Transcripts
1. Blender Brick Geometry Node Workshop: Developed over 25 unique nodes that range from
cascading water poles, to blazing fires and beyond. Today, I'm thrilled
to guide you for the fascinating world of
blender and Geometry nodes. This workshop is designed
to provide you with a thorough understanding
of how to craft your very own omete node
from the ground up. Whether you are eager to create detailed and realistic brick
walls for your project, or you're looking to
broaden your skills and harness the robust
capabilities of omet nodes, you are in the right place. Join us as we embark on this exciting journey to elevate your freely modeling
skills to new heights. Let's get started and unlock the full potential of
omits nodes together. In this comprehensive course, we'll start from
the very basics, ensuring that everyone,
regardless of their experience
level can follow along and master
these techniques. We'll begin with some
introductionary videos that will guide you through the navigation of
Blender viewport and understanding
the shading process. This foundation
will set you up for success as we dive into
more complex topics. We'll start geometry
node creation by using mesh lines from
custom curvatures. We'll create duplicates of these lines vertically
within omet nodes, which will serve as a
placement for our bricks. This will give you a
solid grasp of setting up projects and preparing it
for more indicative detail. Next, we'll move on to creating dynamic s pond points that are just based on the
scale of a curvature. Using the curve length node, you learn how to control
the spond rate and ensure your bricks are placed
accurately and dynamically. Positioning is key
in any F D model. We'll utilize indexed node to allig our points
along the curvature, creating an offset value for randomized yet cohesive
placement of bricks. This will help you achieve a
natural look for your walls. One of the challenges in
creating brick walls is maintaining uniformity whilst
allowing for variation. We'll tackle this
by learning how to keep the first and
last column straight, ensuring a clean and
professional appearance. Efficiency is crucial
in any workflow. We'll dedicate a lesson to
cleaning up organdomet nodes, setting up re routes, and grouping up nodes for better readability
and usability. We'll also learn how to
hide the unused parameters, making your setup more
compact and efficient. Creating the bricks
themselves is a fun and rewarding process. You'll learn how to
form brick shapes from primitive cubes, rescale them based on
your curvature setup, and add nomeration to that size to get a
more organic load. We'll also line the
brick rotation to the curvature using the
aligned er to vector node, ensuring that each brick
fits perfectly in the place. Afterwards, we'll
create cement fillers between bricks that are
essential for authenticity. We'll create a cement layer using grid creation techniques, accurately positioning it
along the curve of the shape. You'll then learn how to offset the cement based
on a brick scale, ensuring it always fits in
perfectly within your setup. Texture generation is where
your wall comes to live. We'll combine noise texture with PBR materials to create
realistic brick textures. You'll also learn how to
randomize brick colors based on cycles render and highlight
brick edges for added detail. We'll finish with a
practical project where you can apply
everything you've learned. You'll create a castle
wall and a tower, complete with walkable pathways
and detailed decorations. Well tweak parameters and shades to fit the
different scenes, cut holes for windows, and create slanted tower roof. Throughout the course, you'll
benefit from annotations that will help you visualize
each step of the process, making it more intuitive
and easier to follow. This 23 lesson, four
hour and a half course is packed with valuable information and
hands on experience. By the end, you'll have comprehensive guide understanding
of Blenders hom nodes, and the ability to create detailed and dynamic brick
walls for any project. Join me in this
exciting workshop, and let's build something
amazing together.
2. Blender Viewport Basics: Hello and welcome everyone to Blender Basics Geometry
node Brick Walls workshop. And we're going
to start off with the basics of the
viewport Controls. Although most of the
work is going to be done within the
Demetr Nodes graph, it's really important to
know a little bit more in regards to controls over
the blender itself. So I'm going to
play a quick video that explains the basics
of controls for it. And then in the next lesson, we're going to start off with
the Geometry node itself. So I will be seeing you
in the next lesson. Welcome everyone to the
basics of blender navigation. Now, before we begin, it's
important to understand how the axises work
within blender. So we can see at the moment, we've got a green
line going this way and a red line
going this way. This is called the y axis, and this one is
called the x axis. We also have one
that is the Z axis, which we can't see right now. It doesn't actually come in with Blender viewport as default. But if you want to
actually set it on, you just come up to the
top right hand side, where these two
interlocking balls are, and just click the Z axis, and now we can
actually see that. So how do we actually move
around the blended viewport? There's a number of
ways of doing this. One of them is over on
the right hand side here. You can see if ver over here, it's the zoom in and zoom out. I can actually left
click and move these up and down then to
zoom in and zoom out, or I can use the actual
mouse to actually zoom in and zoom out using
the actual scroll wheel. There's also another thing
you can do with Zoom, which is holding control shift and pressing the middle mouse, and you'll see you have
a lot more control over zooming in and zooming out. Now the next thing we want
to discuss is actually rotating around an object.
So how to do that. First of all, we'll
bring in a cube, we shift A, bring in a cube. Now, if I press the
middle mouse button and move my mouse left or right, you can see we can
actually rotate around. Unfortunately though, we're not actually rotating
around this cube. So to actually fix that, we need to center our view
onto the actual cube. We basically want to focus our view onto this actual cube. So to do that, we're
just going to press the little dot button on
the actual number pad, and then you'll see that we
actually zoom in to the cube. Now if I scroll my
mouse wheel out, you will see now if I hold the middle mouse button
and turn left and right, we're actually rotating
then around the cube. And this is important because if you actually bring
in another cube, If I duplicate this cube
with shift D. Move it over, so bring in my move gizmo. And now you'll see if I
rotate around this cube, I'm not rotating
around this one. So that's fixed side, just
press the dub button. Again, zoom out, and now I can actually rotate around
this cube as well. Now let's look at
something called panning, which means that we're actually going to move left and right, and we do this by holding the shift baron, holding
the middle mouse, and then we can actually
scroll left and right around our
actual viewport. So now we've actually
discovered how to zoom in and the different
ways we can actually do that. How to rotate around an object
and how to actually pan. We can also come up to
the top right hand side here and use these buttons here. So again, remember, we're
looking at the y axis, the x axis, and the Z axis. If we come to our y
axis and click that on, you will see now that you've got a front view of the y axis. If you click the x axis, then we can change it
to that red x axis, and finally, the Z axis as well. Now, there are
other ways as well that we can actually look
around the viewport, and these involve using
the actual number pad. If I press one on
the number pad, it's going to tap me into
that y axis or front view. If I press two, it's going to actually rotate
that slightly, and if I press two again, it's going to rotate
it slightly more. Now, if I press the eight, it will rotate it the
other way as well. Now, to go into the side
view or the x axis, we can also press three
on the number pad, and that will give
us that effect. We can also press seven to
go over the top as well. Now, what about if we actually want to go to the opposite? So instead of going from
the bird side view, we want to come to the
underside of our model. Well, that's actually
quite easy as well. All you need to do is
press Control seven, and that then will take you to the bottom view of
our actual model. We can also do the
same inside view and on the x axis and y axis. So for instance, if I press one, I'm going to be going
into the y axis, if I press Control one, I'm going to be going into the opposite side on
the actual y axis. Can also find these
options just in case you forget at the top left
hand side here under view. So if I go down to view
and go across to viewport, you can see here that this actually tells me exactly what I need to press to
get the viewpoint that I've just
actually explained. Now, we also have the button on the number pad, which
is number five. And number five button
in blender toggles between perspective and
orthographic views. Perspective view offers a more natural realistic
viewpoint with objects appearing
smaller as they get further away, mimicking
human vision. Orthographic view removes
perspective distortion, making all objects appear at their true size
regardless of distance. Useful for precision
modeling and technical work. The other thing that number
five does, for instance, if I come to my
cube, at the moment, I am able to actually
zoom into the cube. However, if I press number five, I will not be able to
actually zoom into this cube, no matter how far I zoom in. I'll still be able
to move around it by pressing a little
dot button, like so. But if I actually
want to actually work on the inside of an object, I can quickly press number five, and then I can
actually go in and work around the inside as well. If you're working on a laptop or something like
that or a tablet, and it doesn't actually
have a number pad, you can also use
if I press five, the actual squiggle key, which is under the escape board on the left hand side
of your keyboard, and that then will
give you pretty much the same options
as we had before, so we can click the right view. We can actually
click the back view. And we can click the left view, for instance, the opposite
to what we had before. So instead of pressing
one and three, we just press the
little squiggle line, and then we can actually view
whichever side we need to. Now, we're nearly at the end
of this short introduction, there are a couple more things
that you can actually do. If you come over to
the right hand side, and you see here where
we've actually got the name of the actual
parts within our scene, we can also grab them from here and then press the little
dot on to zoom in. So I can grab this one,
press a little dot dot on, and that then will zoom as in. The other great
thing about this is, we can also come in.
Shift select them both. Pressed the little dot boron, and then we're able to actually rotate around both
of these cubes. Alright, everyone, so
I hope you enjoyed the short introduction to the
navigation within Blender, and I hope from now on, it won't be a struggle
navigating around the viewport. Thanks a lot, everyone. Cheers.
