Geometry Nodes for beginners in Blender

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foreign video and in today's video I'm going to be showing you how to use geometry notes to make some cool things in blender and I'm just going to be going over the basics so you don't need any experience in Geometry notes but I do recommend you have some experience with him blender itself I'm not going to go over how you like move a bus in blender just what you need to do in the tumor geometry notes itself so let's just get started I'm going to delete the default scene by pressing a and then X and then deleting everything and then I can add in a plane by pressing shift a and then a plane I can zoom in to this and then change this editor type to the geometry notes editor and then we can add a new geometry notes we can call this whatever we want but for now I'm just going to leave it as the default and what I want to make is a really cool noise pattern that displays This Plane which you can change just procedurally in the modifier panel right there where the accumulator is also located so to do that we need some geometry since right now we only have like four vertices so we need to subdivide it we can do this by pressing shift a and then searching for the subdivide mesh node and just placing it in the geometry and the output right now with one uh it basically just has a cut here we cannot see it as here this object will basically just always be a plane in the edit mode but we can see the changes in the object mode so you can set the subdivide mesh to something like sex which will be pretty much the same thing as adding a subdivision service modifier I set this simple to sex as well so it's pretty much the same thing so now we have the extra geometry we can displace it by adding a set position note and just placing it in between here and then we can change the offset here to change the location of the plane but if we do this it will just change every single vertex to that location so for example this vertices right here in the corner will be moved uh Point 82 but this right corner also gets moved the same so we want to change that so we can drag off of here and add in a combined XYZ node so now we pretty much just have the same thing as right here but then we can change days manually and now I want to add in a Musgrave texture or any other texture that she wants and then we can change the height to the Z so everything moves up according to the Musgrave texture nothing moves to the x or the UI but everything just moves in Easy Direction as you can see here we can change the scaling and everything we want we can also add some more geometry we cannot change it right here but if we just click on here and just type in Ace it will add more subdivisions and then you can change the node however you like just the same thing as you can do with everything this much better than doing it with a texture since you can actually scatter things on here which I will show you after refinish the landscape so you can do that as well I'll talk about that later so right now we have some mountains which is really cool and if you want to change the height of the mountains we actually have to add in a math node so shift a add in a math node right here and if you add a add node you can just change the location which is not really a what we want so I opted for the multiply or the Divide note it's just up to preference with multiply the lower you go the flatter it will be and with divide the higher you go the flatter it will be so it's up to preference but I like to go with multiply since it just makes more sense that if the value is lower the mountains are lower and if you clamp this these values everything under as you can see everything that's below the plane just gets clipped and stays flat so you could change that if you want but I don't really have to something else you just can do is grab this geometry if you want a water plane you can just grab the geometry and then add in a joint geometry right here and then just grab this and place it here as well so now the original plane gets placed uh just exactly where the plane should be and then the other plane which is displaying we subdivide and then we displace so it's basically just two objects together one simple plane and one a subdivided plane so now you can set the material on the water plane with a water material with a set material node as you can see right here and then you can just change the material here for the water material and then you can duplicate this and place it here for the grounds material so as you can see the geometry notes are pretty simple if you know which notes there are most of these like the muscular texture combined are also in the Shader editor so it's really easy to learn but then things like the set position notes are really different for some reason like normally you'd have a displace node or a displays modifier or either a displacement node in the Shader editor or something like that but right here in Geometry notes you have the set position node other things in Geometry notes are more based on the modifiers itself so like the subdivide mesh you also have a subtle efficient surface here as you can see here and you pretty much just have a lot of these modifiers in the Germans notes itself you can do a lot of things in Geometry notes but I just like geometry notes because it's everything together it's all together right here so you don't have to go to the modifier and then to the Shader editor and then do something else and then change the mesh it's just all right here and all procedural as well so what we can do with thin mountain now is if we want to add a fall off we can add an ingredient texture we could also preview Textures in here if you have the node Wrangler add-on enables which you can do in the edits preferences and then just type in node Wrangler here right there under the add-ons then you can compress the Ctrl shift and left Mouse click and then you can just preview geometry and then you can see what the gradient texture looks like for the factor we cannot actually add a mapping node by pressing Ctrl T like in the um like in the Shader editor so what we're going to do here is just grab the position of or the normal either one the normal works with the normal and the position just the position it's basically just generated the coordinates I think if we change this from linear to quadratic quadratic swear sphere I mean we see this falloff where in the middle everything is one and then at the end everything is black and what we can do now is if we go back to our subdivided plane we can multiply the position with this quadratic sphere and everywhere where it's one it should be the same and then at the end edges it should be zero if you want to change the size of um this gradient we can add in a position node and then add in a factor math node and set the position to the first vector and then set this to multiply and then you can just multiply this sphere and change the radius so you can have a gradual fall of something like this is really nice it's subtle but still GIFs that follow if you want if you want to change the intensity you could also just add in another multiply texture so the mountains stay high in the middle and then just stay low the edges you can also just change the seat if you set this to 40. just like the uh Shader editor which I also made a video about so geometry is pretty much just the same thing but you have some extra options and you have some more things to worry about just the