recommend the beginner courses by Erindale, you'll learn all your need to for this type of thing 👍
@@jippee1 I want it to be created as the bike is moving and I don't have a texture of the exact tracks on mud
Great tutorial! Thanks!
I think the mesh should ray cast to the road and the road should somewhat conform to the terrain particularly man made roads
"If you're ready for some math" *closes youtube tab*
Completely agree. Why would an English voice use lazy Americanisms?
@@sykes6163 hehe, I actually prefer "math" as well as "Zee", just a habit I've gotten into over the years. (I'm the English voice)
Would you have any ideas of using geometry nodes to leave tracks in a terrain. I've been thinking of how to do that and I'm not sure if using a proximity node to rotate grass so they are horizontal or having new geometry somehow be added as a trail behind the tires or a combination of that. Maybe add curves that follow your terrain tutorial mudtracks, that get revealed? Thanks for such a great geometry nodes tutorial.
Sounds like a job for the recently added simulation nodes!
I've been using Blender for 8 years now, and I love it. There is 1 thing that still stumps me though, and that's the nodes Math, Vector Math, and Mix RGB. Each of these 3 nodes have options on there like add, multiply, fraction, ping pong, etc.
Sadly, there are NO tutorial videos as to what these options can do for you. I looked all over the place for 1, but to no avail. Can you explain, or better yet, show, as to what these options do, and how we can use them for node editing? PLEASE?
I don't know about RUclips, but you should find the documentation of each if you google it.
cg cookie made a tutorial about vector mathe node
I just happened to chance upon a video on that the other day. Let me find it and link it. It’s not a rick roll, don’t worry lol:
ruclips.net/video/0dZUAh4fFfM/видео.html
bro my Textures are squishing on applying the UV😢 please help me btw i am on blender 3.6
Andrew, your accent changed!
Thanks for making this
No, it’s Ed from Poliigon.
I'm using 4.1.1, and the curve goes all wak-a-doodle while setting up the Geo Nodes.
I have an idea, I specialise in Tudor style buildings with the wooden beams, wattle & daub. Is there any geometry node setup that you can do to help generate a Tudor style facade on a face that can be seeded. This would save me a lot of time. I know there is a solution out there but I've not found one yet. And sadly I'm not skilled enough yet to be able to create it myself. Good luck.
I'd bump map something like that all day long. It'd look great and be so much easier than using geometry.
followed everything step by step but nothing changed with each step followed.
Only thing that I can think that would be the cause is the hidden subdivide and displace that you didn't show.
great tutorial. what is your name? ur not andrew are u?
why is nothing showing up in the group tab for me at 10:35
(i use blender 4.1, idk if that has anything to do with it but i just had to throw that out there)
I realise this isn't tech support and this was made a year ago, but...capture Attribute Node in Blender 4.2 doesn't have a float option... is 'point' ok to use, or should another node be used..? :-)
It's not a big deal. Don't worry about that. I used the same node and it worked fine
in view port ipr working well but when render the image the Roadmask is very low quality any help ?
Tried to follow along, but I got stuck with the resample curve node. Because we don't have the same exact landscape geometry, the count value node is throwing everything off. My geo jumps from black to white when I go past one count to two. Would like to know what the issue is (geo scale / subdivisions?) If I disconnect the resample curve, everything works to a certain degree.
Can you jump on the Blenderguru discord and grab me on there? I'll try and help you out 👍
great tutorial !! 👍👍
Geometry Proximity Node not generating a mask or viewer not displaying the mask. Nodes are setup correctly ... any ideas?. using ver 3.4
So what if I don't see the curve appear at all on my geometry?
great stuff!
hey there how can i create an asphalt road and bled it correctly with the terrain?
You lost me at math. But I still watched.
Cool video, I hope you teaching us more about geometry nodes.
I got a future idea for you, how bout a tutorial of recreating ponyville from MLP, I would enjoy that.
hey how can i give height to the path?
It doesn't work. The raycast thing fucks it up and I can't map my tire texture with the mapping node.
Is there a way to curve a road in unreal
does anybody have a problem, where it's working fine on eevee, but not in cycles?
为什么我曲线的矢量属性传递到材质做遮罩 cycles 不显示 eevee可以正常显示
How Can I do this in 3ds max?
good Tute! :)
Nice! 👍
Why did you get someone else to voice the tutorial
u r good
Cool setup! I followed along nicely for about 8 seconds...so, is there any way I can cheat and just purchase/get this node/road setup? 🙏🏼😊
I just realized you don't deed this fancy-shmancy vector and attributes because a road is just a very long rectangle and if you make a real long uv rectangle and get the uv angle right to the image texture then you'll get the same result. And you don't even need to store every vertex' vectors, just get the unwrap right
But controlling a curve is much easier.
@@NicCrimson nah, unwrap -> make square -> size -> done
@@Erik-pt2yw thats not procedural tho
нічого не зрозумів але цікаво і дуже красиво
thanks you!
Great!🌟
Sounds like Richard Ayoade with a voice changer.
Tuuubbbeeee!!!!!
Just like trying to create aeroplane
I watched the entire video and there was no meth.
Guys.. I think this is just one huge ad?!
Wow !
Can anyone explain to me why when I get to the Curve to mesh part my curve is super long and flat instead of a tube like in this example?
Come on man, you're English. It's Maths :P
Promo-SM
Math???? Are you mad??? :D
So There Is No Explanation Why Blender Guru Is Not Doing This Video ?? That’s Kinda Wierd And Not Very Professional For A Company Like Poliigon 🤨
I THINK ITS UNABLE TO USE THE RAYCAST NODE.... ITS NOT WORKING IN ANY WAY WITH MINE. THE TUTORIAL IS A CRAP.
another example for overcomplication just so that the wasted work on geometry nodes could be used.
any new feature should be more intuitive and simpler than the old way to do things.
geo nodes are so shit its anti human, just look at how to create a simple table with 4 legs with geo nodes.
"I don't understand so it must be bad"
It really depends on what you are trying to achieve. A lot of what geometry nodes can do can already be done manually or with existing functions, but if you want to automate the process, geometry nodes allows that. Plus, it is easy to bring to other scenes or share with others. The road shown for example definitely could've been done in other ways but geometry nodes offers a shortcut for automation (but with the hurdle that it is more complicated to create initially). A table is the same thing, if you are modelling lots of tables, sure, geometry nodes is a good idea. Or maybe you are making it to learn how geometry nodes works, that's fine too. Otherwise, just model the table normally.