3. Introduction to Geometry Nodes : No. Hello, welcome everyone to Blender Basics Geometry
Node Bricks Wall Workshop. In the last lesson, we went over the basics of the
viewport itself. We got a bit of introduction
in regards to its controls. Now we're going
to open ourselves up with the Geometry notes tab. So on the top section, we're going to see something
called Geometry notes. If we were to click
on this, we're going to get this type of a result. If you're not seeing
this type of result, what you can do is
you can click on this plus symbol over here, and then you can go
on to the general, and there is something
called Geometry Nodes, which will open you
with this node. You can then click
on it and select. Then afterwards, you're
going to have some view in regards to the vertex position and some information
in regards to that. I tend to keep it off to
the side a little bit by dragging it this bar over here. We can click and hold
our mouse button and then drag it
off to the side, and we can just keep it
as a small indicator on this edge just for a bit of additional information during
the omet node process. Then we're going to have
ourselves at the right handside, the view poort itself, which we have controls for it, like so. At the bottom, we have the
graph for the geometry node. The graph itself is going
to be empty because we don't have any type of
the geometry node itself. So we need to actually
start setting it up for us to work with
the geometry node. For us to do that,
we're firstly going to just delete everything
actually from the scene. We can just click and
hold and then drag our mass button across
Lg so across the camera, the sunlight, and
the cube itself. We can go ahead and click
delete to just simply get a fresh and empty
type of a project. Then we're going to be
working with curvatures. So Geometry nodes allow you to create spawn points in regards
to their different uses. So for example, you can create something based on
the mesh itself. You can make use out of just random generator
in an empty object, or in this case, we're going to create it
in the curvature itself. So what I mean by that is if
I was to click Shift and A, in the viewpoint itself. Make sure you're
clicking it over here with the mouse
hovering over. The position of the
mouse is really important when you're
doing a certain action. So for example, if I was to
click Shift and A over here, we can see that we're getting
complete different menu. The reason being is that
we're actually trying to add something within the
geometry node graph itself. But for now, we just want to add something within
the viewpoint itself. So let's go ahead
and click Shift A. We then going to just go
on to the curvature tab, and we're going to
select the Bezier. This, if we zoom in, is
going to give us a simple, very basic type of a curvature. We can go click edit, and we can see that it's not just a mesh or
anything of the sort. It actually has two points, and we can control those
points between the points. So the middle point over here is going to control the
main point itself while these ones on the
side are going to basically control how it actually interacts
with the other points. For example, right now,
because this is straight, and this one is offset, is going to give us
this kind of curvature, but if it was to just
slightly shift this off back, it's going to give
us a straight line. So, that's pretty much it. We're going to go more
in regards to how to make use out of the curvature
later down the line. But for now, those
are the basics, and now we're going to
go ahead and actually create ourselves to modify
a photo geometry node. So I'm going to
go ahead and just simply get the default
type of the curvature, the one that we had
when we spawned in. Then we can either create a geometry node through this button over
here, or personally, I like to just add a modifier, which is going to already
have a geometry node, and it's just going
to straightaway apply it onto the curvature. So what I mean by that is, if we click if you
click at a modifier, we can select a geometry node, and then it's going to prompt up with this type of a window. This window will allow us
to either select one of the geometry nodes
that already exists in the file in the
blender file that is, which in this case,
there's nothing there. Or we can click on
this button over here, which is going to allow us to
create a new geometry node. So right away, by default
is just going to give us a nice graph at the bottom with a group input and group output. But before we actually talk a little bit
in regards to that, we can change the name of
the geometry node itself. We can either do it through
this area over here, or we can just simply click on this section over here and just call it whichever
way we want. So we can call this
one brick generator, the name itself is not going to affect the geometry node itself, but it just keeps us
a little bit more organized in regards
to the overall setup. So you can see the name over
here, it's also changed. So group input is
what's going to basically give us the
information, the parameters, and everything of
the sort that we're going to input into
the geometry node, and then what's going
to come out out of it, what we're going to see within the blender file is going to
be what's the group output. So if I was to break this node, And remove the link itself. We can do so by
holding control and clicking and holding
a left mouse button and then releasing it outside, we can see that it
actually gives us nothing. On the top right hand side, you can see that the bezier
curve is still there, but it's not visible to anymore. The reason being is that all the information that was inputted, which is, in this case, just the curvature
node is actually just going to not be displayed anymore because we just
removed everything. So it's going to give us
empty piece of information. So keep in mind that this is
also useful to know because if you over make a mistake whilst working with
these kind of setups, you can click and hold
control and then remove it. Alternatively, we can click
our left most button and just simply drag it across like so, and that's going to
give us the note back. So again, if you want
to remove a link, if you made a mistake by accident or anything
of the sort, you can click and
hold your control, and then with our
left most button, we can release it like
so, and then it's going to simply take off the link. Go back to this, for the
sake of better visuals, I'm going to make this
a little bit smaller. I will make this bigger
later down the line, but I'm just making this
a little bit smaller. I'm going to click seven, and I'm going to explain
what we're going to do. I'm going to grab annotate. You don't need to
do this. This is just purely for the
sake of explanation. What we're going to do is,
we have ourselves a line. Curve line, we're going to basically spawn the
points at the very start and make sure we have points going all the way through
this line over here. So through this entire line, we're going to spawn points. We're going to make sure
that they're set up as primitive shapes or
stars as sort of bricks. So And then afterwards, we're going to get those bricks to be aligned with
the curvature itself. So instead of just, like where this line is going downwards. It's not going to just
be a simple brick like so, and instead, it's actually going to try to
align to those curvatures. We also need to make sure
that we get ourselves those kind of gaps in
between the bricks, and also we need to
decide how we're going to set up
the height itself. So it's not going to be
just one line going across. We also need to make sure
that it's multiple lines going to make sure
that it's actually setting up a brick layer, a brick wall basically. So we're going to go
for all of that set up. In a bit by bit. But all we need to know now
is that we just need to get a curvature that we
already have over here, so the geometry
curvature over here. We need to get the
points for the wall, and then afterwards, we
can make use out of them. So I think for now, this is going to be more than enough in regards to the setup. We're going to continue on
with this in the next lesson. And before we
actually do continue, I do recommend you saving
out your project if you lose the file or if the program crashes at one point,
which can happen. No program is perfect. As you recommend you basically
saving it out, so you'd be able to actually
recover the file or just come back to this project
whenever you feel like. So you can click Control and S. The first time you're going
to click Control and S when you make a new project file is you're going to
get Save A option. You can just select
whichever location you want. I'm going to just simply
get a location over here. We can just call this brick. Generator. And then we can click Save Blender
Pile, just like that. And now next time we're going
to click Control and S, it's just going to save
it over the same project. Alternatively you can use
pile on a top left hand side. You can just click Save. Or if you want to
make a new copy, just in case you're working on this and you want to
experiment a little bit more, you can click Save S, and
that's going to allow you to make a new file like so. So that's pretty much
hit in the next lesson, we're actually going to
start making Geomet node. Thank you so much for watching,
and I will be seeing you in a bit. Okay.
4. Creating Curve Line Layers : Hello, and welcome everyone to Blend Basics Geometry note
Brick Walls workshop. In the last lesson,
we went over a bit of in regards to setting
up the Geometry note, and we talked a little bit in regards to the feedback
and information. We went over the group inputs, although the group inputs
now only has one option. So we're going to start
setting up the parameters and talk a little bit in regards to how to make use out of them. So, by default, you're not
going to see this window, but on the right hand side
of the Jump node tab, we're going to see
this arrow over here. By clicking on it, we're going to get ourselves the interface. If you're not seeing
this interface, make sure you are on a
group section over here. And then the shortcut
that you're going to be using it quite often
is going to be letter N, which is going to
basically disable and enable this section,
the tab over here. So we basically have the geometry input and the
geometry output, L so, then we want to create
our own version, basically our own
parameters that we are going to be
able to play with. So I'm going to make this window quite a bit
larger over here actually, while still seeing
this line over here. And we can click on this
plus symbol add new item, add input, and by default, it's going to give you a socket. Make sure that the socket
is actually at the bottom. If it's in the middle,
it's not going to work. It needs to be going after
all the information of the geometry, notes, basically. So if you have it in the middle, just make sure you
drag it and then drop it to be placed
underneath it, like so. Then afterwards, we're going
to start off with actually, something called Layer count. We can double click
on the text itself, and we can just rename
it so layer. Like so. And then if you notice
on the right hand side, where we have the geometry node applied onto the curvature, we have now the
name layer count. Right now, the layer
count has a float value. This means that we can go
from the value of zero, 0.1, negative values and
all of the sorts like so. But for the layer count, we just want to make sure
that it goes like one, two, three, and so four. We don't want the
decimal places. So to change the type that we're using is going to be
from float value. We're going to change it to A, was defined it, and integer. There you go. Going to click on an integer and now once
we change to an integer, we can now click on these
over here on these arrows, and you can see it's
only going in numbers. It doesn't have no
decimal places. The controls for parameter can either make
use of the arrows, by the way, by clicking
on left or right arrow. We can also click and hold
in the middle and drag our mouse right or left,
depending on what we want. We can also hold shift. And click our middle
mouse to hold it, and then that's going
to actually lower down the speed at
which it's going. I'll show you actually in a bit in regards to
the float value. Or alternatively, we
can click on the value itself and then it will allow
us to change the value. So for now, we can
just keep it at one. Or actually, we're
going to keep it at four because we're going to be setting up the layers soon. So let's go ahead and keep
the layer count at four. And yeah, that's pretty
much it in regards to that. So the upper parameters
that we actually need is going to be if we
were to click on a new item. Input, we're going to create
something called Whip. So let's go ahead and
call this Whip, like so. Now, as I said, previously, we can click and hold
our left mouse button, but when doing it
going right and left, going to get the value that's really, really hard to change. So while it's holding shift, a quick tip is that
if we hold shift, we can have this value
to be fine tuned easily, and that's going to
be really useful for whenever we want to
tweak the values and adjust them a little bit. The With by default, let's go
ahead and keep this as one, and then the with randomness. We also going to need a
parameter for that actually. So let's go ahead
and create an input. So that's going to
be wi randomness. Randomness. That can
be kept at zero, and we can click new input
as well to create a height. That's going to control
how high up the bricks go basically in regards
to the z values. So that's going to be something we're going to
talk a little bit in a bit. The height value, we can
just keep it as 0.25. And I am changing the
parameters over op, but if it works to make a new v, new parameters, they're
not going to be the same. So for example, if
I was to create a new modifier with the
same brick generator, which I can actually
do that right now. And just for an example,
I'm going to do it, so we can see that
all of these values are still kept at zero. They're not inheriting
those values. Reason being is that when we have those values
created over here, if we want them to be actually
always default value, when we create a new parameter, we can change them through
this section over here, when it says default value. So when we select, for example, wi, we want the default value
to be one, for example. We can click on this
and just type in one. And that's going to then basically when we
create a new parameter. Like, so it is going to
set this whip as one. So that's a really
important information. Another thing that we need to know is that if for example, play around with the
values themselves, we can hover over
the value itself, and we can click backspace. Backspace will basically the delete button above
enter, basically. The backspace will allow you to just put the value back
to the default values. For example, the height is
still being kept at zero. If I was to click backspace, is just going to do a value
back to zero, basically. So for now we don't
need to worry about it too much because we're going to find tune values afterwards. But all we need to know is that this is how we control
the default values. And that is how we can change the default
parameters basically. Let's actually go ahead and make use of those
parameters right away. So the first thing that we're going to do is actually we're going to create a
mesh along the line, so we're going to get ourselves a nice height that gives us a brick layering going
across this curvature. So the node that we're going to use is actually going
to be quite a useful one. We're going to click Shift and A while severing over
the geometry node, we're going to click Search, and we're going to
search for something called mesh line. Mash line. We're going to select
this one over here. Then we can do a quick trick to make sure we implement
this right away. We can simply go over the line that that's between geometry
and group output geometry, and you can see it
being highlighted, whenever I get this node on, which means that whenever
I click on this, it's going to automatically add it onto geometry node output. And in regards to this, it's not going to pick
the geometry itself. The reason being is that
we actually need to set this up with
different values. So Right now in
regards to the count, you can see that what
it actually is doing, Right now, it's simply
creating everything on one point over here and
just creating a massive line. If I was to, for example, change the offset, zero, zero, zero, is going to
give us a small point. If I was to actually move
this off to the side, we can see that it
actually is offsetting. It's basically creating a
line along the offset values. We can make use out
of this to basically create an offset that gives
us the multiple layers, but we need to grab ourselves the original geometry
of the curvature. For us to do that,
we're going to get ourselves
instance on points. We're going to hit shift at A. We're going to search for
instance on points like so. Again, we're just going
to hover over this line, make sure it's getting
highlighted with a white line, so we can release it and
then it's going to give us nothing because we
actually need to specify where the instance is. We're going to make
sure that we attach this geometry onto the
instance over here. Instead of just grabbing
it through this, I want to keep it on the
left hand side because we are going to need
some parameters over here onto the mesh line. We want to basically
select this, we want to duplicate this. We can either do control, we can either do
control C, Control B, or we can do Shift D. If
we were to click Shift D, we can just grab this selection
and basically copy it, and we're going to get
ourselves a second group input. This second group input, we can just now
attach it over here. Going to have the same
exact setup as if it was to have this dragged across
to the instance like so, but it's just going to
not give us this line just dragging across
this mesh line node. That's why I'm doing it like so. Oh, sorry. There we
go. Let's put it back. Now we're going to get
this type of a setup. The reason this is going
to give us this setup is now basically we're
grabbing this mesh line. Making use out of
its offsets and rating the same geometry, basically, we're duplicating the same curvatures, what
we're doing over here. So if I was to set this to
zero and change the Z value, you can see that now we're
getting these kind of layers. These layers are going to
be useful for the setup. We can also change
the count over here. For example, if I was
to lower this down, you can see the count changing up So I'm just going to make this a little bit bigger so we can see the count changing. For that, we're going to change the lay account with this
parameter over here. If I was to attach
it, now that we have the parameter connected
to the mash line, we can change the lay
account for here. It's going to basically
do the same exact setup as we had controls for here, except we have
controls Geomet node itself through the
modify it that is. And then afterwards, we just
need to make sure that we have certain controls in
regards to the offset. Right now we have the
height over here, and we can control the height. We can hold shift, by the way, and just make a nicer control
over so it's looking great. We can make use of the height, but we can't use the
height by the fold as is. If we look at it,
the height only has this one load parameter, but the offset that we want to make use out of is
actually z value, but it's just going to give
us a vector value basically. The input that it
requires is vector. If I was to put this
directly into the offset, it's going to do all
of them x y and z, and it's just going to offset
everything diagonally. So that's not what
we want to do. We want to make sure that it's actually only
affecting the Z value. For us to do that, we're going
to grab ourselves IS node. We can just click and
hold and drag this off the offset and search for something called
combined X Y Z. It is a very useful node
that basically turns normal folk values into a vector value which
contains pre values. So now we can just connect this to the high
Z value like so, and this will allow us now to control this setup in
regards to only the Z value. Now, all we need to do is just make sure that this
is actually set as a mesh setup instead
of just instances. So each one of those
lines would be treated as individual mesh pieces. F s to data, we got to use something called
realize instances. If I was to click Shift and A, we can search for realized
instances like so, we can click Enter, just
to speed up the process, and we can just
attach it over here. Realized realized instances will basically not change anything
in regards to the visual, but it will treat each
individual pieces as its own separate mesh, which is going to be useful because we're going to be adding the points for where the bricks are going to be spawning next. So we're running out of time, actually, we're going to continue on with this
in the next lesson. Thank you so much for watching, and I will be seeing
you in a bit.
