Blender - Procedural Trees with Geometry Nodes - Part 2/3

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  • čas přidán 10. 06. 2022
  • This is Part 2 for Procedural Growing Stylized Trees with Geometry Nodes Tutorial, where I create and add Branches and Twigs from Collections.
    Links for download: retroshaper.itch.io/procedura...
    Ko-fi: ko-fi.com/s/266b9ed3df

Komentáře • 30

  • @jjj02
    @jjj02 Před rokem +2

    Awesome stuff, thank you so much! I´m learning Blender, and just now interested in nature-related stuff AND geometry nodes, so this has been a blast!

    • @retroshaper
      @retroshaper  Před rokem

      Thank you very much for the feedback! I'm so happy you enjoyed it! 😃

  • @MStudiosadp
    @MStudiosadp Před 2 lety +7

    Great video! I learned a ton.
    But I was too lazy to make a branch collection (working making coral with geonodes using your tutorials).
    You can make the offset from the noise texture (or any other texture) different for each branch by putting in a 'Realize Instances" node before the 'Set Position' node.
    If you put a 'Spline Paramater' with factor in the selection it will keep the start of the instanced curve on the "trunk" curve.
    Pros:
    A bit faster if you are lazy like me.
    Cons:
    A little less control for each type of branch.
    Keep up the great work! Looking forward to more content in the future!

    • @retroshaper
      @retroshaper  Před 2 lety +1

      Thank you so much for the feedback! Good points! Thanks for sharing ;)
      Corals with GeoNodes - sounds awesome!! I would love to see the result 😀

    • @NightSpark115
      @NightSpark115 Před 7 měsíci

      So I was preemptive about that, and I found a workaround using Random Value so that all those modifiers will just generate different seeds with in the values.
      Starting with Length: Group input (GI) Length > Random Value (RV) > Math/Add > Length
      Resolution: GI > RV > Count
      Displacements Scale: GI > RV > Multiply > Noise Textures (NT) > Map Ranges (MR) > Combine XYZ (Comb.XYZ) > RV Min.
      Displacement Strength: ... Resample Curve (Re.C) > Capture Attributes (Cap. A); Attribute out > MR > RV Max > Offset
      Adjust Base values to what you need, then use seed to create different variations in those parameters.

  • @GameSlobsUK
    @GameSlobsUK Před 6 měsíci +1

    If at 5:47 after @Pick instance@ your branches don't line up with the trunk correctly. Go back to your Branch Gen and in the @Noise Texture@ for the Y Displacement. Uncheck "Normalize" and that should fix the issue.

    • @retroshaper
      @retroshaper  Před 6 měsíci

      Thank you so much for sharing this!) Super useful information!)

  • @JoseMariaSanchez
    @JoseMariaSanchez Před rokem +1

    Really great!!! Thanks

    • @retroshaper
      @retroshaper  Před rokem +1

      And thank you so much for the feedback!))

  • @vjspectron
    @vjspectron Před rokem +1

    A tip for noobs like me: you can get more randomization via the Noise Texture node by setting it to "4D": the "W" value will be the equivalent of a seed value!

    • @retroshaper
      @retroshaper  Před rokem +1

      Amazing tip! Thank you so much for sharing! 🤩👍🔥

  • @andreashofmeyr9583
    @andreashofmeyr9583 Před rokem +2

    This is great! I was wondering how you might add a trunk division sort of a third way up the main trunk?

    • @retroshaper
      @retroshaper  Před rokem

      Hi! Thanks for the feedback and sorry for late reply. Well, I would go with a bit different method about trunk division. Especially with having mesh to volume and volume to mesh nodes available now. I would create few curves that would form desired tree shape and then convert the to mesh and to volume afterwards.

  • @LukaYuka1
    @LukaYuka1 Před 2 lety +2

    I just started with geometry nodes and as I love creating nature objects in blender, your tutorial was looking mighty fine and by the end of this video I am so glad I found these. A big problem is the complexity of the geometry node trees but I believe that with time and practice it will become much easier. Still, comparing geometry nodes to texture nodes, I'd say this is 10x harder for me at least :)) Thank you for the video and my suggestion is that you maybe make a video going through all the "most used" geometry nodes and explain their meaning and what they do on a sphere object or even make a series for creating simpler procedural objects like rocks - since there isn't anything simple enough for " geometry node noobs" and I honestly think it might bring nice views.
    But that's just my opinion and you do whatever you think is best!
    Once again, thanks for this series and I can't wait to get to the third video :)
    Have a lovely day

    • @retroshaper
      @retroshaper  Před 2 lety

      Thank you so much the feedback! It means a lot to me! I absolutely agree with the complexity! I'll do my best to make something a bit more simple and maybe even with the most used nodes ;) - love the idea!! 😊

