Blender Geometry Nodes For Absolute Beginners | Part 1/3

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this video is sponsored by envato elements hey everyone and welcome back to another very exciting blender tutorial today we're finally going to get into geometry notes first of though if you want to skip all of my waffling you can jump straight to the tutorial and there's going to be timestamp links down for you in the video description for that but it might be useful to know that geometry nodes which were first introduced in blender 2.9 give you a procedural way to create or modify the geometry in your scene similar to the shader editor that unlocks a humongous amount of creative possibilities and if you search twitter instagram snapchat reddit for geometry notes there's some amazing stuff that people have been creating with them now geometry notes are not the easiest thing to get into and so i want to make a little bit of a tutorial series for how to use them because i've been having a ton of fun with them this video is going to cover geometry notes for absolute beginners now do note that this is geometry notes for absolute beginners not blender or computers or the internet for absolute beginners and i will assume that you are familiar with the basics of how blender works if you're just getting started with blender i've got a full tutorial series that i'm going to link you down below if you don't like that you can always just go for the donut before we jump into it i want to give a big shout out to envato elements for sponsoring this video and helping me pay the bills envato elements is a massive online resource offering over 55 million digital assets to kickstart your next creative project they have everything from graphic and video templates for your favorite tools such as premiere pro after effects davinci resolve and others to stock footage graphic elements music tracks sound effects 3d models fonts website templates and a ton more they're offering a really simple licensing model that gives you full commercial rights to any asset you download with some reasonable clauses like you can't resell them of course and this license remains valid even after your subscription has ended you can sign up to either a monthly or an annual subscription both giving you access to an unlimited number of resources across all of the assets and i'll drop you a special link down in the video description that will give you 50 off if you choose the annual plan and if you're unsure why not try it out and sign up for a free account you get 12 free assets every month and you can upgrade your plan at any point you want but now talking about sweet baked goods before i waffle on forever let's jump right into the tutorial [Music] let's get into blender and the first thing that is important to note is that i am using blender 3.1 now geometry notes changed quite significantly in blender version 3.0 so it is important that you use version 3.0 or later version 2.9 is going to be a little bit out of date by now but now let's get my ugly face out of here and let's jump into the tutorial i have a brand new empty scene here and the way geometry notes work in blender is via modifiers so with the default cube selected over on the right hand side come into the properties panel and select the little wrench icon here which is the modifiers tab let me make that just a little bit bigger and i'm also going to zoom in a little bit so hopefully you can see that a little bit easier let's click on add modifier and the modifier i want to add is geometry notes let's click on this and this is going to add a geometry notes modifier to this particular model in my scene now right now nothing has changed but that's also because we haven't actually done anything in this geometry node yet for that we need to use the geometry nodes editor and by the way up here in the top there's a layout specifically to working with geometry notes so let's simply click on that and what you'll get is in the top right hand side you've got your 3d view so you can see what's going on in the bottom you've got your geometry notes and it's similar to the shader graph it's a node 3 or a node graph that we're going to be working with right now doesn't really have much other than the default input node and the default output node and in the top left hand side you will find the spreadsheet this one is super useful to look at the data that actually flows through your geometry node 3 at any point in time right now there isn't much in here other than you can see there's a mesh here with 8 vertices 12 edges and 6 faces also let me zoom in just a little bit more and this is essentially just the geometry of our cube right here and now in this geometry nodes editor at the bottom we can add a whole bunch of nodes to transform our geometry from the simple cube into anything we want we can create new geometry do proximity testing change color distortion add noise animation whatever we want it's a really nice procedural way of working and all of this is going to be saved in a modifier in a geometry notes modifier that we can then apply to any other object in our scene as well and it will receive the same processing the same transformation in order to make it a little bit easier to reuse our geometry node's modifier let's just click on the name here in this modifier panel let's one call this one my first geometry node tree and let's start actually doing something so geometry nodes have an input which is the geometry that gets fed into it which is essentially the geometry at this point in time when it hits this particular modifier here all it has is a single input which is your geometry this represents the input geometry into the geometry nodes modifier that then gets fed into the output so we're outputting that same geometry if you click on this little green circle here at the end click and drag to disconnect this line or just let go anywhere and disconnect that your cube will vanish because now while we still have an input but we're not actually outputting any geometry at all you can also see that the spreadsheet editor on the top left hand side now shows nothing because there's no more data that comes out of our geometry node tree in order to reconnect this simply left click onto the geometry input on the left