5. Creating Dynamic Spawn Point Count: I. Hello, and welcome everyone
to Blender basic Geometry node Brick
Walls workshop. In a last lesson, we set ourselves up with
curvature node, and we have the curves
actually going upwards, giving us this nice pattern in the shape of what we want
to brick walls to be. Now we're actually going
to start setting up the points that we're going to spawn the bricks themselves. We're going to make
sure we basically grab the information of the
original curvature over here. And then we're going to
work with the information to get the points layered
across the first. A curvature basically. So let's go ahead and
actually do that. We're actually going
to grab ourselves the group input over here. We're going to click shittin
D and start creating ourselves a brand new
information at the very bottom. So we're going to start
grabbing information from the geometry node to grab the curvature
length information. So let's search
for curve length. That's the one
we're looking for. We're going to start
adding this up. And basically, what
this will do is, is going to grab the curvature, the original one that we
had at the very bottom. Is going to actually,
I'm going to click one. And show you this
blue line over here. It's going to grab
the original point. It's going to say
that this is where the value of zero
is going to be. And last point, where the curvature ends basically is going to be a value of one, and it's just going
to go through this entire curvature and tell where the location of each part of the
curvature is basically. That's the information
we're getting. But before we actually
make use out of it, we actually need to combine this with auber
parameter that we have. We're going to grab ourselves
by clicking Shift and A, we're going to search for maps. Node over here. We're
going to just select this. We can click Enter and
add it in like so. We're going to then change this math node within
the math node. There are a bunch
of options like so. We're going to basically change this one onto divide,
just like that. This will allow us to get the curvature length
and divide it by value. Reason we want to divide this by value is because we want to control the whip of the
bricks that we're setting up. If we were not to do this, if we were not to actually divide a curvature
length by whip, when we change the
width of those bricks, it's actually going
to start overlapping. We want to basically be able to adjust the information
based on the width itself. So that's actually how
we're going to do it. Then another thing that we
need to consider is going to be how we're actually going
to start setting it up. Right now it's going to
give us those bricks as we talked in regards
to overall setup. It's going to give us bricks across the line just by simply
using this information. But before actually making
use of of this information, we actually need to
make sure we set a bit of a gap in between. So like this gap over here, we need to make sure
that we slightly offset each one of the bricks. So for us to do
that, we're going to add another maps no, like so. And this time we're
going to just add a usual maps add node, and we're going
to make sure that this is adding an extra one. So adding a bit of an
extra one for the values. Is going to make sure that
those gaps are being kept. And it'll give us those
nice brick setup. So for example, right now, if we were to have this, we'd have bricks just being
placed in regards to just, you know, having the bricks literally just
touching one another. We want to make sure
that they actually have the gap over here.
That's what we're doing. And then afterwards,
we need to make sure that this is not only being
applied in regards to count. It's not only being applied to the original curve
at the very bottom. We need to make sure that
all the layers are actually getting the amount of count
in regards to the setup. So it's going to be
spread out nicely throughout this amount of count, basically, if we just to have one, it's going
to be all right. But once we start adding
additional count, it's not going to actually give us the same density of points. So we're going to basically multiply what we have over here. By the layer count. So let's go ahead and just
simply search for multiply. We can just search, multiply
instead of just maps node, and it's going to actually
give us that same maps node, but with the multiply
already selected. And then afterwards, we can just simply click and hold layer
count and add it over here. And at this point, we can
learn about a little bit in regards to how to
clean up the setup. So whilst holding shift, we can hold right mouse button and drag it across the line. By doing so, again, shift and holding right mouse
button and then dragon, we can create the line that
goes across one of the Basically one of the links, and it's going to create
this type of a point. This point over here,
you can see that it doesn't actually do
anything at this point. So if we were to try to
moving it by clicking G, we can see that it
actually helps us to get a nicer re
route, basically. It's not going to be going
across those lines over here, it's going to help us slightly clean up this overall setup, which is very nice already. Now, to help us visualize
what we actually did is we're going to add
points along the line. Now, if I was to make the points along what we created in
regards to the values, we can go ahead and just drag it from the multiplier,
search for points, like so, we're going to
add points count, like so. And if I was to add the points directly
onto the group output, it's actually not going
to do much as it's just going to give us all of
these points in one area. The reason being is that
we haven't actually determined where those points are actually going to be placed. We're only basically setting up how many points we're having. So right now, because we
added this as a count, we can actually select, see that the point count at the top left hand
corner is saying nine. So if I was to
change, for example, the layer count, it's
actually going to increase. For example, by default, it's going to be one, it's
going to give us free. If I was to change the
layer count to two, it's going to give us now six. So it's basically
changing based on how much layer count and hopefully how much
width we're having. So the smaller the width, imagine the width being
basically width of the bricks. So if we have those
kind of bricks, we can have a lot
of bricks like so, but if we have smaller bricks, we can include them
basically into smaller area. Or instead of a smaller area, we can make use out of
the same area and get ourselves more bricks within
that same area like so. Basically, this will be small whip and this
will be a large with. If we were to change
this to a smaller with, it's going to start increasing the points point
count over here, if I was to make
the wi wi amount. Larger, it's going to start reducing the
amount of points. We got to sells a nice
setup for how many bricks, we want to spawn in
regards to its density. Now we need to figure
out how we're going to start actually
placing those points, which we're going to be changing into bricks later down line, how we can change those
points to be going actual actually in regards to those sections over
here to the curvature. I'm going to
actually real quick, use the Raser and just
delete these parts over here to not get
in a way. Like so. Now, in regards to this set up, We're now going to position these points to be
going across the lines. For us to do that,
we're going to make use out of something
called sample curve. W to click Enter, and we
can just add it in like so. And if I was to make
use out of this, just going to be
onto the points. So we're going to make
use out of the position and just place it on the
position of the points, and then put it onto the points. So we're going to see that it's actually placed over here. So what's happening?
It's just being offset. So it doesn't actually
look like it's doing much. The reason actually
looks like that is if I was to plug in
the geometry node, we can see that this
is the starting point of the curvature. So it's actually doing
something and it's just taking the point the original point of where the curvature starts, and it's placing all
those points in one area. What we want to do
is just we want to spread those points out to be going across all of those
curvatures basically. So we're going to actually continue on with this
in the next lesson. Thank you so much for watching, and I will be seeing
you in a bit.