basics is pretty much the same thing so this will be my mountain and now we're going to go over to the scattering of objects which is also really handy too and you can bundle these together so you can just stay in the same environment and just make both of these the your landscape and your scattering so you don't have to go to a add-on which I always do and go into the particles of course to do this we will need our landscape right here make a little bit bigger and then change the seat a little bit oh this this works well so now what we can do is just distribute points on our faces so that's basically just adding in a particle system so it's basically just a particle system and then everything will be scattered on on the particles so to do this we will first need our subdivided mesh we don't want this cutter on the plane so this has to happen before the joint geometry and preferably before the set material as well so we can do that just make some space here so after we've displaced our environments we can just add in a distribute points on faces which adds some random points on our objects but as you can see we lose our amounts right here so we have to drag this into the joint drill machine and I actually made a mistake we do need the set material to be before the distribution and just place it um right here we have our set position and just use the landscape without architecture for the distribute points as you can see here just everything is on our plane if you want you can just change the size of these points by setting the a set point radius I believe [Music] so you have some small points and it's not so uh annoying to look at and these points aren't actually geometry they are just basically some coordinates for us to scatter objects on you can also change the seat here which is really uh handy and it works basically just the same as the particle system you have the same seed here well we have a density and not a number but it's basically the same can delete that again right now we have these points and what we can do now is just so what we can do with these coordinates now is just scatter some objects on there so the note for that is is instances on points I had the wrong one which was instances two points so don't make that mistake we need this one and right now are the points disappear but we can set our instance here which we can just make a cube for example and as you can see a lot of cubes are scattered on here which adds this really rough look which is also pretty cool but a more practical use for this is just dragging out and setting a object in front geometry and right here you can select your scatter objects so if we just make a tree so I'm going to add in a tree right here and just scale it down a little bit and move it out of the way we can set our train as the objects and it will be scattered on here just change the density so there's not that much trees and we can look at it nicely so as you can see all of our trees are here you could probably also do a collection info yeah right here and then you can direct it to the instance as well so if I change the density more points will appear I can change the seed for the rotation we can use a random value and then just set the Max on the Y and the Z to like 0.1 so it's only a little bit and then on the Z just one or two and it will be different for every single train do not scatter in the water right here we have to do the same thing we did with the clamping and just make a selection of everything that's below our plane and then delete every single point that's under our threshold so if we have our faces or or I mean our points here I can add in a delete points uh Delete geometry note and set this to point and then with the selection and then we can just use this value as our selection and we have seen inverted so minus 0.5 and everything will now be on our mountains so this is a really easy way to not have to wait bands which I really like because I hate weight painting it never works we can also change the scaling of this instance with a random value we need a uniform scaling so a combined XYZ so we can set this to a random value which will be a float and just set this to every single one and then just set the minimum to something like 0.9 or 0.8 or however small you want the smallest tree to be this also works just the same as our particle system which I have gone over a lot of tires if you set the render to the objects you get a scaling this scale randomness and that's basically just what we're doing here and of course you can duplicate this a lot of times to add some rocks some grass and pretty much anything you want some lily pads on the water Maybe and this distribute points on face is also really powerful since it works without the use of geometry so normally I would weight paint where I want my lily pads to be and my water would have to be really densely subdivided but for this I don't really have to since I can use muscles texture for a mask and then use the delete geometry to delete all the points that I don't want so that's a really cool method to making things in Geometry notes especially with scattering you can scatter objects where you would normally not really be able to scatter somewhere and this is basically it I think I've shown you a basic understanding of the geometry notes if there are still some things unclear you can leave a comment and I will happily response I always respond you can join the discourse and I can help you there it's a lot easier because I can work with screenshots there okay it's me again from the following day I forgot to mention the same thing I forgot to mention while doing the um Shader editor so here I am again so a really important thing is she wants full control over this and you don't want to look at this node system to change the density for example so what you can do is you can just grab the density and just place it in the group input and then it will appear on the right side here at the modifier panel and then you can change everything here which is a really useful way of changing new values so what I usually do is just take the seed here and the skills like Terrain maybe the intensity of the terrain that's something you'd want to change as well you can just place them all over here and then rename them to whatever I want and that's pretty much it you can also drag the materials here and to still remember which material was which you can just rename them here uh for example just the terrain material and then water material and then people that use your geometry node setup can change those here with all the materials they've imported themselves and it's a really neat way of having some control so I will leave this geometry notes set up in the description on my gum Rose it will be under the monthly supports where a lot of these things are everything I make I will post them there so yeah that's pretty much it I hope you enjoyed and I hope you learned something and I hope you will use geometry notes in your renders since it's really really powerful [Music] thank you foreign [Music]
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Channel: baeac
Views: 38,674
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Keywords: 21513, baeac, second chance, art, blender, blender3d, 3d, animation, beginner, blender help, how to, materials, water, dirty, realistic, step by step, geonodes, geometry nodes, help
Id: 5m0FvOqztGI
Channel Id: undefined
Length: 18min 5sec (1085 seconds)
Published: Sat Sep 02 2023
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