hand side and drag that over to the right hand side into the group output and our cube is back and we can see the final evaluated data for geometry note 3 in the spreadsheet editor now this is pretty darn boring and a million miles away from all of the cool stuff that you can see people have created online with geometry notes so the magic with this comes in the fact that we can add new nodes to this tree to modify this geometry or create new geometry extrude animate do whatever we want but let's start out simple now with the cursor over the geometry node editor shift and a to add a new node and in here you'll find a ton of different nodes that all have different functions and purposes to transform calculate do maths proximity all sorts of cool stuff you can also come up into the top menu on the geometry node editor click add and in here you'll find the same list if you're ever not sure what any of these notes do in the official blender 3.1 manual which i'm going to link you down in the video description you can find all of the different notes and if you click into any of these there's a description of the note what it does what all of the properties are for there's a humongous amount of detail to dig into and again i'm going to keep it pretty simple in this one let's return back to blender with the cursor over the geometry node editor shift and a let's add a new note and you can dig through this if you know but let's come up with a search click into search let's search for set position let's click so now we've got this note and similar to the shader editor and blender you can drop it on a connection line right here so let's drop it right on this line that connects our input to the output and drop that in so now we've connected this node to process our geometry and output the result of that but we're not doing anything right now so again we're just stuck with the same boring default cube however set position now has an offset property and if you click and tweak any of these values sure enough that offsets our cube a couple of really useful shortcuts and again i'm a stifler for shortcuts so try to learn them all they're super useful with the cursor over any node in your tree you can press m to mute it which will essentially disable it and just kind of feed the geometry right through so that's disable the effect again press m while you're hovering over it to re-enable it press h to collapse them or h to expand and again it can be really useful if you have a very complex node tree and you just want to you know just collapse a couple of things to make it simpler you can also group things together and create grouped inputs and outputs and all sorts of fancy stuff but again let's just leave this as it is x as always we'll delete it but it will also delete all of the in-going and outgoing connection on that note so let's press ctrl or command z to undo that if you press ctrl and x that will delete the note but retain all of the connections so it reconnects the inputs and outputs accordingly so you didn't have to do that yourself and as always you can also right click a note and you've got all of these options in here but again shortcuts are a winner but now let's finally get to something just a little bit more interesting because right now all this position property does let's just translate our cube and just changes its position it's pretty boring however you may notice that all of these properties also have inputs these inputs are diamonds with the geometry for example is a round circle now a round circle in geometry nodes means that it is discrete geometry or discrete values there are two different types of flows in any geometry node 3 there's a data flow which flows left to right so right now from our group input the geometry which is a discrete set of information and data flows from the left to the right joins into this set position node which does some magic on it and then the output of that flows into the group output and that flows left to right however anything that's a diamond is actually a field now fields are essentially functions that blender can call upon whenever it needs to calculate a value and this function flow in geometry notes actually works backward however in order to explain that let's do something funky let's change this offset here from a fixed value to a random value for that shift in a with the cursor over the geometry node editor again if you know where they are you can just dig them out of their respective folders just like going to search so let's search for random and the note i want is random value click and now to place this note let's place it down here at the bottom and you may notice that the output value here also is a diamond it's actually a function that gets output that can calculate a value it's got a min and max as well as a random seed and ids for object instance selection and all sorts of other stuff but let's just change the type from float over to a vector which has an x y and z component because the offset i want to drive with that on our set position node has an x y and z property as well and now let's connect this value just click and drag connect that into the offset and now your cube is all messed up the reason for that happening is because set position actually sets the position of every single point every vertex on your cube and the way it does that geometry uses a data flow flows left to right so the geometry comes left to right to the set position node the set position now tries to set the position of every vertex on that cube in order to do that it needs to go and get an offset value however it will call this value for every single vertex independently which means every vertex gets its own independent offset so essentially it hits set position but then goes backwards to calculate the offset and use whatever we connected down this end on the function part to get an actual value if this random value was also flowing left to right means that this would only be calculated once and then every point would be offset by the same render value but every single point gets its own render value because the offset gets evaluated right to left in this function flow that is distinctly different and you don't need to know and understand all of the details but it has some interesting implications