6. Curve Placement Along Points: Hello. Welcome back, everyone to Blender Basic Jome
Brick Walls workshop. In the last lesson, we
set ourselves up with the dynamic count for each
one of the spam points. And now we're going
to continue on with this setup and actually
start making use out of the information
for the curvature to to basically distribute it across the curvature
that we have. So just a quick reminder, this is the curvature
that we have. I'm going to increase
the count just so we can visualize it a little
bit better what we're doing. And I'm going to place the
points back onto Jome. All right, so the thing
that we're going to do is actually
we're going to make use out of this value over here. So this is the value basically
that's going to give us the amount of points
along the curvature. We want to make use out of this. To distribute the points, and we can make use for now
out of the curvature index. If I was to change
this amount of points, I was to actually increase it, you can see that it's
actually going up by one. These are areas where the
layer count is, for example, if I was to change
layer account to six, we can increase
this and it's going to give us points like so. But it goes to six, it goes
back to the original pose. The reason being is
that it actually goes from value of zero. So the zero is going to be where the first curvature is actually
going to start over here. Then when it goes
to the next one, it's going to be actually one. Two, three, four and five. The last one is
going to be five. So the six the six curvature
is actually going to be five fifth on the
index value over here. So that's what we're
basically doing, and to actually distribute
it along the line, we are going to actually just grab all of these
points over here. We're going to click g,
move it off to the side a little bit to get a little bit of an extra space to work with. I'm going to
actually move this a little bit back as well. And we're going to
basically in put it right after the
adding. Over here. We're going to grab or sell
something called Index, which will allow us to basically grab the
data of the index, and we're going to divide it with the file
value over here. So let's go ahead and do that. We're going to just
search for divide, so we're going to divide it with the value for
the curvature length. And we're going to
actually make sure that it gives us a normal integer, not a decimal point. So we're going to
use a value for floor like so and flooring the value if we now put it
onto the sample curves. After flooring it,
we're going to put it onto the sample curves. We're
going to get this result. Now, once we start changing
the layer, for example, it's going to basically keep
up with this distribution. And speaking of
flooring the value, I did realize something. This floor value will
also need to be done after dividing the width
randomness as well. The reason being is that we want to make sure
that the count of bricks is actually
just a single integer when we're adding
the value up here. So we're going to
basically duplicate this floor value and add
it over here as well. This will make sure
that basically the integer value is
being kept the same. It's not going to do
anything at this point, but when we are starting to work in
regards to the set up, it's actually going to
help us out to just make it proper layout basically. Now that we have
this floored module, we can actually make use
out of it right away. And the reason being
is that we do need to distribute this
across the curvature. So for that, we can actually
make use out of the factor. If we start moving this factor, we can see that it's
actually distributing this across the curvature
that we created. So that's how it looks like if we were to just
manually control it. But we can use index to
distribute it along the line. So if I was to
actually drag this across like so and search
for floored module, Lord modular this
time. There you go. This will basically
basically floor it down in regards to the value
that we're setting it up. In which case it's going to
be after the adding value. So if we are doing it like so, if we just get the
overall length for going across for the points, we can then add it onto the curvature of the factor and we can see how what it does, basically puts it on
one and the other end. We just need to make
sure we actually put it across the
sections over here. I can actually lower
down the width to increase the
points at this point. So I'm at 24 points. We can see at the top
left hand corner, and to actually spread it
across this line over here. We can simply divide
this value with the floored value over here. I'm going to quickly, actually, I'm going
to click scape, and I'm going to drag it from floored modulo,
search for divide, like so, put it down and grab the value
from floor, add it in. Now once we add
it to the factor, we can see I actually
divides the value based on the curvature
length information, and it gives us a
nice set up. What is. I'm going to just move
everything slightly to the left to the right, like so. I don't want them
to be overlapping just like that. And
that's quite right. So, basically, we've got
to sell us the points. If we were to change
the lay acount, I should increase the amount of points and keep them
nicely spread out. The whip itself, we can lower it down even more to actually
see how it looks like. That's again based on
the curvature over here. I'm just making sure
it checks out in regards to the amount of lines we have and
everything of the sort. So now that we have the points, we can work on evenly offsetting them a little bit
with some random values. So because of the way the
curvature length works, it gives us the value 0-1, we only need to
offset it slightly. If I was to, for example, add the value to the factor, over here, I would move
everything all at once. What we need to do is basically we need to grab
the value of one, which is going to be
the curvature length basically and divide it. We're going to divide it by
number of bricks per layer. For that, We can grab this
floor value over here. We can drag it up, so we can just
search for divide, click Enter, and we need
to invert this value. Once we grab this value, we can see that we
actually want to divide it one by the count, and it's not in a right order. We don't want the count to
be divided by the value. So we can click Alton S
while string over this node, and that's actually going
to invert the set up. It's going to basically re
route it onto this value. It's a nice little
shock to make use of. Now grab this, drag it all the way up over here,
right above the floor, right above the floor modulo, I'm going to move the index a
little bit off to the side, we're going to keep this a
little bit more in a mess. But later down the line,
we're going to clean it up, so let's leave it for now as is. The divide value itself, we're going to divide
it by one, like so. The value itself, if we
were to use it by default, is going to be way too high. Although we're making use
of the right density, we are still having too
high of a value to control. What I'm going to
do is, I'm going to drag this out from divide. To get the multiply,
and we're going to multiply this by a quarter, so that's going to be 0.25. It's just going to lower
down the overall value. After which, we can make use
out of this to actually, if I was to just grab these,
move them off to the side. After which, with
this set up, we can. And now we can make use out of something called
random value. I'm going to hit shift and A, search for something called
random value, like so, I'm going to put it right in between those links over here. And we are running of space, so I'm just going to go
ahead and grab these nodes, put them down ones
like so a little bit, to open up a little bit
more space over here. So random value, what
it's going to do is basically it's going to grab the values between
the set amount, in which case in this
point is going to be 0-1. It's going to output
a random value. In this case, we want
to make sure that the value is going to be
between minus one and one. And this way, we're going
to allow ourselves to get a multiplying value from
this from this output, so if I was to just now
multiply this again. With the random valume. It's going to offset it
in the negative space and positive space equally in regards to random
distribution. So that's exactly what
we want basically. Now, if I was to just put this
by defold into the factor, we can see that this is
what is going to give a slight offset in regards
to the distribution. We want to make sure that
we just basically add this to the value that
we previously had. So that's going to give us a nice offset. So
let's go ahead and do that. I'm going to search for ad. That's not going to find it. I'm just going to get
a normal mass value over here and just
add the values off. I'm going to hold Alton S and tap it like so,
and there we go. We're going to
basically add it onto the value and by simply
adding each one of those values are
going to be randomly offset with the values like so. If we want the value
to be more extreme, we can just increase
the multiplier, and that's going to basically multiply this value that
we have over here with the random value and add it onto the already existing
setup that we have. So that's how we're going to control the random
offset basically. I is going to keep it as 0.25. So now we can actually
add the value of the width randomness
that we have over here that we
already set up, and just add it to
the multiplier. So for that, I'm
going to just make a duplicate out of the group
input, put it over here. And then add the width randomness
to this value like so. Now, because it has the width randomness has a value of zero, it's not
going to do anything. But what I'd like to make is, I'd like to just simply get
a nicer control for this. So instead of just
having a normal float, what we're going to do is we're going to change the subtype. Subtypes are really nice
when we want to have a bit of an extra visual
controls for the setup. For example, we can have angles, we can have percentages
or factors. Factor is really good for this particular
case because when we set this up with a factor, we get this nice
graph over here. You can see that this
is a blue highlight, and we can see it changing it. Going to get this
kind of result. By default, it's actually
really high values because we set it from
infinity to infinity, and that's just not
going to cut it. We need to make sure
that the value, the minimum value
is set as zero, and the maximum
value is set to one. And now, if I was to click
Backspace to delete it, we can see that we
can now control 0-1, and it's going to offset
those values with the multiplicative value of
the random values basically. So we can keep this to
somewhat of a low value, just to make sure that it works. So now if we're
running out of time, we're going to end
the lesson here, but in the next lesson, we're going to continue
on and actually fix one thing that's quite crucial
for this particular setup. The one that I want
to fix is going to be, as you can see over here, it actually offsets
the points to be going in all of the points to be
offsetting a little bit. We want to make sure that
all of the points at the corners are actually
being kept constant. They're not actually
being randomized, so we're going to work on
that in the next lesson. Thank you so much for watching, and I will be seeing
you in a bit.
7. Locking Position for First and Last Points and Recovering Crashed Blender Files: Hold on, welcome back to Blender Basics Geomet Node
brick walls workshop. In a last lesson,
we set ourselves up with a nice randomizer that's going to offset these points over here
on our curvature. Now we actually need
to make sure that the randomizer doesn't affect the first and the last points. The reason being is that
if we're creating a wall, we don't really need the bricks to be actually offset
on end points. We want them to be more
straight to actually give us a nice set up for the
wall to make use out of it, to make actually able
type of geometry known. So for us to do that, we're going to make use
of node called equal. I'm just going to find an area where we need to
set this up with, and that's going
to be over here, where we get all of the points, basically before we actually
add the randomizer, we want to make sure that we
grab those original points, which was giving us basically non randomized
value like so, and we want to ask
where the first point, which is value of
zero going to be on the curvature and
where the last point, which is the value of
one is going to be. So we're going to grab it from
after flow modular divide. We're going to grab
this from here, and we're just going
to search for equal. So we're going to make sure that this value original
one is set to zero. Whenever it's at the very start, it's going to do nothing. Then whenever it's at the end, which is going to be one in regards to the curvature length, it's going to also do nothing. We need to go to
go, there we go. We need to divide this
equal value as well. We're going to hit chip D,
we need to just divide it. Not divide it. We need to duplicate it and we
need to set this value. If I want to set this two A, this one is going to
be equals to one. Then we're going to get both
A and both zero and one, the start and end points. Then we need to make use out
of something called bul. Maps. So B in map needs to be set up to both
of these values over here, but it shouldn't
be, it should be. So either zero or one, if either what is true in regards to the
placement of those points, then we're going to basically get the parameters, the values. I'm going to then, let
me check real quick. Going to move everything
actually even more to the side. I think that's all
right. This one, I'm going to move it a
little bit of the side. If it's zero or one, we're going to get the value with something
called a switch. Let's go ahead and grab
this ourselves a switch, and we're going to add
the value over here. If it's either zero
or one, if it's true, we're just going
to use the value, that's before being added
with the randomizer. If it's true, it's
going to give us this. If it's false for all
the upper points, basically, it's going to give
us this value over here. And that's actually
not going to work. The reason being is because
it's not set with geometry, it needs to be set with a
float value. There we go. Now it's actually
going to give us the right value before you saw the red lines that meant it's not actually
going to work. So we just need to change this up to be float
value for a switch. And after we're done, we can just plug this
into the factor, and you can see the
starting points and the end points are not
going to be affected. We're going to
only be offsetting the values in the middle, which is exactly what we want. We want to have more control
in between the bricks, but it's going to give
us the same shape, the same form in regards
to the setup over here. That is how we're getting
this type of look. I'm just going to zoom out, show you because at this point it is turning into quite
a squigly mess, which we're going to
spend an entire lesson on in order to clean up. Think it's better to just have some time to just explain
through certain points. All right. Now we need to
actually instead of just having this visualizer
setup with the points, we now need to turn these
points into mesh lines. Mash lines will help
you to get a first of all normal setup that
goes for the curvature, and it will help
us to just place those bricks in the
proper position. What we're going to do
is actually we're going to get a nice node
called mesh lines. I'm going to place it at
the bottom over here. Let's go ahead and
search for mesh line. So if I was to just simply place this mesh line over
at the very end, we can see that actually it's just giving us this one line. We don't want this to happen.
We want to make sure that this mesh line is
being used with well, the placement of the
curvature basically. We already made use
out of the mesh line, but in this particular case, we're going to make
use out of it in regards to getting
the count of bricks, which is going to be
this value over here. So let's go ahead and just get as many as we need
for the mesh line. So then in regards to well, we're only getting the mesh count mesh lines for
the bottom piece. We also need to duplicate
it with the amount that we have in regards to the count. So let's go ahead and grab
one of the group inputs. We're going to just
place this in to, we need to basically duplicate this mesh line with
the lay account. We're going to
actually search for something called
duplicate elements. So we're going to just place in lay
account to the amount. Once we have the mesh line, we need to actually set it up in regards to the
account as well, and to make sure that we have it based on
the lay account. We're going to grab the
group output group input, and we're going to get ourselves the lay account to
be used with points. That's going to be
the easiest way, so we're going to drag it out. We're going to
search for points, point count, there we go. Then we're going to basically get ourselves from
the mesh line. We're going to get ourselves
instance on points. And we're going to instance these Mash lines basically
with the extra points, and that's actually
not properly set up. We need to make sure
that the points are set up with the points, and the mash line is set
up with the instances. We want to make sure
that mash line is being instance basically
throughout the layer count. So that's what
we're going to do. That's what we're going to
get proper results out of. And now we can make sure
that we realize instances. Last instances. So if I
want to plug this right away into the outcome
for the geometry output. It's not going to give us
the right result just yet. The reason being is because we need to still set
it up a little bit. And what we need to set up is basically just a position of it, which we already have actually. We already have the sample
curve for the position. We're going to make
use out of that. I'm going to actually drag this off a little bit
more to the side. Move this like so a little bit, just to make sure that
it's not overly wrangling. Again, we're going
to clean up all of this in a short bit. Pado let's go ahead
and attach this. We need to make sure that we
grab ourselves the position, so we're going to from
realized instances, we're going to set position, there we go for this geometry, and the position
itself is going to be this position from
the sample curves. If I was to put it over here, and place it in the output
or the group output, we're going to get these
lines back just like that. What's different
about these lines is basically now we have the lines set up based on the
width and the layer count. If I was to zoom in actually
and change the whip, we can see that these actually think I lowered it too much. It's going to maybe
crash the system. Yeah, that's exactly
what happened. So I crashed blender. The reason being is that the
small value was so small, it just added up multiplicative for the density and just
caused this kind of an issue. So just make sure not to lower the value too much
for the with wise, which is going to give you this. I'm going to try to recover my last session so we can go
on to recover last session, and that's not going to work. Autosave, hopefully. Let me see if that's
actually going to give us. There we go. All right. Ho. I almost lost the project. Let me just go ahead and
make sure I saved this out. To not lose it. If you had the same
issue, just make sure again to go to Auto Save. Hopefully, you'll
find the project back if it ever happens to you. Hopefully not. Okay,
so let's move on. In this particular case, what
happened right now is that these mesh lines are set up with the
density of the width. So if I was to increase this, you can see that the lines over here actually have less density, and if I was to make it smaller, you can see that these are basically increasing in
regards to the width. And it also makes use at randomizer as
well, changes that. And we're going to
actually make use of this two set sts with
the brick set up. And I think we can do that
to continue on with that. We can do it in the next lesson. So thank you so
much for watching, and I will be seeing
you in a bit.
