14- Procedural Tree Generator - Blender Geometry Nodes

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#Blender #tutorial #geometrynodes

you know the thought of making things appear magicaly.. and not doing the mundane tasks again and gain.

something sort of a plugin..
which can generate things for you, designed for one specific task and make n number of iterations just by clicking few numbers.
Thats exactly what we are going to talk about in this geometry node chapter 14 and next one.
Generators
you can design your own generators( with node groups) inside geometry nodes in blender, which are procedural , easy to tweak, can make adjustments and repurpose your models, save it to your asset library and just click and drag next time you need it and tweak it again.

Introduction to Geometry Nodes: Full Playlist

For more chapters click the playlist above

About this series - Geometry Node Introduction Series ( 3.0 + Fields and Beyond )
Welcome to another short tutorial series about hot topic of the blender community, which is also the latest and anticipated feature - Geometry Nodes. In this chapter 6, we are going to discuss... a few more things about math, use the same nodes that we made animation with in last chapter, but this time use math, vectors, floats and textures to make basis displacement on a mesh. Basically , we will learn basics of manipulating geometry with help of nodes, and shape up some nice looking landscapes.

Nodes are powerful, every major 3D program either already have a strong node based procedural workflow, or is adapting to it. Blender's Everything Node projects first installment is Geometry Nodes. Which is still at a very early stage of development, but can make life easier even with limited number of nodes we have a this moment.
It's fun, It changes the way we used to make environments, procedural effects, scatter things around. And not just that, with upcoming modifiers and many more nodes being added to it, its going to get even more powerful. So while the development of Geometry Nodes will go on for quite some time, its better we do some catching up, and start adapting to the new workflow.

This first part of Geometry Nodes series is for absolute beginners, Like, literally basics and no tricks or advance setups, This is for those who are starting with nodes and geometry nodes workflow for the first times. Well, Lets agree, it looks darn scary when you look at those big node maps, but once you understand it, you will never go back to old methods. We will start with creating absolute basic things , without touching the spreadsheet or attributes first. Main goal here is to get comfortable with nodes, know its meaning and uses, why it is better than old methods. Understanding the node based interface, adding nodes, connecting nodes, short keys, organizing nodes, making simple node groups etc. will be our first priority, from there on we will work towards using simple math in nodes, applying materials, using node groups, simple point instancing, Wiring parameters ,creating your first node based animation which you can apply to any other object with single click and it will give you exact same results. By the end of this short series you should have this animation with you, or even better example. And then we can get into a bit of rendering and lighting of this intro sequence.

I will be adding new chapters in this playlist, to save this playlist for future updates

Full Course Playlist

Blender version
3.1

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It's insane how powerful this is. When you changed the seed on the "distribute points on faces" node and it gave a totally different tree I was blown away. thank you

PiginaCage
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"I hope you are not watching this on mobile phone" @9:50 absolutely destroyed me, hahah. Too funny. Fantastic tutorial, thank you for sharing your knowledge!

JoshuaPuppe
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Like many of us, this channel informational as well as motivates to pursue more in the blender. Thank you.

abdulfathah
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Geo nodes for nature are amazing. I love this.

bingobangini
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another cool tutorial by king of blender teachers

altamashkhan
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This channel is at another level and the explanation and everything is on point. Nothing more, nothing less. I believe this channel creator is from India. I really like the way he explain, clean, clear, and precise. Thank you so much for this awesome tutorial. As a creator myself, I know how much time and effort goes into creating this masterpiece. Do let me know if you offer any paid course on mastering Blender in any aspects. Cheers!

UV-ANIMATION
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To disable viewer node press cntrl shift and click anywhere

Maaloumat_Aamma
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Great! Been thinking about this for a while, thank you for sharing this technique. 🙂 that bark attribute texturing was mind opening. Also just to understand branching better, this was great.

alexandermoyle
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As usual an informative and interesting tutorial , thank you sir

abuaysam
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Really really cool. Thank you so much for sharing your knowledge!

clementbaron
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Back with another gem❤️ I must ask how what gpu & processor your using. The beauty of your viewport is amazing

eliasvargas.
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Thanks for the tutorial 👍
idk what went wrong but mine looked like one those fake plastic trees. xD
For some reason most of the branches clumped together. I'll give it another try later on.

Edit. 32:20 🤦 I just noticed that this the 14th episode. I should start from the beginning :)

oyora
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Great example of pure geo node generator

alexgoodman
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You don't learn blender, Blender learn you.. 🎉🙌🌱

Sairawkerh
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Man says he hates math then goes on to make magic. I believe him.
great job!

grimeater
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Sir i am still waiting for 9th part of content creation series.

kusumdevigairola
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Excellent tutorial and useful as well . :O)

SumNumber
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Pls make a city generator in Geometry nodes

bapunsuna
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So nice! In 31:44 how animate like this, for this whole setup node as in the video? showing too fast, it's not clear where to apply the noise textur
p.s. I tried it, when you change the W noise parameter, the seed branch changes and does not move like the wind

Praikozhyra
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This is an interesting approach to tree generation. Still not the solution desired. My preference would be a way in GN to extrude verts within a skin modifier and applied scale as well as some randomization and subdivisions along the extruded edges for smoothing. Though that doesn't seem possible.

The branches on your GN setup in this video are disconnected from the trunk and preceding branches. How would you resolve that?

jason_a_clark