there are a few things you need to work around but it again opens up a humongous amount of possibilities plus it's a whole lot more efficient to actually evaluate this tree so that looks quite interesting but it's a bit plain what if we subdivided this mesh a little bit more now you could go into the modifiers tab on this cube and add a subdivision surface modifier right here but we can just do that in the geometry nodes directly so again cursor over the geometry node editor this time i'm going to come into add search let's search for sub divide and i don't actually want subdivision surface i actually want to subdivide the mesh which is going to subdivide the edges faces without actually you know lurping it and making it smooth it's just going to introduce additional geometry so let's select this node you can see it's green as well and it's got a green round mesh input and a green round mesh output and we can drop it right after our group input here and now we've subdivided this cube and the set position node that happens after that now again gives every single vertex its own random position let's disable the set position for just a second so hover over set position press m to mute that you can see the cube is back however if you go into wireframe you can see this cube is now subdivided and as you increase the level parameter on the subdivide mesh node it gets more and more subdivided let's just leave this maybe on level three let's re-enable set position by pressing m while we're on it and you can see everything gets very mangled up let's return to solid shading mode and it's just getting too distorted so let's tweak our render value a little bit maybe let's lower the max to 0.2 or 0.2 or 0.2 and that looks a little bit more normal let's actually just zoom out with the cube selected s and just scale that up just a little bit more so you can see the detail without having to zoom in all too much and so now our geometry notes modifier turns a cube into this kind of distorted subdivided mesh in the modifiers tab if you disable this modifier the geometry nodes won't be applied and we'll just have a simple cube but if you enable it this is the effect of our current geometry nodes tree now again it's not super exciting so let's add some new geometry within our geometry node tree for that let's press shift and a to add a new load hit search and search for the instance on points note let's select that i'm going to place it at the top it's a little bit bigger and this essentially instantiates an object that you have in your scene on all of the points now the points right now for a cube are all of the vertices so what i'm going to do is i'm going to actually connect this points input on the instance on points to the subdivided mesh let's take the output of this mesh and you can connect them to as many nodes as you want to and connect that up to the points for the instance on points and let's take the instances the output of this particular node click and drag and let's connect that to the group output so our geometry node output now our geometry has vanished and nothing is being output and that's because the instance on points actually wants something to instantiate on all of the vertex points which we're not doing so the output of this is actually 386 instances but they're just points there's no actual geometry data being output if you hover over these green circles you can actually see geometry is 386 instances at the end of our subdivide mesh if you hover over that you can see it's 368 vertices edges and faces but we now need to actually instantiate something for that let's add a sphere and again you could create that in your 3d scene but why not just do that in geometry notes so shift and a let's add another note let's do search let's search for the ico sphere i want to just drop that in here by the way these socket values won't actually be evaluated until you connect them into the tree again it's a performance thing with blender so let's connect this mesh into the instance on instance on points and yes that looks like something but it's all overlapping geometry the reason for that is just because the radius on our icosphere is a bit too big let's just shrink that down to maybe 0.08 or anything that makes you happy and now you can see we're outputting all of these icons i'm actually going to increase the subdivision of them just to make them just a little bit smoother but it would be nice if we could still see that original cube that we had in our scene now we can easily output multiple pieces of geometry in geometry notes by joining them and for that there's a node called joint geometry so shift a search let's search for join and there's this node here called join geometry let's just again drop that on this connection that already exists to our group output nothing has changed so far but you may notice that this geometry input on this joint geometry node is actually a bit bigger because you can connect as many geometry pieces into this and this node is going to just join them all together so now let's take the output of our set position node this geometry and feed that into the input on our join geometry node and yeah kind of except that the ico spheres are being generated based on our original subdivided but non-distorted mesh whereas the mesh itself that we output is the output of this set position node the way to fix this now is to use the output of this set position node which outputs this distorted mesh as the input into the instance on points so that we're using the transformed the offset points on our cube to instantiate our ico spheres so let's grab the output of set position and connect that to the points input on instance on points and now all of the ico spheres are again placed on the vertices of our distorted cube really nice now let's come to the very top and return to our layout workspace and here we have our cube let's select it press delete or full stop on the numpad to zoom in on that and that looks pretty cool and all we really have on it is our geometry node modifier however wouldn't it be great if we could modify some of the properties of our geometry node graph directly here for example how much distortion we have or how subdivided that mesh gets fortunately we can do that with geometry nodes so let's return to the