8. Geometry Node Cleanup: Hello, and welcome back
everyone to Blender Basics. Jome Node Brick Walls workshop. In the last lesson, we
set ourselves up with the lines actually make use out of the whip
and randomizer. But let's go ahead and move on a little bit in regards to
cleaning up this entire setup. At the moment, this entire
brick generator is messy. So let's go ahead
and actually make use out of the clean up
tools that we have within Blender two make more sense out of what we have
so far. So for saris. At the very start,
we have over here, something that we created
base curves with. Let's go ahead and grab all
of these points over here. Like so, I'm going to click G, move it off to the side a
little bit, just like that. With the selection, we
can click Control J, too great to get this
nice box around the seta. This box over here in regards to the seta is going to keep
everything neatly organized. If we want to, we can just
select a box, so click G, and everything within this box is going to be moved as well. So we just need to
click on the side of the box like so
to have it selected. If we want to move something
out of the way of the box, and we can't because
it's already in the box. You can see over here is being actually expanding the box
automatically with it. We can click old P, and
that's going to basically take the selection out of
this box out of the group. If we want to place it inwards, we can just actually
place it inside like so, and it's actually
going to automatically place it into the box just by doing just by moving the object inside
of the box like so. So that's something
nice to know. Also select the box itself, we can click F two and that's going to allow
us to label it. The label would just simply give us the extra text above it, so basically we can call this base curve
base curve slick. That's going to be that.
Now when we zoom out, we actually know what this
specific functionality does. So we can just move it
a little bit closer. In regards to this
setup, well, actually, let's go ahead and get
this renamed over here. We can just have it selected. We can click Control
J to join them up, and we can click F two and call this Placeholder
Placeholder mesh plans. So. And that's going
to basically generate the mesh lines that
we see in the setup. The other thing
that we need to do is grab this entire
setup over here. So this entire thing over here, I'm actually going
to go ahead and delete these points over
here. It's not really needed. So because we're using mesh lines, we don't
need the points. And now we can go ahead and select this entire
section just like that. So we can click Control J,
join them all together. I'm going to move this a
little bit downwards, like so. This entire section is
actually creating the, if I was to click up two, actually creates the base
curves or position sampling. That's what it's
doing, and we can actually make use of it to
clean up a little bit more. Yeah, I think that's going
to be quite all right. Another thing that it's quite useful to know when
we're cleaning something up is if I was to hold shift right most button
we already did this, we can just drag it across
and make this re route. But let's say that
these re routes are actually not aligned. They're not looking quite nice. It doesn't help us to lines the entire set
up, for example. We can click S and
y and then zero, and that's actually going to
straighten these two out. Once thes are straightened out, we can click S to actually scale them outwards like so
and actually going to give us this nice straight
line. So that's quite nice. The other thing that I
would like to mention is, in regards to, for example, this
equal over here, this is so many lines.
It's way too many. So what we can do is
we can hold shift, and we can just simply select those three lines by dragging across all
three of them like so, and that's going to actually put everything into this one point. And it's just going to
make sure that it's actually just collapsing
them all basically. Then we can hold shift,
drag this line over here and just set it up like so, and that's going to
actually give us a much nicer setup
overall, as you can see. So it's already
looking much better. Something like this can also probably be used over
here, for example. So if I want to, I can
just move them like so. And here, I don't know if I
should do that, actually. I think I'm going to
actually move them a little bit off to the side,
just like that. This line, can just move it off. So. There you go. It's going to be much better in order to visualize
those overall seta. Then we also should know in
the hiding of the nodes. There are two ways basically how we can hide the node set up. There is an arrow over here
next to the nodes that will allow us to basically
collapse the group set. Which is very useful
for when we want to just shorten them
down, for example, in areas, something like
right the value over here, it doesn't need to be this long. We can just click on
this R over here, and that's going to
shorten it down, and it's just going
to save up space, make it cleaner and easier to read in regards to
the functionality. Then there is another
way of doing it. If I was to, for example, select this group input over here, we can click Control and H, and that's going to
basically hide all of the options except for the
ones that we're using. So we're only using with
randomness over here. That's going to basically hide everything else,
except for that. And the difference
between hiding it this and just click on arrow, sometimes it just
is a bit cleaner. So I can click Control and H on this group and that's
going to unhide everything. And if I was to click on
this arrow over here, you can see that all of the
points are still being shown, it's just being collapsed. So that's basically
the difference. For this point, particular, I prefer to just collapse it because it's just
showing the float. I just want to make sure that it just
collapses completely. But for the group input, most of the time you'll
see me just clicking Control and H and actually
just hiding it out of the way. The downside of this, though, is that when we are creating
the new parameters, which we are going to
do in the next lessons, they do get extended in
regards to the group input. So in the future,
after we're done with the whole setup
for the obt node, we do need to come back to those group
inputs and actually click Control and H to just hide them out
of the way again. So don't waste too much of your time hiding every
single part like this, and instead at the end, just make sure to just collapse everything basically hide it. L so But other than that, we're pretty much done with the main setup for the placement of the bricks and we have
it nicely cleaned up. Maybe for something like this, we want to move the group
output a little bit downwards. And the rest seems
to be all right. So for something like
this, for example, I'd want to maybe have a nice
clean line so I can shift, make a couple of lines,
select both of these lines, click S and X, which is going to be horizontal,
click zero, and that's going to
give us nice arrow, click enter, and that's just
going to make it vertical. So yeah, if you want
it to be horizontal, you can click S y zero. If you want it to be
vertically straight, you click S X zero. So that's the difference
in regards to the setup. And then afterwards,
once you have it like so you can click S, just move it upwards. So if you want. That's going to give us a real nice set up. The final thing that
I would like to mention is if we want
to, for example, have more of a label in regards to certain re
routes for example over here. If I don't see where the
position is coming from, I wouldn't be able to tell where it's getting
this value from. I can just select this re route, for example, and click F two, then call it curve position, so now it's actually this re route is going
to have its own name. It's really useful for and
we want to make sure that certain values just have or
formation around them prep. So we want to make use out
of curve position again, we could now just simply drag it from here and
we would know that this curve position is the
right value basically. So other than that, that's pretty much it in
regards to the setup. We can maybe
reposition some parts. For example, this one, we
can make them a little bit more equalized and whatnot. So, but honestly,
it's all right. If we zoom out, we can see
everything clearly and we can tell what part is
doing what basically. So that's all we need to know. Maybe this part over here. We just going to offset
it a little bit, like. So again, just
selecting both of them. S y zero, L and just like that. All right. So now
in the next lesson, we're going to continue
on with the generator. We're going to make sure that we start working on the
bricks themselves. So thank you so
much for watching, and I will be seeing
you in a bit. Okay.
9. Creating Brick Primitives Using Dynamic Width and Height Parameters: Hello and welcome back to Blender Basics Geometry
node Brick Walls workshop. In the last lesson, we
cleaned up some of the nodes, and now we're going to
continue on with the setup. This time, we are going
to create new instances, new points to create boxes to create cubes
along the edges. Then we're going to sort
out the rotation and angle for them to create
a nice brick shapes. So for that, Firstly, need to figure out
the middle point of those edges over here. So if we zoom in a little bit and increase the width,
we can see that actually, they have basically
edges for each edge, we want to make sure that we're spawning the cube
right in the middle. So we need to make sure we find the centerpiece
basically for each edge. So just like we did previously, we're going to get
ourselves points to be helping us to visualize, we're going to be spawning
those cubes basically. We're going to for that,
we're going to hit Shift A. We're going to
search for points, and we're going to place it in. I'm actually going to make this window a little
bit bigger to make myself easier to
work with this setup. And regards to the
amount of points, we're actually going to make
use out of the main size. The main size is a
very nice type of a node that will allow us to get the edge count.
