Geo Nodes Tutorial: How to Make Trees in Blender!
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- čas přidán 6. 07. 2024
- Master the ability to use geometry nodes in blender to make fully customizable trees! This tutorial will break down all the steps needed to create your own procedural tree generator tool in #blender3d
Download finished tree by joining my patreon: / procedural-tree-99746314
Download leaf and bark: / leaf-object-and-99828322
Download finished tree from my website: www.motionblendstudio.com/ble... - Krátké a kreslené filmy
Nice one! I've tried a few geo-node tree tutorials and this one seems the best balance of simplicity and tweakability.
Thanks! Yes, that was the idea. It can easily spin out of control when using geo nodes haha! Hopefully this is a happy medium :)
Amazing work! Good, clear walk-through. This is the best video I've seen for tree creation and an excellent walk-through on using Geometry Nodes. Well done.
Glad it was helpful! Thanks for watching!
Super cool!
Amazing. This kind of AI is really cheap and transparent, it would be great to see add-on creators relying on some of these "soft" computing techniques.
Cool! 🌳
Thank you
You're welcome!
😳.. Okeeyyy..
😊👍Wow very nice, Thanks 🐈🐾🐾
Thanks! Glad you enjoyed it!
I find this a great tutorial! It explains what everything does in some sense. I do have a question. I still don't know why resampling the first curve does add more main branches but slides them downward, making me have to adjust the less than and greater than values to get things to show correctly. But it does work. Same on the other levels. I always need to adjust the less than and greater than values to correctly add branches instead of having them slide inwards.
I see that you just up the resample curve value. Any idea what is going wrong? I feel like i followed the whole video correctly. I can probably figure out some formula and node shenanigans to have everything transform at once, but figured i'd ask :) Thanks!
Edit: at the leaves it gets worse, i can not add more even if i wanted to. I don't know what has gone wrong here :s
"It lengthy tutorial"
It's 30 mins
You have clearly understated me
Haha Some people click away when they see the time length. 😅 glad that didn’t stop you! 💪
Adjusting the probability on the branch instances at variable levels tends to leave behind floating branches at higher levels (i.e. if I drop down the probability for a level 1 branch, a level 2 branch may still get left floating in space on nothing). Did I mess it up or miss a step?
It's still a great tutorial, and the first one that produced a result that I felt was worth imitating, I am just struggling as a new geometry nodes adapter.
Hey Stephen! Try feeding the result from the equal node (that's mixing your "greater than" and "less than" integers for the branches) into the top of a math node. Then set that to multiply. Then in the bottom of that multiply node feed the boolean probability node. Then take that value output and feed it directly into the selection of your instance node. And leave the pick instance value empty. I should have done it that way in the tutorial, but I messed that up I believe 😅
Chido
How we can get the leaf angle of those leaves and can we put those leaves in a single voxel and get the leaf angle per voxel
Great tutorial, not too hard to follow along! I am having some issues though, I've got random branches from the second and third levels just floating in midair, not attached to any of the larger branches, any idea what might be causing that?
Hey There! It may be from the way I set up the probability node. You may try feeding the result from the equal node (that's mixing your "greater than" and "less than" integers for the branches) into the top of a math node. Then set that to multiply. Then in the bottom of that multiply node feed the boolean probability node. Then take that value output and feed it directly into the selection of your instance node. And leave the pick instance value empty.
@@KenanProffitt Aye, bro had the same issue and this did fix it. But once you have done this step there might still be some flying branches, so if you still get those flying branches, adjust your probability value, it vanished for me. And you have to do this for ALL levels...
I think it might fix it.
I'm not too sure where I'ver went wrong but the noise module keeps knocking the branches far away from the trunk as soon as I introduce the smallest amount of noise. Despite copying the vector subtract of 0.5.
Is there a way to lock the end point to not be affected by the noise node? I tried an end point node in the selector as well as a Spline parameter through a float curve yet both don't seem to have any effect on it.
Very good tutorial. But as a beginner in Blender, I find it too hard. Too many nodes, too many unknown things going on.
The tree trunk needs some deformation, how could it be done?
some, actually most of my branches dont actually come off of the trunk, they are adjacent to, but not actually coming out of the trunk, where I can see the open caps. Do you know what could be causing that? Its like they are offset from the original curve
looks like you are Grasshopper turned Geometry node user, am i right ? at 7:15, instead of making seperate trim curve, I think you should make some algorithm like checker deselect on points so the points remain attached to main curve.
At 20 minutes my brain began to smoke
How do I get trees that grow from and incorporate rocks or boulders into the trunk and root structure though?
Ah now that's a pretty cool concept! I'd imagine you would need to utilize the ray cast node to get the distance from your roots to your rock objects. Then use that to shrink-wrap the curve of your roots to the position of the rocks. You gave me a good idea! :D
@@KenanProffittthere's always been this unnatural separation of trees and plants based on the terrain textures, and it's always felt so wrong. Trees will grow out of the crook of a branch in a larger tree... plants will grow from a thimble of dirt on the top of a boulder. And the roots of a large tree will wrap around a boulder to reach the soil beneath it, over time even lift it up off the ground. Like a fence someone forgot 50 years ago on a farm in the midwest that's now fully incorporated into a tree halfway up its trunk.
Plants should grow everywhere on everything that doesn't poison, freeze, or cook them. It's bugged me for a decade.
25:59 why not use a repeat zone insted of doing it manually ?
That's a good idea. It wasn't set up to be able to be an exact copy but reworking some nodes to use the repeat zone would be a good plan!
@@KenanProffittI tried it using repeat zone,
Completely meshed up😅😅..
I think I need some more node knowledge.