You can get a more natural looking (no grid) scatter with the Distribute Points on Faces node. Using it also doesn't require adding a random value boolean node, or subdividing the plane.
For the distribution of the rocks, you can use the same node setup that we demonstrated here. To put them inside a cube, just add a cube large enough to cover everything. Place the camera inside the cube and add appropriate lighting within the cube. This looks quite obvious, so I am sorry if I misunderstood your question.
@@5MinutesBlender I created the model and found that the rocks are at the edges of the cube but for me I want them to be inside the cube (see figure: drive.google.com/file/d/1627xMOaK-1H6dg35OZHVqouClsXj24J4/view?usp=sharing).
This is because we are using "surface" to distribute points (where we instantiate the rocks). You can use a Distribute Points In Volume node instead, and use the cube as the source volume - then the rocks will scatter over the volume within the cube instead of just the edges.
It is not a random distribution. At 5:30 you can clearly see that the elements are arranged in a row (points of the plane). It looks ugly. How can I get a real random distribution?
We are making a random selection from the points on a grid. As long as we are using a grid (coming from the subdivisions) we cannot get a perfectly random distribution. But we can make it near-perfect. Increase the number of subdivisions and together with that reduce the random selection value. The more you go in that direction, the better results you will get. It can be much more random than what we have demonstrated here. Or you can use a different technique like directly plugging in a set of random values to the locations of the instances.
It's simple. Toward the end of the tutorial we have shown the required node setup for the material to be assigned to the rock (you can customize it as needed, no issues). Then use a Set Material node at the end of the geometry node tree and assign this material (assigning the material in the materials tab is not enough). You can watch another related tutorial specifically made by us for this purpose: ruclips.net/video/3wBcHLPckis/видео.html The whole task is not complex. If you are still not able to get it done you can contact us at 5minblender@gmail.com with your blend file.
Very nice tutorial! For some reason I wasn't able to get the rocks looking kind of realistic. I used the Geometry Node "Set Material", but the textures I've loaded were not displayed correctly ... 🙄
For the rocks, the texture may not look very realistic if there is no UV mapping. Each rock has a different geometry, so a single texture won't fit correctly on all the rocks unless they are individually UV mapped. For this technique to work, you should choose a texture that looks acceptable even without UV mapping. For example, you can take a sand texture, creating stand stones. For this tutorial, we have used a dark texture that hides the granular details. For a perfect output, you have to do a UV mapping for each rock separately which needs a lot of time investment. I don't know about a shortcut yet.
The rocks look great when I followed this, thankyou! Unfortunately, when following your screen shot for the rock material, they still remain blank. Even if I just add the 'image texture' on it's own it simply won't change. Do you know where I'm going wrong?
Hey, once you add the material to the rock, you need to also add a Set Material node in the geometry nodes, maybe at the end (before the output node) and there you need to select this material. It will then show that material.
If you see the rotation node, there is no input socket for the 3 individual components. We have input socket only at the aggregate level. So we cannot add a random value to the individual parts, we need to add a vector.
𝐔𝐬𝐞𝐟𝐮𝐥 𝐭𝐮𝐭𝐨𝐫𝐢𝐚𝐥 𝐨𝐧 𝐡𝐨𝐰 𝐭𝐨 𝐜𝐫𝐞𝐚𝐭𝐞 𝐚 𝐫𝐨𝐜𝐤𝐲 𝐭𝐞𝐫𝐫𝐚𝐢𝐧 👉 ruclips.net/video/ljmSShdtg-M/видео.html
You can get a more natural looking (no grid) scatter with the Distribute Points on Faces node. Using it also doesn't require adding a random value boolean node, or subdividing the plane.
Thanks for sharing! 👍
Nicely done. Really like your tutorials.
Thank you very much!
You have a nice voice, they should use your voice for one of those AI text to speech systems. ;)
this is a really really helpful video! Thank you so much for making this!
Glad it was helpful! Cheers!
Thank you very much for your work! It has greatly benefited me. Can I obtain the name of each generated ore separately?
You mean the name of each of the scattered rocks?