That's exactly what we want. So if I was to just plug
it in to the points, we can now place
it into geometry, and of course, we need to set
up the position for them. So for that, and we'll actually make it a little
bit easier for ourselves. I'm going to drag it upwards. If we were to just simply
set it up for the points, it's not going to
have any position. So for that, we're going to
get a position from here. We're going to grab
it and sample index. Index, which will
grab the value, which we need to
make sure that we grabbing the vector
index like so, and we need to make sure
that it's actually an edge. This way we're grabbing the
right parameters basically, and for the position,
it's going to be just simple position like so. For the index, it's going to be index of the curvature
that we have. So index, so if we were to
now place this in a position, we should get ourselves to original place all the mesh
line positions, like so. So everything is still going
to work in the same way, so the height, the random
width, and whatnot. Right now, if we look at it, starting point and
the end point, is going to have the offsets, which the reason being
is that it's not actually setting up
the points at the end, it's actually going to go for the median points in
the middle, basically, the edge points, but
we're going to set up the cubes to be touching
the edge basically. So We now want to make use
out of cubes to get bricks. For that, we're going to make use out of something called instance points,
Instance points. Really nice and set up. Is now not going to give us
anything because we need to tell what instance
we're getting. So we're going to
search for cube. Primitive cube. There we go. If we were to just simply add this to the instance, it's
going to give us this. The reason being
is that the scale is actually quite too large. Let's go ahead and change
the scale for now. We can simply click and hold
a lot mask but then drag it downwards like this to
grab all of them at once. We can set it to 0.1, and that's what we're
going to get for now. We want to make sure that we're changing the
scale for this. Set up this, we want
to make sure that the cube default setup
is set to one, one, one. Otherwise, it's going
to offset everything. We want to make sure that
the parameters that we're using is actually going
to be based on the whip, on the height, and
our parameters basically that we're going
to be setting up in a bit. But for now though, the visualizations, that's
what we're going to get. I'm just going to just increase
the wi randomess just a little bit so we could actually
see how this looks like. All right. So We want to start off by having
control for the scale. We have X Y and Z
for the vector. We want to make sure
that we break this off, so combine x y z. This is going to
basically go right in NF. Then this point is going
to let's actually see, we're going to set this old 0.1. I'm going to check what x does. So it's going to
give us the whip, which is what we're
going to use and y and z is going to basically give
us other scale parameters. Z is going to be going upwards. The y is going to
go for the whip. I'm going to set both
of them to one value. The reason being is that we want to make sure that
it's actually set up with the height as we are
increasing the height and offsetting the curvature
lines, the rows. We're going to make sure that we are increasing the scale, the overall scale of
those bricks as well. So we're going to grab
our selves group input. Over here, we can just search
for it and get the result. We're going to attach this
to the height for x and y. So I'm going to attach
it to the y value, and I'm going to
also hold shift, cross, using right mast button, and just attach it to the
eta value L. This way, We have ourselves
very nice control for the setup of x and y, which is going to
control the hg. The reason we don't want to just do it them
separately is basically, we don't want to have too
many micromanagement, too much control over the
overall setup of the geometry. We want to make it as
simple as possible whilst having the most control out
of the geometry node usually. So Whenever I see a lot
of micromanagement, a lot of options within
the Geometry node, it gets too finicky. It's not really usable. It becomes sort of unusable
as a geometry node. It's much easier and faster at that point to just
manually create something, you know, with three D tools instead of just using
the geometry node. So the point of
geometry node is to get an access to a
quick generation or the ability to generate the desired result out of the simple
parameters, basically. And I think that's the
best way of putting it. So this case, have
a nice set up. We need to control
now the x value. So the height is nicely set up. For the x value, we are
now going to make use of, again, the set position outcome over here and sample
the index itself. We're going to go ahead
and duplicate this. This time instead of vector, we want this to be
as a float value. But this is also
going to be as edge. The reason being is that we
want to just have value 0-1. So not zero to one,
it just has to be a float value that goes
into the x over here. But we need to make sure we tell what kind of
information we need. So we are going to grab ourselves the set position
outcome over here to geometry. Al Control. Reset it, like so. I'm going to actually just
move this a little bit. So clicking Control z because I don't want
this to be part of this. I'm going to click Alt
and P. There we go. Right. So for the value itself, we want to make you something out of something
called Edge vertices. Edge vertices will
allow us to grab the position of
the first vertice and the position of
the second vertice. And basically remember the
lines that we had previously, which is going to be over here. We can actually Yeah, we can actually
preview this setup if I was to click
Control and shift, click and hold Control Shift, and tap on in this, we can actually get
ourselves a viewer node, which we've not talked about it, but it's a really
nice type of a setup. So by clicking and
holding control ship, tapping on any geometry node, we can attach geometry
and the value. And that's going to allow
us to set up the well, sort of a preview. So we want to make sure that we get the
entire distance of, for example, this
angle over here. So from vertice from
the first vertice, if I was to go to
edit mode real quick. And yeah, I don't think we can actually preview
the vertices, unfortunately in this
particular case. If I was to grab the vertice at the very
start, and at the end, we want to get the
entire distance and we want to make use out of that distance to get
the with or the brick, basically, if that makes sense. So let's go ahead and just make use out
of the edge vertices, which will allow us to get those positions of the vertices. We're then going to search for distance vector map distance. And by getting the position one and position two
attached over here, we're going to get
ourselves the distance outcome value like so, and the value allow
us to get the sample. But we also need to
make sure that index is set up with the index
that we have over here. Thing Yeah, that's
pretty much it. Let's go ahead and try this out by attaching this
to the x value. We can now change the with, and it should there you go
should increase the setup. So I'm going to lower
down the height. Next so. And we are already
getting a nice set up. You can see the bricks
are being nicely set up. The only thing now is that if you look at
it from the top, they're not actually positioned, they're not rotated properly. So we need to make
sure we adjust the overall rotation based
on the curvature itself. And I think we're going to
leave this lesson for now, we're going to continue on
with this in an next lesson. Thank you so much watching, and I will be seeing you in a bit.
10. Aligning Brick Rotation to the Curves: Hello, welcome back everyone to Blender Basics Geometry
Node Brick Walls workshop. In the last lesson, we set
ourselves up with a nice index that gives us a
scale of the bricks, especially for the
x value over here. So we got that going for us. Now we want to make
sure we actually get ourselves in
a nice setup for the bricks in regards to the setup of the
rotation basically. So let's get that started. We're going to firstly duplicate the simple index from here. We're going to click ship D and make a duplicate
from the first one. We want to make sure that it's
set with vector and edge. And then in regards
to the index, we're going to pretty
much use the same one. I'm going to actually just duplicate this one to
make it easier for us just so we wouldn't
overcrowd this entire set up. And let's see, for the value. We'll set it up a
bit differently, but for the geometry, we can actually just drag
it from this reroute over here from the
geometry node, so to get this type of result. Now, in regards to the value, we're going to also make
use out of the edge vertex. I'm actually just
going to select it all and move it off to
the side a little bit. L so. I think we can just grab
these two points as well. Move it off just like
that. All right. That's a little bit
better. So we're going to make use out of the vertex
edge vertices that is, the position of the first and the second point
similar to distance. This time, we're going to
make use out of the subtract. So what I mean by that is, if I want to click shift in A, we can search for
subtract subtract. We're going to
actually just search for vector math this time. Vector math will
allow us to get x y and z coordinates and just subtract it from
one position to another. We want to make use out of it. So we want to Yeah, we want to subtract
the second position. We want to take away the
value from the last point, we want to take away the
value of the first point basically to get the nice value. So if we put this into the
vector value over here, we're going to basically
at this point sample. Actually, I just
want to move this a little bit off to the side. There you go,
something like that. All right. So we're basically getting each of the
individual lines, and we're getting some
information from that. So this will give us basically the information
of each individual lines, which we now want to
align two vectors. So if we search for
align, er two vector. That's the one
we're looking for. And this will give us
simply the position, the normal position of
each individual setup. If we now just simply add
this to the rotation, like so, we're going
to get this result, which is not what we want. Let me just have a look
on what's happening and I just realize the issue. Instead of subtracting it, I added it, which gave
me this type of result. I forgot to subtract it. So by subtracting it, basically, as we said previously, we're getting each individual
locations of the lines, which we then are able to get the normal
position out of them, and we're able to rotate or each individual
bricks based on that. So now we can even test
this if we get this set up, we can rotate it and whatnot. And get ourselves a nice set up. We can even click E. And I'm just going to extend
it just a little bit. This is for the sake of
demonstration just to get more of a curvature just to see what's going on
with these bricks. So this is what
we're going to get, and it's already looking
pretty nice for us. And yeah, that's pretty much it in
regards to the rotation. Now we're going to continue
on with just getting better design out
of these bricks, let's say, Before doing
anything actually. At this point, it
might be a good idea just to make sure everything
is working properly. So I'm going to go
onto modeling mode, and I'm going to test
this entire set up. So first of all, brick count, does it work as a
tended? It seems to. Once you've set it up to lay
account a reasonable amount, it seems everything working. With is going to give us different scale in regards
to the width of the bricks, which seems to be working right. And again, I went a
little bit too low. It seemed to have crashed
my blender. All right. I seem to have been
able to recover it. So With is going
to give me a lot of issues if I keep on messing around and
keep on lowering. So to fix that,
what we're going to do is we're going to go
onto the width itself, and if I was to lower this to something
like value of 0.1, I don't think I will ever go
to a value lower than 0.1. So what I will do in this
case is for the width, I'm going to set the
minimum value to 0.1. Now whenever I'm
going to go lower, try to go lower, it's
never going to do that. Let's say at some point, if let's say at some point you do want to go a
little bit lower, you can do it manually. You can click on
the value itself and you can just type in 0.08, something like that, and you can see that it's actually going to give you value that's actually going to be
smaller than that. But again, once you
reach past that line, it's going to not
want to go lower. So that's probably a
good idea to set up in order to prevent any
crashes for the future, and that's going
to be it for now. The other thing that we
should test out is how it's going to behave
with randomizer. So let's have a look. For now,
we have bricks like these. If I was to change
the randomizer. I'll go back on
to modeling mode. Actually just to see it
a little bit better. We're going to see that actually
behaves in the right way offsetting the scale
of the bricks. We do still need to make sure we are
offsetting the bricks themselves to make sure that it's not just completely
going straight. If we were to just take
off the with brandness, it's actually just going
to be going straight. So we're going to be
working in regards to that. The height itself, it's
going to just increase the scale of the bricks in regards to the height
as well as the wi itself. So that's pretty good. And yeah, in the next lesson, we're going to start
working in regards to just making sure that
every other brick is offset, and end gaps are not
just even evenly set up. So we're going to work on all of that starting with
the next lesson. And for now, I think
we're going to end it short with in
regards to this son. Thank you so much for watching. And I'll see in a bit.
