Forget about modeling, generators are better

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foreign ERS have changed everything in blender forget about polygon modeling for a second and let's focus on how using generators can be better for you no tool has changed the way we work in blender like generators they have replaced modeling texturing give you unwrapping fluid simulation smoke simulation rigging and even animation at some level today modeling objects from scratch is becoming optional you can easily generate simulate and proceedly create objects without ever extruding a vertex in blender a good example of how things have changed is by just taking a look at building generators they let you create entire buildings skyscrapers castles of any type by just extruding a few faces the four generators way I think to make a building like this you have to do a lot of money once you start from a plane or a cube then extrude then from there you add details like Windows those and work your way to materials and texturing and don't forget about UV unwrapping otherwise the textures won't map correctly onto the building but now all those major steps can be handled by a generator you you just extrude one face and the generator adds Windows roof if you unwrap and text it for you what is even more amusing is how easy it is to switch from one style of a building to another without ever switching to edit mode again these generators usually also produce more detailed buildings than you ever create manually it's also mind-blowing how the generator understands correctly where to add windows or those you would need like an hour to make a building this detailed yet here all you need is less than a minute and it's not just modeling that generators are replacing the particle system is now a redundant fan of blender only used if you can't use geometry nodes or when you want something that is compatible with previous versions of blender most artists are so done with the old particle system that they are rewriting their atoms or remaking their old projects using geometry nodes instead of the old particle system for example the scatter iron rebranded to geoscatter after switching to Geometry nodes and added the word jio to show that the add-on is now Dimitri nodes best instead of working based on the old particle system and One Import an aspect of geometry nodes that was always missing in the particle System is using particles or instances as geometry this is when you add particles onto our geometry and then use those particles to instance more particles this is not possible with the particle system only with geometry nodes if you realize the instances so they become the old geometry and then you can instance new particles on them a generator that is taking great advantage of this is trash kit previously you could scatter trash like this using the particle system but because there was no function where particles can instance other particles you could not pile up the trash on top of each other or even instance one particle system across multiple objects for example if you wanted grass or trash to be on multiple objects or planes then each object in your scene would need its own particle system but with geometry Norms you can just add the entire collection as geometry and that the particles can be instanced on that geometry quite easily one thing I did not expect Jimmy nodes to change was rigging rigging has always been complicated even traditional rigging is still complicated to think that it could all be replaced by geometry nodes is mind-boggling but a lot of demos have started pouring in on Twitter from different creators making different Rigs and creatures all using geometry nodes here geometry nodes is used to rig an entire car with the ability to easily change the number of tires with a slider trying this kind of rig using traditional rigging will break your animation immediately yet with geometry nodes it's a simple slider and everything updates from spacing and how the entire vehicle behaves this has not just stopped at rigging but also now we are starting to see objects that are animated entirely using geometry nodes for example you can have hundreds of cars on the roads that are generated and rigged using geometry nodes making it easy to add more cars and change the traffic behavior and you can even update the road without breaking anything and for compositors new generators like this player wizard can help you add things like lens flare into your renders and they work in real time with support for object conclusion and more doing this type of work was always reserved for other applications like after effects now you can do it inside blend that works with Evie and cycos as well while all these generators seem to be doing something that could be done using the old ways geometry notes is also being used to rewrite rules of how we do simulation in blender artists like Toby staff are writing entire real-time fluid solvers using geometry nodes and there is also what yes for brendariz is doing I've never seen a real-time water simulation demo like this before not in modini in 193s Max or even Cinema the closest I've seen this was in Unreal Engine but this is all in blender you even have small leaves and lily pads floating in the water something that is impossible to do with matter flow so now you have everything you need to make a convincing realistic swamp but those are all still demos for products we can use right now you can try Delta flow it's an add-on that combines a lot of different techniques to make convincing rain rivers and anything you want concerning water and it's not just fluid simulation but generators are changing the soft body simulation system the cloth simulation system and the rigid body physics system are separate systems in blender that are oblivious to one another clothings are not affected by rigid bodies and rigid bodies are not affected by cloth or soft bodies at least not in a way that makes sense there is not two-way coupling in blender meaning one stimulation does not influence the other simulation of Vice Versa which is not realistic at all but geometry nodes seems to be the solution to this problem as you can see in this example there is a soft body rigid body and cloth simulation all affecting each other's behavior let's look at how geometry nodes has affected scattering and randomization everything we have looked at is like an extra feature of geometry nodes but the core of the material nodes is best feature in my opinion is is scattering and randomization feature almost all add-ons and generators are using geometry norms for this from adding millions of particles to simulate rain using generators like bugger rain or to scatter animated characters to create realistic crowd Behavior using procedure crowds to creating buildings in the Presidio Ali generator they are all using geometry nodes to randomly generate buildings and Scatter additional props like shops signs posters air conditioners windows on buildings and also popular alleys for the crowds generators have touched every aspect of blender from meshes to cows to particles and even vdbs and the sky system which the iron Cloudscape uses to make convincing animated Skies with procedurally generated Cloud so truly generators are the future and and are here to replace everything in blender until we have everything nodes type of blender if you want to learn a few extra techniques on how to animate in blender you can watch my previous video on how I created this massive Mars landscape where I go over create taking this Mass Rover and animated it with a few tricks without doing any rigging but just a few simple tricks thank you
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Channel: TopChannel1on1
Views: 135,588
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Keywords: blender, blender tutorial, blender 2.8 learn blender, 3d modeling, live stream, blender addons
Id: dKNxOEtqfBY
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Length: 7min 13sec (433 seconds)
Published: Mon Aug 28 2023
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