Blender - Procedural Trees with Geometry Nodes - Part 3/3
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- čas přidán 25. 07. 2024
- This is Part 3 for Procedural Growing Stylized Trees with Geometry Nodes Tutorial, where I create and add Leaves to the tree and apply materials.
Links for download: retroshaper.itch.io/procedura...
Ko-fi: ko-fi.com/s/266b9ed3df
This series is amazing!
Thank you for opening my mind to a beautiful new way of making landscapes.
Thank you so much for the feedback! I’m so happy you enjoyed it 😊
Epic tutorial series. Followed to the end. Thanks for sharing.
Thank you so much for the feedback! I'm so glad you enjoyed it! 😃
Very impressive! Thank you so much for your willingness to share.
And thank you very much for watching and for the feedback! 😃
Loved the series.Followed it to the end.Thx for sharing 😃😀
Thank you so much for watching the series and for the feedback!)))
Thanks for this and your clear explanations of node arrangement throughout. There is a lot to review here.
Thank you very much for the feedback! 😃
I love your tutorials!
Thank you so much ! 😊
Great tutorial! Still haven't added materials from the last 3rd of this 3rd video, but enjoyed the lesson. Decided to download it from the link since I messed up a little somewhere. Going to make some slight node adjustments so I can make some stylized pine and oak trees for a project. Thanks again, Denis! Safe and well wishes over there in Ukraine!
Thank you so much for following along! And thanks again for the feedback! I'm glad that you found the series useful 😃And wish you all the luck with your projects! ☺Thanks for the support! 😃😃
Amazing tutorial. Underrated channel.
Thank you very much for the feedback! Really appreciate it ☺
Excellent content. Loved the clever use of all the curve nodes.
Thank you so much for the feedback!😃
@@retroshaper Less comments more content! :)
@@klever-kenneth 😁
Fantastic series. The documentation about geometry nodes in blender is not so great and watching you solving different situations with them was really helpful.
Thank you so much for the feedback! I'm so happy to see the series help! 😃
Just finished this amazing tutorial, very grateful for that.
Thank you so much for the feedback! ☺
Astounding. 👏👏👏
Thank you so much!
wow. I finished it) now - just lighting and rendering and show it to the world)
Sounds amazing! Thank you so much for getting through all the parts!
Great tutorial!
Thanks! 😊
I'm nose bleeding.. but honestly thank you so much for this great share..
Thank you very much for the feedback! 😃
Muito Bom sua aula!
Thank you very much for the feedback! ☺
thank you very much!😄
And thank you so much for watching! 😀
W tutorial this is amazing!
Thank you so much!
@@retroshaper ofc! Looking forward to more content.
Notifications on 🔔
@@killsynna Already working on the new one 😊
Amazing
Followed the three parts and very successfully. Thank you very much for the content
@@leonardocastro9826 Thank you so much for the feedback! I'm super happy to hear that! ))
Would it not be more effective to use the transform node to scale the leaves instead of scaling the mesh? It will scale all of the collection and might make it less reuseable but you can connected the scale points to the group input to that to make it so the future reuse will not have to scale the mesh.
Yep, it might be more effective. However I wanted to have all scales set to 1 to be able to use map range node and scale everything from 0 to 1 based on the growth of the tree. Hope that makes sense 😊
followed to the end, this was very satisfying thank you so much! I was wondering if its possible to include my whole project as an asset to easily put trees in other projects?
Thank you very much for the feedback! I’m glad you enjoyed the series 😃I think it is possible. You may save the setup into a default Blender file. Also, need to check if Blender developed anything to include geometry nodes into assets. 😊
@@retroshaper I believe you just mark the original object the nodes are attached to as an asset and everything works as expected!
@@TylerShowers yeah! That should definitely work 😃 I think I might use that approach as well 😊 Thanks!)
Amazing tutorial! How do I export the "final tree model" into a fbx mesh?
Thanks for the feedback!)) You can use a general export to fbx method for the selected object and modifiers applied. 😊
First of all, thank you for this brilliant idea! This really helps me a lot with understanding geometry nodes. and I was wondering if the outcome can be exported to a simgle mesh that does not using the nodes?