11. Creating Even Row Offset: Oh. Hello, and welcome back. I've going to Blender
Basics Geometry note, Brick Walls workshop. In the last lesson, we set ourselves up with a nice
curvature rotation. Now we're going to make
sure that we do have some bricks that are actually
offset a little bit. Bile doing that, though,
we need to make sure we select every other line. And we're actually
going to start off by going to basically
delete the edge. So let's go on to the placeholder
mesh lines over here. I'm going to click Control
shift and just tap on set position just to
see those lines again. And this way, it's going to be a little bit easier
for us to work with. What we want to do first is we want to capture the point of formation before actually doing the manipulation. Let's go onto. Let me just check real
quick. Mesh line. At the very start,
we're going to add something called
capture attribute, capture attribute, there we go, and we're going to
add it over here. This is going to make sure that before turning this
into instant points, we're actually grabbing
the value from it. And the value that
we need to grab is we need to determine what
we're grabbing basically. For this value over here, we're going to make sure that we're setting it up as index. There we go. The index itself
needs to be an integer. So let's go ahead
and set this up. L so, There we go. Then another value that we're also going
to need to capture is going to be after the
instance points as to well. This one, so basically
we're going to get the rows afterwards as well before we actually
realize it into the instances. Let's go ahead and capture
another set of values. This one is going to
be set as instance. We just go ahead and
check integer instance. There we go, and we're
going to get index value, just like we did previously. So we got the information for the for the first
line basically, and we also got the
information for the rows. And now we're just going to actually make use out
of it to delete it. So the node that
we're going to use is going to be called
the leap. The tree. If we were to just
right away put this in. We actually make it a
little bit easier for us, and I'm just going to
hold shift and just do this real quick to get
myself a single line, and I'm just going to
put it right over here. We actually just want to move
it inside of the box like. So if we were to just set
it up with this normally, it's going to delete everything. We need to make sure that we
set it up with a selection. I'm going to drag it upwards. I don't think it's actually
will affect it a little bit. I'm just going to lower
it down there we go, just to make sure that it's
not getting in our way. So we need to make sure that we tell which geometry
to delete and we want to make sure that
we're only deleting the first first ones basically. So we're going to grab this
from the first capture point. We're going to grab
this search for equal. We're going to make sure
that it set a zero. So every first that
we're going to grab is going to be zero, so that's what
we're looking for. And this has to
be with a bulion. Boolean math set to end. So if this is equal to zero, if it's the first one
that's equal to zero, and if it's also
every second row, we're going to go
ahead and delete it. Right now, if I was to just put this into here, it's going to, I believe, it's going to
delete the first ones like so. Actually, it's not going
to be quite visible. If I was to change this to r, then we can see that
it actually just deletes the first one like so. We can even move it across
and T which one is deleting. Basically, we just want
to make sure that it's deleting the very first one. And I'm just making
sure that Yeah, because basically we're just
deleting the first point is deleting the edge at the
start, which is what we want. But in this case,
we want to make sure that this is
set to boolean end. So when the first one
is being selected, and it's also every second one, which the way we're
going to do it for every second row is going to be by making use out
of this attribute, we're going to make use out of floored modulo, which
we already used. Modulo basically calculates
the remainder of a division, and it ensures that the result
is always non negative. So in this case, if we are having
the value of two, and if we're checking that
this outcome is equal to one, We're going to basically getting ourselves every other one, so a value of two, four, six, et cetera. If we then set the sub to
be end for the bulion, you can see that every
other one now is going to be partially taken off. So that's exactly what we want. Now, if we remove the viewer, I think here I have the viewer. I'm just going to go
ahead and delete it. We can see that these breaks
have been partially removed, and if I was to increase
the layer count, that's actually starting
to look pretty nice. All right. Now that we have
ourselves a nice offset for deleting each one
of the starting brakes, we're going to move on and
actually offset it a little bit as well to make sure
that each one of those gaps, even without a randomizer are not going to be straight lines. So for a sa, we're
going to go all the way back onto the base curve
positioning sampling. And after the switch, if we were to just simply add
a map node to start with. So let's go ahead and
search for map node. We're going to add it over here. We're going to notice that when we start adding, that's
a little bit too much. Let's go ahead and add
zero and then hold shift. When we start adding
it, it's just going to start offsetting all the points. We only want to
make sure that we offset it onto every other one. For us to do that,
we're going to find ourselves the rows, and that's going to be if we
were to find it there we go, it's going to be under the
floor value over here. Let's go ahead and
grab this value. We're going to then
get floored module. Floor module, there we go. We're going to set
this the value of two just like
we did previously. Now we're going to basically
say if this is equal to one. If this is true, then we're going to use a switch basically for a
float. There we go. If this is true, we can go ahead and add this
value over here. If it's false, we can
just add it like so. The original value, not offset. Now we can add this in. Once we start moving this out, we can see that this is actually, I'm going
to hold shift. This is actually just offsetting
each one of the bricks. We can actually move them closer and have those smaller
gaps, for example, like so, and we can
also make use out of it to just slightly
offset each one of them. I'm going for now
just keep it as 0.04. That's going to give
us a nice value, but once we start
working with whip, let's see if it actually
stays in regards to the whip, we might need to want
to, for example, offset. I thing that we do need to do is create the parameter for it. We'd basically be
able to control this value within the settings. For us to do that, we're going to get ourselves
a new parameter. I'm going to just
create a new socket. We can keep it as a float. A subtype set two factor. Minimum can be zero, maximum can be one, so we can have a nice control over it. And one thing that we do
need to consider is, yeah, we're going to make sure
that we are actually having a nice dynamic change when
the width is changing. So for example, if I am to
increase this with, over here, you can see that now it's
being offset off to the side, it's not in the middle anymore, but once I get closer
to the smaller width, it's actually going
to the up side. So we don't want to
make sure that it's actually being kept
in the same position. And that's going to be within the width within this value
over here, within the divide. So yeah, we're just getting
ourselves the set up. So after width,
we're flooring it, and we're just
dividing it by one. Sorry, we're dividing
one by this value to get the right result
within the curvate length. So with that, we're
going to just actually just bring it with
a multiply value. I'm going to get ourselves a
new group input over here. I'm going to then
grab this divide with multiply math node. We can change this to
be multiply like so, and we're going to Oh, I forgot to change
the name of the sock. Let me just go ahead
and do that real quick. We can call this
odd even offset, like so, and now this is going to give
us the right result. We're going to go
ahead and just combine this with the wide
section over here. We're going to make sure that we have a couple of these
lines over here. That will help us to just get
the link normally set up, and we can just attach
this value over here, which is if I was to actually, yeah, we'll just
keep it over here. There we go. We're just going
to give us this result. So now, once we
start moving this, we're going to get
ourselves a nice value. So the only thing
though is that I do want it to be going the
opposite way actually. So what I will do is, I will
just multiply this by one. Yeah, that's what I will
do. So Maps know it again. Add it over here,
set it to multiply. Think this minus one. This will just invert value, basically. The reason I'm doing
it is because I do want to be going this way. Now when we are
moving it like so, we're actually going and filling
in these gaps over here. Otherwise, as you saw before, it was just going
the other way and making the offset go to get to get these bricks
to have two lines two types of bricks while the
ones that are odd numbered. Would only start way
later down the line. So by having this, we can now have ourselves a
nice, evenly spaced setup. And as you can see
over here now, we have ourselves a nice setup
on the other side as well. So that's actually really,
really useful for us. All right. We're going
to end this lesson here, and next lesson, we're going to continue on with the
shapes of the bricks. So thank you so
much for watching, and I will be seeing
you in a bit.
12. Working on Brick Gaps: Hello. Welcome
back ever to blend the basics Geometry node
brickwall workshop. And in the last lesson, we set ourselves up with a nice width offset
or even an odds. Let's go ahead and test
it out real quick. I do want to test out when it
has more of extreme values. For example,
something like this. And if we set this 2.5, it's still going to be more
or less in the middle. Based on the rotation, we can see a little
bit differently, but yeah, it's going
to be quite all right. We also would like
to ideally set up. For example, if we want
to have straight type of brick wall edges, we should totally
be able to do that. And we can actually do it by a simple setup if I was
to set this to zero. We can see that we're deleting
the first one over here. And I think in this
particular case, I'd like to have an option, basically, bulion option
that will allow us to take off or odd and even
type of deletion. Real quick. I'm just going
to actually lower down the width just to get
more bricks over here, L. We're going to find the
delete geometry over here. We're going to set
it up with a bleion. So let's go ahead and actually
get ourselves a socket or a bleion We can call this one offset delete
or something of the sort. I think that's going
to be quite all right. Like so, and we are going to get ourselves
a bleion over here. We need to get ourselves
a switch. Like so. If it's true, we're going to
actually have it over here. If it's true, we're
going to have like so. If it's false, we're just
going to get a normal setup, and then we're just going to
plug this outcome over here. Just like that. Then for the
bully itself for the switch, we can just take it on and off, and that's going to give
us a nice control overall. So. That's quite nice. So we
can even offset it like so. We need to make sure that we
have the group input set up. I'm just going to go
ahead and attach this to the delete switch and
click Control and H. Put this underneath,
so, and there we go. Now we can either have this to be completely straight L so, or we can turn this on
and just offset it. By default, we are going
to have this turned on. Before actually moving on, let's actually set ourselves up with all the values required
for the default setup. So For layer count, let's go on to the default one and get the default value
to something like eight, that's going to be more
than enough for the width. We can change this
to a value of 0.3, so that's going to give
us this default type of a result, and yeah 0.3. Then with randomness can be
set to something like 0.1. Why not? Let's go ahead
and put this down a 0.11. The height can be
just kept as 0.15. So. This is if we were to hover
over, we can hit backspace. That's what we're going to
get. That's quite all right. Then we have even this can
be as set as a default 0.5. That's going to quite all. I just going to check
these values over here. While we're at it, we're
going to set ourselves up with a couple of extra
parameters as well. We're going to click
on the plus symbol. We're going to create our cells something
called layer gaps. Layer gaps. We want to control basically the spacing in
between those bricks. Then the next one is we want to create something for
controlling of brick gaps. Brick gaps, like so, and we're going to
add a number one, the final one brick
gap randomness. Just like that. Now let's go ahead and quickly
change the setup for it. Later gaps, we can set the minimum to be
something like 0.1. Minimum can be zero,
maximum doesn't matter for us because it can
be up to a person. Then for the break gaps
and the pre gap rindess, all we need to change
is the minimum to be just a minimum value of zero, so it wouldn't go into negative values and
the rest are okay. So for the gaps, let's go ahead and check
real quick. The layer gaps. This is actually going to be
quite easy if we go back, the base curves are basically what created these
lines over here. All we need to do is
offset these ones, and that's was with the
offset of combined X Y. So all we need to do for
this particular case is grab ourselves a map
node added over here. And change this to be adding, and there we go right away, we can see the difference
that we're going to get. So we're going to just attach this to the layer gaps like so, and I'm going to hit
backspace for the layer gaps. And let me just go ahead
and delete the viewer. There we go. We're going
to get this result. The default value maybe
a little bit too much. Let me just hold shift and see what value I'm happy
for the default set up. So there we go. 0.01, it's going to be giving us those nice bit
of gaps. All right. Let's go ahead and go to
layer gaps real quick. Change to 0.01. There we go. Nice setup. Mm. For the gaps
themselves to actually have those gaps in
between bricks. Let's go on to the section where we created the
primitive boxes. Actually, I'm just going to
move the oh, my goodness. This has moved quite a
bit to the side let me just go ahead and fix this
up real quick. There we go. We're going to need
to clean up a bit. But yeah, there we go. I think that's a cube that
we're creating. I'm not sure what happened here. I think I just moved it all, and I left this off a little
bit off the side. Let me just grab
this up real quick. L so and move this a little
bit to the side like so. All right, we're
creating a cube, and we're scaling it
based on X Y and Z. The X Y and Z was over here. Let me just go ahead and
actually move this off like so. And for the x value, it's basically already
set up for us. All we need to do
is just subtract the scale from the x
to control its gaps. If I was to grab a math node, add it in on before the
x is being applied, set us up to subtract
and there we go. We can now control
the values easily. So we can attach this
with a group input. Input brick gaps. The only other thing
that we need to do is going to be simply
some randomizer. I'm actually just
going to hit backspace or going to hold shift
and just increase this by a little
bit just to have some visual representation
or the gaps. The thing that we need to
do now is the randomness. We have brick
randomness over here, and we're going to set it
up quite easily actually. We're going to L et me
think for a second. Yeah. We're going to make use out of the same group
node over here. Going to clear control
in H. We're going to grab ourselves random
value over here. Just like we did previously, we're going to make use
of minus one and one, and we're going to
have this multiplied. Let's grab a map node. We're going to multiply this with the random
value. There we go. I'm going to just move
this off onto the side, and there we go. Now we just simply need
to put this over here. Um yeah, I'm going to just simply clean the
subj a little bit. There we go. All right. Yeah, these ones
can go over here. And once we actually
multiply this value, so we can just subtract it
from a No subtract sorry. We can just simply make
use out of this value over here by making use
out of another map node, and we're just going to
add it. There we go. We're going to make it
nice and simple for us. I think I've just moved it all a little bit
off to the side. Just go ahead and fix it
there we go. All right. So yeah, we basically let
me check it one more time. We add this random value
that's been multiplied. And there we go. All right. So yeah. In short, basically, we're
getting this brick gap value, and we're adding a
multiplicative for the random value of
brick gap randomness. So once we start
increasing this, we should get ourselves some randomness in
regards to the gaps. Even if the gaps
are set to zero, It should still work nicely. We can either increase
the randomness, or we can just
have a normal type of brick gaps route the setup. Yeah, that's pretty much it in regards to the set of the gaps. Now we need to work in regards to more of randomness
of the bricks. All of them are still looking to formal in regards
to the setup. And we still need to work in regards to having
some offset and whatnot. So I'm just checking, making sure that everything works quite nicely in the setup, which it seems to do. All right. So, in
the next lesson, we're going to work in
regards to more of domes, more szation of the bricks. Thank you so much for watching, and I will be seeing
you in a bit.