Thank you for this video. If we put these rocks into a cube with random distribution, what nodes do we add in this case?
For the distribution of the rocks, you can use the same node setup that we demonstrated here. To put them inside a cube, just add a cube large enough to cover everything. Place the camera inside the cube and add appropriate lighting within the cube. This looks quite obvious, so I am sorry if I misunderstood your question.
@@5MinutesBlender I created the model and found that the rocks are at the edges of the cube but for me I want them to be inside the cube (see figure: drive.google.com/file/d/1627xMOaK-1H6dg35OZHVqouClsXj24J4/view?usp=sharing).
This is because we are using "surface" to distribute points (where we instantiate the rocks). You can use a Distribute Points In Volume node instead, and use the cube as the source volume - then the rocks will scatter over the volume within the cube instead of just the edges.
This is awesome, thank you soo much
Glad you liked it! 😊
Very nice and useful , tanks :)
Glad you liked it! 😊
It is not a random distribution. At 5:30 you can clearly see that the elements are arranged in a row (points of the plane). It looks ugly. How can I get a real random distribution?
We are making a random selection from the points on a grid. As long as we are using a grid (coming from the subdivisions) we cannot get a perfectly random distribution. But we can make it near-perfect. Increase the number of subdivisions and together with that reduce the random selection value. The more you go in that direction, the better results you will get. It can be much more random than what we have demonstrated here. Or you can use a different technique like directly plugging in a set of random values to the locations of the instances.
@@5MinutesBlender Ok, thanks.
How do we apply the material to the rocks? When I do it, it either textures the plane or 1 or 2 separate rocks.
It's simple. Toward the end of the tutorial we have shown the required node setup for the material to be assigned to the rock (you can customize it as needed, no issues). Then use a Set Material node at the end of the geometry node tree and assign this material (assigning the material in the materials tab is not enough). You can watch another related tutorial specifically made by us for this purpose: ruclips.net/video/3wBcHLPckis/видео.html The whole task is not complex. If you are still not able to get it done you can contact us at 5minblender@gmail.com with your blend file.
Very nice tutorial! For some reason I wasn't able to get the rocks looking kind of realistic. I used the Geometry Node "Set Material", but the textures I've loaded were not displayed correctly ... 🙄
For the rocks, the texture may not look very realistic if there is no UV mapping. Each rock has a different geometry, so a single texture won't fit correctly on all the rocks unless they are individually UV mapped. For this technique to work, you should choose a texture that looks acceptable even without UV mapping. For example, you can take a sand texture, creating stand stones. For this tutorial, we have used a dark texture that hides the granular details. For a perfect output, you have to do a UV mapping for each rock separately which needs a lot of time investment. I don't know about a shortcut yet.
@@5MinutesBlender Thank you! That makes sense. Maybe I should try to do it on the procedural way!?
@@ratzitrax Yeah, if you can create the texture procedurally, it will fit the object perfectly.
The rocks look great when I followed this, thankyou!
Unfortunately, when following your screen shot for the rock material, they still remain blank. Even if I just add the 'image texture' on it's own it simply won't change. Do you know where I'm going wrong?
Hey, once you add the material to the rock, you need to also add a Set Material node in the geometry nodes, maybe at the end (before the output node) and there you need to select this material. It will then show that material.
@@5MinutesBlender Ah perfect, that's the very thing that was needed, thankyou!
thanks, bro. I have doubt, why have you not taken three random values for x,y,z rotations
If you see the rotation node, there is no input socket for the 3 individual components. We have input socket only at the aggregate level. So we cannot add a random value to the individual parts, we need to add a vector.
@@5MinutesBlender Ohh, means it takes random values for all three axis rotations
Yes.
Can't find instance on points in my blender
Which version of Blender are you using? It should ideally be there in the Geometry Node Editor, Add menu, Instances submenu.
@@5MinutesBlender am using blender 2.93 version and i am not getting the instances submenu
@@ZeckyBoi Oh, I see. That version is too old. Can you install the latest version of Blender?
@@5MinutesBlender yeah i updated it
It's working now thanks 👍