Hey! Thank you so much for the feedback! Happy to hear that this tutorial helped) Absolutely, you can export the mesh to fbx or any other file type supported by blender. Just make sure to add “Realize Instances” node in the end of your node tree. This node will make instantiated geometries “real” meshes) after that you can apply the GN modifier and export mesh in a standard way) hope that help)
@@retroshaper Excellent ! i'm definetely going to give it a try. thank you again for all the useful tips!
This is very cool! Excellent work! How hard would it be to add roots?
Thanks for the feedback! ;) Excellent question ;) Pretty much easy. I would instance a curve circle on the first or second point of the trunk curve. Then, on those curve circle points, I would instance roots (they should be pretty much the same as the branches, just with a bit different width and strong bending at the beginning of the root - to make it look seamless with the trunk). Hope that make sense ;)
Amazing tutorial series!! I really enjoyed following the process!!! Can you please tell me: Does the size if the tree impact the size of the leaves because of the "capture attributes" node being after the "trim curve" node in the earlier stage of the node setup?
Hey! Thank you for the feedback! 😃
Yes! In case the attribute (splines factor) is captured after the trim curve, the scale of the leaves will be affected by the growth (trimming), as the trimmed curve, in this case, is going to be the full size curve.
In case you want to have a different effect, you may capture the attribute before the trim curve node.
Hope that helps ;)
@@retroshaper Thank you!!!!❤♥This was very helpful, I was wondering about it for a while
@@tomkalninsky9618 And thank you for the question!
Hi! Absolutely wonderful trees!! Thank you for showing me this, I'm gonna make a forest!
Just one problem, though - for some reason, when I apply the colour ramp after the shader, nothing happens. The smooth, grey shading stays and the cell shading never activates. Any idea what I might be doing wrong? Thank you so much!
Nevermind, I figured it out - I just hadn't set my material LOL XD
@@stepladderwick7056 sorry for late reply) glad you’ve found a solution))
@@retroshaper That's alright! Thank you for the reply. I don't suppose you'd have any quick tips on how to animate trees made like this blowing in the wind would you?
@@stepladderwick7056 The easiest solution that comes to my mind is to animate texture (may use 4D texture for that with W animation) using scene time node.
Just need to be careful with the value.
Hey mate, loved this series. Followed your node setup for my own version of it. Also, decided to donate a few bucks but I guess paypal has chosen not to work. Its working fine elsewhere, maybe it has something to do with international payments on itch and kofi, considering I do have a business account and my account is internationally enabled. Maybe activate stripe as well on kofi, might work things out. Anyways, keep up the awesome work in geo nodes.
Hi Husain! Thank you so much for the feedback!) I'm so happy you enjoyed the series. And thank you so much for the initiative to support the channel. It means a lot to me ;) I think the issue with PayPal is on my side. It appears that PayPal and Stripe do not work for business purposes in my country. So, my only option is itch.io for now ;)))
👏👏👏👏👏👍👍
thank you very much. Can I ask if there is a shortcut to select all nodes to move without using the mouse? thank you.
And thank you for the feedback! When one or few nodes selected, just click g G and drag the mouse)
@@retroshaper Thank you very much. Wish you have more interesting sharing in the future to help people. Thanks, again.
@@sinhhuynh9324 And thank you! 😀I'll do my best! Working on a few projects already 🙂
amazing content! but whenever i separate and reset children all my leaves become distorted. any ideias why?
Thank you so much for the feedback! 😃I think we may try a few things: 1) Try to apply the scale to leaves objects with CTRL+A -> Scale. 2) Make sure that pivot point for leave objects is set to the bottom of the leaf stem. You can move the leaf in edit move to adjust the pivot point. Hope it helps;)
Hi, I followed your tutorial but I'm having a problem with the final render. I'm animating the tree grouth but I get glitches in the final rendering. Rendering the problematic frames as png doesn't change the result. Do you know what the problem may be?
Hi! Thanks for following the tutorial.
From the top of my head, is the GN modifier enabled for rendering?
As far as I understand, you’re rendering the animation, right? If yes, does it render anything at all, or just one frame?
How many faces and tris does this wind up being? I followed some other tutorials for stylised trees and the vertex count is waaay too big for import to a game engine
Hey! Yes, this was made to demonstrate what is possible to achieve with Geometry Nodes.