geometry nodes workspace and in this group input node which represents all of the inputs into this geometry node tree right now we're just getting the geometry but you may notice that there is actually an empty socket here and we can give this node as many inputs and extra values to ingest that we need within our tree as we want so with the group input node selected over on the right hand side in the geometry node editor you'll find this little arrow poking out to the left it's absolutely tiny you can click on that to expand this panel here or you can press n while you're hovering over this editor to pop it in and out now let's go into the group tab and in here you can see the inputs and outputs of this particular node setup this group here that we're working with right now the inputs is only one geometry input and one geometry output but let's add some more inputs the two things i would love to control is a the amount of subdivision we have on the mesh like this level property as well as the distortion we're getting on our cube and maybe the size of the ico spheres so let's add a new input by clicking on this little plus icon here on the right hand side in the group tab now we don't want that to be geometry so let's change the type over to ba float so let's say we're going to do the radius for the ico sphere first in the modifiers tab you can see there's now this new input geometry that has appeared here this value is current d0 it's also called geometry which doesn't make sense let's call this one sphere radius you can see the name being update and the modifier so now we have an input called sphere radius default zero min probably zero max can be infinite that's fine let's add another input here for subdivisions let's call it subdivisions and let's change the type from float over to be a discrete integer value minimum again let's set that to 0. let's add yet another input change the type over to ba float and let's call this one distortion in the modifier you can now see we have a sphere radius subdivisions and distortion properties as inputs and in our geometry note 3 if you now zoom into this group input you can see you now have these inputs geometry but we also have c radius subdivisions and distortion the cool thing is you can now wire these up to wherever you want in your tree what i'm going to do is i'm going to click onto the sphere radius drag that and connect that to this radius input on the ico sphere all of the spheres have disappeared but that's because on our modifier the sphere radius is set to zero so if you now increase this value you can control the size of those spheres let's connect the subdivisions into the subdivisions level on the subdivide mesh note and all subdivisions are gone because again our subdivisions level is zero right now so let's press one two maybe three so three levels of subdivision and now distortion let's wire up distortion and the cool thing is even though a render value is actually a vector with a vector for the minimum like three components and a vector for the maximum you can actually click and drag this distortion which is a single decimal value and connect that for example into the max and the same value will just become the x y and z of that again we have no distortion here so let's distract that and decrease this just a little bit and you can see the cube distorting and by the way you may notice that the distortion kind of happens towards the right here because we're only increasing the max we're only distorting in the positive x positive y and positive z direction we're never going negative and it's just a little bit weird so let's just set this to maybe 0.1 and now i can't just connect the distortion to the minimum either but what i would love to have is i would love the minimum to just be the negative of the distortion so if my distortion is 0.1 my max is 0.1 but my minimum should be minus 0.1 again we can just wire that up but we need another node which is super handy you'll use tons of them and that's the math note so again with the cursor over the geometry notes editor shift in a let's add another note and search for the math note let's just drop that down here on the left hand side right now it's an add note but if you pop down this drop down here there's actually a ton of functions a ton of things you can do to calculate on the fly in geometry notes and you can create some really funky stuff with this now what i want to do is i'm going to select multiply i'm going to drag the distortion input connect that to the top value on my multiply node the bottom one i'm simply going to change to -1 so i'm just going to invert that number and the output of that is now going to go into my minimum on the random value so now my distortion if i lower this or increase this happens uniformly in all directions now i probably don't want to jack it up too much stuff will get a little bit weird so maybe let's leave it at point one just so we can see the effect and the awesome thing with this particular setup is that now if you return to your layout workspace where you don't have the geometry node editor you can just select your model that has your geometry nodes applied to them and you can change all of these properties right here on the fly you can also change them just make sure that you don't increase the subdivisions too high otherwise you can just freeze up blender and crash your computer i wish they would put a bit of a safeguard in there that blender would ask you after 30 seconds of processing going are you sure you want to continue or just abort the operation all together but now we have the ability to control the subdivision numbers let's turn that to 3 as well as that size of the ico sphere and the distortion directly from our layout panel let's return to the geometry nodes workspace and let's make this a little bit more interesting what if i wanted to scale the spheres based on the amount of distortion of the vertex that they're attached to right now all of the spheres are the same size and well it's nice it's a little bit less interesting now the radius itself requires a discrete value it can't be a function so i can't actually unfortunately stick this value here from a random value into the radius if you try to connect those two it will actually go red because the radius is requiring