Blender Gscatter Overview - Environment Tutorial [#blender 3.2+] Free Add-on!

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[Music] hey guys it's eric from pixel planet studios and today we're going to do a demo of the g scatter add-on from grass wall 3d this is a totally free blender add-on that is really powerful and we're going to be using it and some exciting tutorials on our channel coming up so we wanted to give you a brief overview let's get started [Music] so before we get started today let's be sure we're using the most recent version of blender i'm currently using 3.21 but anything after 3.2 should work with the current version of the add-on and after you download the add-on from grasswalled be sure to install it in preferences add-ons install and grab that zip i'm currently using the 0-6-0 version of the g-scatter add-on and once that's installed you're ready to go alright so we are starting with a cute cottage that i got from cg trader there will be a download link in the description and we have a plane that i deformed and added some subdivisions too and i applied a simple grass texture to start using g-scatter we're going to select it from our side menu here and the first step is to select our emitter object which in our case will be the plane now with this selected g-scatter will know to populate this object and if we select the asset browser button you'll see a library of free and in our case some paid assets from grasswall 3d these are all very high quality and right out of the box it can help make your scene realistic let's look around here and grab a grass asset we are going to be using the clump style and to keep things faster i'll drop the detail to low and the shader quality to medium and then let's hit scatter selected and we can click off this window and immediately this populates our emitter with proxies of our selected grass asset and if we move to the geometry tab and turn off proxies you can see what the grass will look like before we re-enable proxies let's scale these up and let's look at the distribution tab you'll see there are two density levels one for the viewport and one for the render these are straightforward but lets you work quickly in the blender viewport while using a fraction of the rendered amount now using proxies i like to raise the viewport amount just to get a sense of the density and then once i have a value i like i apply that to the rendered amount and then bring the viewport density back down all right so let's take a look at what we have and with only a couple clicks we've populated our scene with grass and it's looking decent i think the density is appropriate and now we can start adding more details let's apply some effects to our grass i'll increase the viewport density so i can better see the changes and then inside g-scatter there's an effects panel and this is where you can really customize the scattering and i really recommend you play around with all these options but today we're going to apply the musgrave noise to our density let's play with the scale and blend mode and as you can see these options will give you lots of variety all right this is looking pretty good we're also going to add camera calling if you've never used this before it'll isolate the scattered assets to just what's within your camera view that'll help things move faster with our camera selected you can see how this effect works as we move the camera i also like to add buffer so that there's no popping of assets as the camera moves you know especially if we're going to apply some movements to these assets all right with those changes let's bring the viewport density back down and let's add a rotation effect we're going to select wind and then go back to the camera view and you can see what this looks like so this effect is giving a rotation range to each asset and applying those values at a specific speed and level of detail and it looks pretty cool i'm going to tweak the settings a little bit just to make it fit my scene [Music] and if we take a closer look you can see there's a problem with some intersections happening now if we're further away you probably wouldn't notice this but with our camera close to the ground we're going to change our minimum distance this will place assets at a minimum distance from each other in our case this will just be applied so they don't intersect okay with that set let's add another asset [Music] i'm gonna pick these dandelions we'll apply camera calling and to more precisely choose where these assets are located let's apply a weight mask now if we had a weight map already created we could select that or we can choose this paint option which creates a new map and we can just paint on the geometry you'll want to make sure you have enough subdivisions and vertexes to to apply this paint but as we apply it you can see these proxies populating which is pretty cool okay so let's adjust the scale by turning off the proxy mode [Music] that's looking good now let's play with the density and when you have the values you like let's render this again now i have the viewport turned off for the graphs but both render toggles are still on so they'll appear in the render [Music] now this is looking more interesting i do want to fill in the ground where our noise removed the grass so let's go back and add another asset let's pick these small dandelions i'm going to adjust the scale and density until most of the ground is covered let's apply camera calling one more time and then lastly let's increase the grass density just a little bit all right awesome uh now let's add a custom asset for the background so inside my scene i also have a tree object you can see here and you can scatter any custom object you have just by selecting it and then hitting the plus icon here and boom we have a forest um so initially it's hard to see what we have i'm going to reduce the density and it appears that our trees are under the ground so i think we need to fix the rotation i'll change the x-axis to 90 degrees and then change the random rotation so that they can spin on their vertical axis but only kind of pivot on the other two let's re-enable proxies and add camera calling again all right great and if we increase our viewport density you can see that our cottage is completely covered and that's certainly not what we want um there's a few ways to fix this but i want to show you another distribution effect it's called proximity so this effect changes the density of assets in relation to another object so if i select this avoid mesh and you can kind of see that here this will allow you to determine a distance from an object that you want or don't want the assets to be scattered so by changing the density multiplier and the proximity curve you can choose to have the assets where you want in relation to that object now i want to be sure the assets aren't too close to the camera or obstructing the view so i'm going to scale up the proximity shape and move it a little closer to the camera right let's hop into camera view and let's play with the scale and density options until we have a look we want [Music] and let's take a look all right this is close but i want to vary the scale of the trees to be a little more interesting and maybe make the cottage appear like it's isolated in the woods i'm gonna change some of these things [Music] so [Applause] and there we go so in just a few steps you can quickly populate your scene using the g-scatter add-on thanks for watching the tutorial and if you enjoyed it please hit the like button and if you have any questions or want us to cover something else throw a comment down below as i mentioned earlier we have some exciting tutorials coming up so please stay tuned for more and we'll see you next time make sure you check out eric's other blender content and my after effects tools and tutorials [Music]
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Channel: Pixel Planet Studios
Views: 43,671
Rating: undefined out of 5
Keywords: Blender, animation, 3D, pixel planet studios, cleveland, pixel byte, 3D Animation, blender3D, blender tutorial, 3D tutorial, geometry nodes, CG, CG tutorial, Blender CG, CG render, graswald, graswald3d, gscatter, scatter, scattering, instances, proxy, proxies, grass, forest, cottage, environment animation, environment, 3D environment, photoreal, CGI
Id: t6lionK4WsQ
Channel Id: undefined
Length: 9min 33sec (573 seconds)
Published: Fri Aug 12 2022
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