    • @LukaYuka1
      @LukaYuka1 Před 2 lety +1

      @@retroshaper FInally got back home and finished the tutorial, it looks amazing! I'll try to experiment with realistic materials and see what I end up with and then a fight awaits me to export an fbx to unity and see what it looks like!
      Yeah, all in all it's amazing and now I understand how the collection of twigs worked "the same way" as the collection of leaves, but it's so hard to find the node you're looking for when you're trying to tweak a small little thing and in the end organization of nodes into much smaller groups seems to be the way to go. Other than grouping nodes, you can just go to the input nodes and follow connections to the nodes deciding number of branches, the rotation of leaves and so on... so yeah, since geometry nodes are quite new and IMO so powerful they're going to be very popular soon and people will need tutorials for beginners :)

    • @retroshaper
      @retroshaper  Před 2 lety

      ​@@LukaYuka1 Awesome! Let me know of your experience of getting this work with realistic materials and with Unity. 😊
      I think I saw some services/pipelines/addons for bringing Geometry Nodes into game engines with all the procedural settings and stuff. However, pretty heavy as of now. But yeah, it's getting there )
      In future, I'm thinking of making some polls in this channel on what people would like to see in tutorials. Feedback is gold for me ;))

    • @LukaYuka1
      @LukaYuka1 Před 2 lety

      @@retroshaper Yeah, I think that geo nodes are the future for game development since they offer so much variety in no time, reusable for a lot of projects and unique style. Still, the problems exist at the moment. For example - baking realistic textures because you need to make leaves as its own geo nodes instance to get its own texture which already breaks the logic behind geo nodes - which is that you can do it all in one single node tree. I mean it's doable but too much effort and workaround to make it all look good.
      Hopefully, we'll get some nice updates in the near future :)
      For sure, hit the polls and I'll vote for the wanted content for sure! You just keep spitting videos out and hopefully you'll get a much bigger following in no time. Thank you for answering me on all the comments, that's nice of you! Have a nice day.

    • @retroshaper
      @retroshaper  Před 2 lety

      ​@@LukaYuka1 Definetly! Have you tried Blender 3.3 Alpha? I saw they've added UV nodes in GN. Pretty cool. Lot's of bugs, but still ;)
      Thank you so much for the support! I really appreciate it! 🙂Have a great time of the day! 🙂

  • @summerWTFE
    @summerWTFE Před rokem +1

    This is a really great video but it also shows how badly we need a loop node / method. And in principle it's kinda ridiculous that we need to manually create three variations of branches and twigs when we have procedural modelling tools at our disposal. One should be able to just plug in a branch node to the tree node and randomize the seed from within the tree node.

    • @retroshaper
      @retroshaper  Před rokem

      Hi! Thank you so much for the feedback and for you comment !)
      I think it is pretty much possible in the newer versions of blender. If I’m not mistaken, duplicate node is available since 3.3. Maybe that is something that can be used for that 😃

  • @AuRomul
    @AuRomul Před rokem +1

    Is there an easy way to increase the number of intances on one point, i.e. to have more than one branch at the same tree knot? I have tried Duplicate Elements, but where I put it the new instances are unnafected by Trim.

    • @retroshaper
      @retroshaper  Před rokem +1

      I think duplicate elements is the easiest in this case. But if you want them to be affected by trim, you may make a calculation where number of duplicated elements decrease on a certain level when trim value decreases.

  • @wildmillardz8934
    @wildmillardz8934 Před rokem +1

    for some reason at 3:08 right when i connect the map range into the dot the line goes diagonal instead of straight up? also thank you for this tutorial

    • @wildmillardz8934
      @wildmillardz8934 Před rokem +1

      ok i think i figured it out, when i lowered the max it went straight up

    • @wildmillardz8934
      @wildmillardz8934 Před rokem +1

      however when changing the minimum, the line leaves the center world postilion?

    • @retroshaper
      @retroshaper  Před rokem +1

      So, there are two different Map Range nodes, the one is to control the strength of the offset and the other one to position the object in the center of the scene (the one with positive and negative values).
      Thanks for the feedback btw!)))

  • @everlastingmedia
    @everlastingmedia Před rokem +1

    Bro, at the point you select and group things to the point where you say "copy the whole thing for the branches" I was like, WOAH WTF.... gotta go back and watch it about 47 times to get all of the nodes in the perfect groupings

    • @retroshaper
      @retroshaper  Před rokem +1

      Oh..) Sorry about that) I'm like trying to make all in the perfect grouping from the beginning to have it all clear on the video)

    • @everlastingmedia
      @everlastingmedia Před rokem +1

      @retroshaper no worries I got it all.