a distinct value it can't go back to then calculate a random value and that's not going to work so let's click and disconnect that random value but what we can do is instance on points has a scale property so we can actually take this random value output and stick it into the scale value on the instance on points now the spheres are still there but they're very very tiny and we're now also ignoring the sphere radius property so what do we do again let's use some math so shift name search let's add yet another math note i'm actually going to drop that directly on this line that connects the random value with this scale property here that's going to automatically be wired up for me let's change this from at again to multiply and let's grab the sphere radius input and drag that to be our second value let's let that go and the spheres have gotten even smaller but let's jack up the sphere radius here on our modifier cool that looks pretty nice and now the spheres are scaled based on how distorted that vertex is so if we increase the distortion you can see the spheres get bigger if you decrease the distortions the shears gets smaller and just a bit more of an interaction of all of those elements and you'll find that as you work through geometry notes you just keep tweaking things you just add things in and just add more interest add animations colors all sorts of weird things and just play around and have fun and just see what the result is just be aware that if you add you know like a subdivide note that suddenly subdivides 20 times it might produce too much geometry and blender might simply freeze up so be sure to save frequently also let's just take this set position note and just drag that up a little bit move the multiply down just to kind of make that just a little bit easier to read maybe just like that and yeah i don't quite like the distortion it just looks a little bit awkward so instead let's just add extrusions to all of these faces that we subdivided so they kind of poke out straight rather than being a bit of a distorted mess so let's add another note into our geometry node tree let's search for extrude and i'm going to add an extrude mesh in here i'm going to drop this note directly after my subdivide mesh before set position and whoa that looks pretty interesting but also a little bit messy so i'm actually going to delete the set position note here and again if i deleted that all of these connections would get lost so let's press ctrl and x to delete it that's just going to wire that right back up so now we have extruded all of the faces on our subdivided mesh but looks a bit boring because all being extruded the exact same distance so let's grab the output of this random value and we can just leave this on a vector even though technically we can change it to a float as well grab the output of that actually let me zoom in just a little bit more let's grab the output of this random value and i'll stick that into the offset scale property on our extrude mesh and so now all of these faces are being extruded differently so if you now increase the distortion you can see that all of these extrusions change let's pump this up just a little bit but let's make the sphere radius a little bit smaller and i don't like that the spheres are kind of on the corners they're just on the vertices i'd rather have them like literally right in the middle of these faces that would likely look much nicer for that we need to replace this instance on points to place those instances on the center of these faces fortunately there's another note for that so with the cursor over the geometry notes editor shift in a search and let's search for points and again there's quite a few different operators and notes in here that you can use the one i want to pick is mesh two points for now i'm just going to drop it at the top here so we can rewire our instance on points so now the output of this extrude mesh which right now goes into the points property on instance on points i'm going to pump that into the mesh itself the output of this mesh to points is now going to be my points input but now on this mesh to points property i don't want to create a point for every vertex i actually want to create a point for every face you can now see the spheres are sitting in the middle of these faces however i only want to do that for the faces that are pointing outwards from the extrude and the way to do that is a lot of these nodes have a selection property that allows you to control which elements in this case which faces actually get converted into points the cool thing is that the extrude mesh node has an output for top and side selections and these ones are essentially all of the top faces or the side faces of that extrude operation so i can now wire the top faces of our extrude operation into the selection onto the mesh two points function and now you will only have the spheres on the faces pointing outwards due to that extrude operation and this looks much more interesting and much more intentional but of course feel free to tweak this geometry note 3 to your liking and just play around and have some fun there's again some cool stuff that you can do with it now the last thing i want to show you how to do is how to add some animation because right now if you return to the layout workspace and drag the bottom up to reveal the timeline if you play this back there's no animation there's nothing happening here it just looks a little bit dull so let's return back to the geometry notes workspace and what i want to animate is this distortion here now obviously the strength of that distortion i want to leave as an input parameter but i kind of want to animate this to go from zero to whatever that distortion value is kind of in and out kind of in a breathing rhythmic pattern now on this random value note you have a seat which changes the seat and the set of random values that get generated you can click and drag through this and you can see that that changes our effect because it changes the random values that get generated by this node but this looks just really erratic and it's not good to animate this at all instead let's introduce a sine function and change it so that it goes from zero to one in a curve like up and down breathing movement and use that value to