Definitely, need to do some optimizations for game engines.
Since each leave and twig is a separate mesh and instantiating on a tree, a huge amount of quads/tris is generated.
To optimize this, it would be better to replace twigs and leaves with planes with textures. This will lower the amount of tris and may work better with game engines.
@@retroshaper thanks, I’ll have to think about how to do this carefully as Unreal now has nanite and I’m not sure just how well it plays with billboards
@@Pfffffffffffff If I'm not mistaken, with Nanite you can use high-poly meshes (if they're not deformable).
Is it possible to have the leaves only at the end points of the branches?
Absolutely! You just need to set it in the selection nodes group. Here, in this video - at 11:20 - Trim from Bottom slider controls where leaves on branches will appear 🙂
@@retroshaper Awesome tut and project file! I just manage to put leaves (grape) on tip of the twigs. But it inherits scale from somewhere. I want all the grapes same scale, any tip? THANKS!
@@tomislavcorak2170 Thank you so much for the feedback! I assume that the scale is taken from Map Range node, where we specify scale based on curve/spline factor. To make the scale same regardless of the position on curve, just remove map range node (before scale of instances) or change the “to max” value in the map range node. Hope that helps ;)
@@retroshaper I managed to figure it out, thanks! Now I'm simulating growth, and when the tree is to small, twigs just disappear, any idea how to keep twigs alive even if growth is small value. Big thanks for your work!
@@tomislavcorak2170 I assume, this may be caused by small amount of vertices in branches. Specifically, selection of vertices to instance twigs on branches may have larger number than there are in branches. Hope that make sense ☺
seems not possible to export to Unity for alembic format
or .fbx aswell
Strange. Should be possible as a regular fbx at least🤨
@@retroshaper I wish it is, seems procedural geometry, ultimately not compatible with Unity pipeline ..
@@sbvf oh, geometry nodes themselves are not (at least for now) compatible with game engines without additional plugins installed in the game engines themselves. But, taking into account the interest, I thing something will be out there for sure
@@sbvf It's not a perfect solution, However you can at least convert the whole thing to a Mesh and import it to unity as a static tree quite easilly. If you go to your TreeGen Mode and add in a "Realize Instance" block between the Join Geometry and Group Output blocks, You can then apply the Geometry Nodes or "Convert to Mesh" and save it off as an FBX as usual and import it to unity. Hope that helps.
Thank many good informations but be honnest tree look terrible xD
😁Thanks for the feedback!) I’m glad tutorial helped 😊
Go into the branch GeoNode and raise the resolution of the branches to 70+.
Go into Twig GeoNode and raise Twig Resolution to whatever looks OK.
Remember to do this on every branch and every twig in the outliner.
Remember to raise the resolution on the trunk and raise the start position of the branches until no branch tip is below the base of the tree.
You may want to adjust the Map Range Node controlling branch bending to stop the tips being too low.
Then the whole tree looks good.
Excellet series. Thanks so much for taking the time to put this together. I did have one issue though.
So I replaced the mesh leaves with leaf textures and managed to get them looking good enough for game dev.
Unfortunately the UVs for the geometry nodes-generated meshes seem to just be broken.
Any way we could get you to come back to address UVs on geometry nodes meshes?
Thank you so much for the feedback! Yep, the UV's in the geometry nodes is quite complicated thing. As for the UV node, from what I seen last, isn't working quite good yet.
What you can try now (easy method) - play with the texture projection method of the texture in the material. Sometimes it does the job))
@@retroshaper So I discovered how it's done. You have to capture the UVs as an attribute on the Shader, then when you apply the geonode modifier, go into the mesh settings into the Attributes area, and convert your named (you have to name it) attribute to UV with the menu.
Then just export and bazinga.
@@everlastingmedia and it has no defects with texturing faces? 😲 I remember there was a not very cute defect ) definitely need to revisit the texturing flow with geo nodes))
@@retroshaper I followed this tutorial czcams.com/video/02XNGOVpSV4/video.html& to unwrap the UV's in the way you described however, it only applies the image texture to the trunk - the branches and twigs do not unwrap. Is this because the branches aren't able to be analyzed by their normals?