Scattering Bricks with Geometry Nodes - Blender Tutorial
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- čas přidán 28. 04. 2022
- In this video, I break down one of the several systems of my castle asset - the scattering of bricks on the sides of the castle.
If there are any steps you would like clarified, please leave a comment below.
/ markybola
Please make more content like this I just subscribed please make more content about how to make your own low poly castle with also geometry nodes
The full tutorial will be legendary, pls consider making one 😅☺️
Would love to see more tutorials!!
Super helpful! lots of cool techniques I hadn't thought of in here. Thank you!
Awesome stuff, I would really like to see full tutorial. How do you scatter windows?
Thank you so much. This is a fantastic tutorial.
with the normal masking you can take the absolute normal and only compare it to z 1 and it'll be faster to use it as the selection of the distribut points on faces rather than deleting geometry
Omg it's amazing!!!
Thanks for sharing, this is awesome :D
Mind blown!
This should become an addon xD
would love to understand more on how to add bricks for the corners or edges of the mesh other than that thank you I learned a lot from this
In the replies to I'm Not That Matt I go into this a bit. Hope it helps!
@@FriendFactory you’re so sweet thanks I didn’t fully check the comments!! I appreciate it keep up the amazing work man ☺️
Learned a lot from this. I wonder if it is possible to make domething like procedural wood planks with large cracks on the surfaces or damaged objects... i guess a boolean removal with appropriate shapes could work.... wood grain... hmm 🤔🙃🙂
Well I have no clue what is wrong but my geo is invisible and the bricks off floating in space around something but okay. I guess this is some other part to another part tutorial wise is all I can guess meh.
Edit:Okay objects have to be at the center of the main object got the floating brick part figured at least.
Nice! but how do you export to Unity?
Liked and Subscribed ..... when do i get the course on geometry node for games ?
Thank you for the tutorial!
Could you tell me how you handled the edge block? I tried to use Mesh to Curve - Curve to Points, but can't find a way to remove unnecessary blocks from the middle line.
Thanks! Sounds like you need to use the Selection input of Mesh to Curve to select edges based on angle. In the castle asset I use "Edge Angle" Unsigned Output > Radians input of "To Degrees" > A input of "Greater Than", with the B input being the angle in degrees you want to set as the threshold. This result becomes the selection. Hope that helps!
@@FriendFactory Thank you for your kind reply!
THANK YOU! I’m still curious how you get the stones along the borders, the wall edges as well as the large stones along the roof. How do you do that? This was a great tutorial, quick and to the point, thank you for this 👍
i would say its similar to the distribute points on faces node except on edges.
@@DefacedProductions god I wish it were that simple. I’ve been trying and googling for so long and I the closest I’ve gotten is manually marking the edges by giving them crease, then referencing geometry with the crease attribute. So it’s not fully procedural like the one in this video.
@@imnotthatmatt6524 You can convert your geometry to a curve, then curve to points, use a curve length node to get consistent point density, then simply instantiate with a bit of randomized position and rotation. If you want to get the terrace effect like in the video, start by checking each edge by their normal, and delete them if they aren't pointing upwards in the z-axis, distribute the points as before, then you can do whatever you like to those instances, like scaling every other instance to get the terrace effect.
Paul Cooney basically covered it. I select the edges based on edge angle, then use this selection fed into the Mesh to Curve node to only have the sharp edges form a cage, then I use a Bounding Box node and using the Min and Max Y values to check the length of the bricks, I then Resample Curve the curve edges using this value as the length input and distribute the bricks with Instance on Points, using the resampled curve as the points. There are some other little tweaks to get the look I want, but that's the crux of it - Select, Convert, Resample and Instantiate.
@@FriendFactory Turns out you just have to have Blender 3.1 to get the edge angle node! I'd love to see you set this up in a tutorial, I think I've got the set up pretty down now, but it'd be cool to see you do it too, also your tutorial here was really clear and to the point
So i'm completely new to geometry nodes and have no idea how you even got the beginning of this work. So did you drag and drop the actual object that is your base of the castle. Or did you make the bricks the object that you have in to the instance?
My group input and group output also look different, they only have the geometry plug in/out and not "base shape, windows, edge bircks" I'm confused on how you started with those values
Is there a way to get geometry nodes to unity? I know unreal engine has Altermesh, but I guess Unity does not have something similar. It would be much more easier to design a level by using the nodes in Unity. I would really appriciate any suggestion. Great work and tutorial!!
Not to my knowledge. Hopefully something is developed in the near future! In the meantime, my plan was to write a helper script to automate setting up objects when the blend file is imported, adding physics to debris objects like skulls and so on. It would still require me to edit and tweak in Blender, though.