drive the distortion in and out so in our geometry notes tree first off shift and a let's search for again it is the beloved math note drop that in change the operator from at over to sine and if you now connect that value to all of the places where right now the distortion is connected so for example the input on this multiply node and blender try to be smart and swap those out let's just disconnect the distortion right here and let's connect this value also to the max on the random value and if you now shift this value property hold down shift if you want to change it just slightly you can now see this creates animation because we're actually animating the distortion that gets applied however i still want to use the input distortion so again we need to create another math note change that over to multiply distortion comes in on one side the value of the sine output goes into the other side and now the output of this node will feed into the multiply node that inverts this value to be used as the minimum again let's disconnect the old node and the output of those operations becomes the maximum so now this sign controls the animation itself but the distortion is still useful in controlling how much of that distortion happens so if i lower the distortion that animation is a whole lot slower let's come to the bottom here to this horizontal line just underneath the scroll bar on the geometry notes editor right click create another horizontal split drag that up and change the view over to the timeline just so that you can see what's happening here if you scrub through nothing happens and you could technically now keyframe this value property but there's a really cool shortcut in geometry notes and i think you can use this in all sorts of other places in blender let's click into this value and type hash frame and enter this is going to use the frame number as a value so on frame one it's one on frame two it's two three four five six seven etc etc and if you rewind and play this back it's way too fast so let's come back to frame one click into this value again it's our frame but now let's go divide by ten so you can literally put mathematical operations into these values hit enter and now if you play this back cool that looks pretty good the only thing i don't like is that it goes negative so you can see right here it's you know zero essentially but then it goes negative and the extrusions happen inwards and it just looks a little bit weird i'd rather just have it happen in one direction but again you can leave this if you're happy with it but what i'm going to do is i'm going to remap because the sign goes from -1 to 1 and i really just want this value to go from 0 to 1 so the distortion is always positive now you can use math notes to do this but there's a really useful helper node that i really like to use so shift and a to add a new node hit search and let's search for map and i want to use a map range so let's click on that let's drop this node right after the sine output and this essentially just remaps a certain range coming in to a certain range going out i know that my sign goes from -1 to a maximum of one and i want to output that as a new zero 2 1. so it's just remapping that so if you now rewind let's disable the clamp on that as well and play this back nothing at all happens and that's because my min is really one let's rewind and play this back cool that's looking really nice let's return to the layout here let's reselect our cube and in the modifier stack let's increase the distortion just a little bit and jack that sphere radius up just attach let's rewind and play this back and i'd say that's a pretty cool effect the awesome thing with geometry notes is that you can easily reuse them so let's grab this cube with g move it to the side let's shift an a let's add another mesh let's add a susan monkey i'm just going to rotate that a little bit face up scale it up g and z move it up just a little bit like that and now with the monkey head selected in the modifier panel i can add a new modifier let's once again add the geometry nodes modifier and this would add a new one but i can actually use this drop down here pop this open and select my first geometry node 3 which is the geometry node setup that we just created works similar to reusing materials with shader editor so let's select this by default nothing happens but that's also because our radius subdivision and distortion is nothing so let's increase the distortion you can see the effect happening right there maybe i'll jack the subdivision up by one two is a little bit too noisy maybe just the one and let's jack up the sphere radius as well so maybe two or three zoom in just a little bit let's rewind and play this back and that's a pretty funky effect now there's still a ton we could do to make this look a whole lot better like adding noise to give it a bit more organic pattern and you know change some of the details fix some of the issues with this but hopefully this was enough to get you started with understanding what geometry notes are and how to use them and hopefully you get excited about just playing around with them experimenting and just having some fun and that is all there is to it i really hope you enjoyed this tutorial and please don't forget to like and subscribe if you would like to see more all and any useful links you will find in the video description and please leave any comments questions or suggestions down below and with that thank you very much for watching and until next time i will see you later
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Channel: Surfaced Studio
Views: 168,236
Rating: undefined out of 5
Keywords: blender, geometry nodes, tutorial, geginner, procedural modeling, 3d modeling, generate 3d, art, blender 3d, 3d, free, best 3d software, creative 3d art, tutorial series, how to create animations, modifiers, blender expressions, map range, math, sine, mesh subdivision, geometry node inputs, Surfaced Studio, easy, vfx, special effects, visual effects, instructions, how to, shader editor, geometry node graph, geometry node editor, workspace, spreadsheet editor, how to extrude mesh
Id: SZ1X0ADyONE
Channel Id: undefined
Length: 36min 57sec (2217 seconds)
Published: Fri Apr 01 2022
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