13. Rotation and Transform Offset: Hello and welcome back on to Blender Basics geometry
node brick walls workshop. In the last lesson, we set ourselves up with a
nice gap eration, and now we need to
make sure we add a bit more of a stylized look
to the overall setup. So right now, if we
have a look at it, no matter which way we're going to set
up this brick wall, it's going to be very rigid. It's going to be very orderly, and the pattern itself
is going to look nice. But in certain
cases where we want the brick wall to
be more jaggered, we want to make it
look like it's maybe about to fall off or
maybe it's been wvered, we need to have certain
controls over the setup. So first things first that
we need to consider is, well, let me just go ahead and actually fix
this up real quick. I was going to
straighten this up. First things first that
we need to consider is the rotation of the brick
walls individually. So each one of those
because we set it up with the pereic
cubes, As instances, we can just grab we
can grab the rotation, the original rotation
of each one of the individual cubes and
just simply randomize it, so they'll be slightly
offset basically. And speaking of offset well also want to make
sure that basically each and every single one of those breaks have the ability
to be slightly going. Let me just go ahead and show
you real quick what I mean. We want to make
sure that each one of those breaks
out the ability to either go one way
or another way, just to slightly offset it
in regards to the position. So we're going to make
sure we do that as well. Go back to the geometry node, let's go ahead and
see what we can do. For Ss, we'll need to get
ourselves a couple of values. We're going to create a couple of options within the interface. Let's go ahead and create an input for
rotation randomness. As well as the
offset randomness. Like so. In regards to
rotation randomness, we're going to go ahead
and pine ourselves the rotation instance
on points there we go. This is going to allow
us to basically, instead of just doing it
for each and every single one of the cubes all at once, we want them to
be done after all of the instances are
being placed over here, and this will give
us the control over each and one of them separately. We can make use out of something called a rotation instance. We can make use out of something
called rotate instances. This one over here. Let's go
ahead and just simply add it right right before
the group output. And now let's go ahead and see what the rotations do basically. So we have x y and z, we need to determine
which actual value we need to make use out of. X is going to give us
rotation back and forth, so we don't want a We
might actually want this. Let's go ahead and
see the y axis. This one would be
perhaps nice if you want them to be slightly angled in one way or the other, and Z is going to give us this sort of
rotation. All right. We don't need to do all of
them at once, actually, I think just having a bit of
a control over the again, offset is going to be
more than enough for us. All we need to do
for this is actually grab or already set up
type of randomizer. So let's go ahead
and see where it is. Actually just going to move all these bits a little
bit off to the side. So. We already done the
randomizer over here. I'm just going to grab these
basically the group input, multiply and random
value for it. Going to shift in D, make it off to the
side, like so. Going to click control and H to make sure that the values
are okay for this, and it's being plugged
into the multiply. This on the other hand
needs to be different ones. So let's go ahead and
actually just hold control, set it up with random
rotation randomness. For the rotation itself, we only want to
turn one of them, so I think we're going
to use the Z value. The reason being is that if it's slightly offset like
so or this way, it's going to look very nice. Let's go ahead and
actually try it out. We need to just go off from
the rotation and search for combined x y n to get
the vector values, and we're going
to plug this into the Z value just like that. Now we can go ahead
and test it out, so let's go ahead and see
what it looks like. So Yeah, I think that's
actually pretty good. We've got to selve
some random rotation, which is looking very nice. The thing that we can
also do is we can go onto the rotation randomness
parameter and we can change the value from
the subtype to be an angle. This will give us a nice
angle representation. That's actually going to
be really good for us, how much we want
to add basically. To get the offset, we're going to
actually do basically a very similar operation
to rotate instances. Instead of rotating, though, we need to translate it. So let's go ahead and search for translate
instances over here. And what we're going to
do is we're going to put it right before the
rotate instances. The reason being is if we
try to offset it afterwards, I'm actually going
to show you real quick by adding it here. It's going to let me just go actually and add rotation
random rotation. Going to basically do it based on the local
rotation that it has, and that's going to
make it chaotic, way too chaotic
for us to control. For example, if I start
moving this over here, and once we start
rotating the setup, you can see that the
bricks are actually moving from their locations, we don't want this to happen. We want to make sure that
we're actually offsetting the values of the shape of individual bricks basically off the wall before we
actually rotate them. So I'm just going to real quick, just unplug this like so. And I'm just going to put
the translate over here. So now when we're actually
doing it, we can see, even though we
rotated the bricks, they're actually
keeping that conformity in regards to the setup. So if I was to
offset it like so, we can then afterwards
rotate these bricks, whichever way we want,
and that's going to be totally okay with
the overall setup. What we need to
do is, of course, we need to make
sure we set it up with the random transformation. We want to make sure that
each individual brick has a bit more of an offset, and we're going to
make use out of the same actual setup
as we have over here. I'm just going to a it's a
little bit smaller like so. I'm going to grab all
of those four nodes. Actual just going to move it a little bit
more to the side, like so to get
more space for us. Going to grab all of
those four nodes, put it off to the side. And in this case, let's actually check which
transformation we want to do. So, as we talked before, we want to make sure that it
goes in those directions. So if we try it with the x, that doesn't give
us the right setup. It seems like y is
the right yeah. Definitely is the y
that we want to do. So for the combined x y z, we want to change
this up to be two y. So it's only going to
be affecting y and. Once we plug it in, we're going to get ourselves
a random offset. Which I just realized
that we didn't set up the rotation randomness to be set up with a
different value for this. Offset randomness. Once we plug it in to
translate instances, we're going to get ourselves
this type of a result, which is looking pretty nice. We can, of course, shift, slightly offset them and see
what we're going to get. Yeah, it's already looking
pretty good for us. The next step that
we're going to do is actually work on
shape of the bricks. Each one of those bricks, although look like bricks, they still don't have
an artistic shape. They're still just,
you know, gated cubes. So we need to work on that
in regards to the surface. And we're going to
continue on with the bricks themselves
in the next lesson. Thank you so much for watching, and I will be seeing
you in a bit.
14. Brick Surface Bevel and Displacement: And Hello and welcome back everyone to
Blender Basics Geometry Node Brick Walls workshop. In the last lesson, we worked
on some of the offset for rotation and transformation
of the bricks. Now we're going to continue on and actually start working on the surfaces themselves for
individual bricks, basically. Let's go ahead and find
where we spawn those bricks. So I is going to be this
one over here the cube. That's what's
spawning it for us. I'm just going to actually
move it off to the side, so just to make it
a little bit nicer for us and get ourselves some
nice space to work with. So, what we have
right here is if we go onto the y frame mode
within the viewport shading, we can see that this is the type of geometry that
we're going to get. By default, the vertices is going to give us
two by two by two. So basically in each corner, there's going to be a vertice. If we increase it for vertex x, you can see that it
actually creates sort of an edge loop that goes right
in the middle of the brick. So we can actually
increase this to help us with a displacement for the bricks to make sure
that we're actually getting just a nice overall
geometry to work with. But the thing is, if we are just manually keeping this
amount of vertice. Once we start changing
this, for example, for the whip, I'm going
to just change it, and you can see that it is actually just basically
squishing this overall density. We want to make sure that
this overall density for the bricks is actually
going to be somewhat constant when either we
change the whip or we actually change the height as well if we are increasing it. We want to make sure that we're keeping all density basically off this brick wall in
regards to the mesh constant. So what we're going to do is, we're going to grab
ourselves a group input. Let's go ahead and grab
group input like so. And we're going to basically divide the width by the height. That's going to give
us nice consistency in regards to when we're changing the width
or the height. And let's go ahead and do that. We're going to search
for divide or ser maps. Divide. There we go. We're going to just divide one by another. If we were to just attach this directly, we're
going to get this. But what we want
to do is because this is just the vertices, we want to actually We want to make sure that it's
actually for the edges, amount of edges, so we
are going to multiply this by two to offset that. Let's go ahead and actually
just get multiply. Actually just maps. Multiply. One more thing, by the way. The main ones have a shortcut. If we have the nodes for maps, we can open this
up we can click, and that's going to instantly
give us the multiply. And that way, we can just quickly go
between the functions, subtract will be S, add
will be A, and so on. And these are just for
the main functions at the top left basically. So that's a really
quick and easy way. Now that we basically
multiply this by two, we are constantly going to
have this type of density. If we have a look at over here, I'm actually just going
to zoom out a little bit, and we can change, for
example, the whip. We can see that it's
still being kept the same like so,
changing the height. We'll also make sure that the overall density is
being kept the same. Let me just go ahead
and click control in ZD and change back the width
to a reasonable brake size. Let's see. That's a little
bit too much. L so. Now that we have a proper
resolution to work with. We're going to go
ahead and actually set ourselves up with a bit of a beveling to crease off the edges basically
to soften them up. The thing is, with
the jump to node, there's no currently no node that actually gives
us beveling option. The only way for
us to do that is realistically to just make use out of subdivision surface, which there is a node of let's go ahead and
actually make use out of it. We can click **** that A
for subdivision mesh sorry, not subdivision mesh,
subdivision surface. Subdivision surface.
There we go. Now, if we add it right away, we can see the type of
result we're going to get. It's just going to smooth
in this entire mesh off. If we were to
increase the level, we can see what we're getting, and it looks like some sort of pills or something
of the sort, but we also just
need to increase the edge crease and by just
changing the edge crease, we can see the type of a
difference we're going to get. Don't worry about
the topology itself. We're going to moving it off later in regards
to the visibility. We're just looking at
the geometry it cell. So I'm not doing
it at this point. I usually just keep it
until the very end. The reason being is
that it helps me to visualize how much topology
is being worked with, and for that reason, we're just going to leave
it again for the end of it. So we need a couple of controls
for this overall setup. We need control of levels, so how much topology it's actually wanting to make use of. This is not visible. So this
is what we're going to get basically with each level,
increases the resolution. So We can, maybe do
something like this. But ultimately, we want
to leave the control for basically the geometry
itself or the parameters. Let's go ahead and
actually create some settings for that. We're going to start
off by creating ourselves something
called resolution. So that's going to basically
control the levels. The resolution itself should
not be a float value. It's going to be an integer. Let's go ahead and change
it to an integer, like so. And here's the thing we don't
want the system to crash. If we look at the
wire frame itself, once we start increasing it, it's going to be exponential in regards to how much
topology is being used. We really don't want to make use anything past the
level five, because, as you can see over here,
it's going to be a very, very dense type of MS. We really don't
want to go past that. Once we start going past that, maybe the system will
start hugging in, we even might crash. We want to basically
prevent that. We want to make sure we have
nice controls that a player, sorry, a person creator would
be able to make use out of. And for that reason, the maximum we're going to
set up is 0-5 basically. So Now we can go ahead and just grab ourselves can just
grab a new one group input. We can add this to a resolution, like so, so we can now go ahead and set the default
value to something like two, going to hit tax base
on the resolution over here by hovering
over the value itself, and that's going to give me
this as default resolution, which I think is going
to work great for us. Now, all the actual
edge creasing, we need to actually add
ourselves parameter for that. We're going to create
a new parameter called this Bevel leg. Have the thing we can keep the Let me just go
ahead and actually see. This goes 0-1.
Let's go ahead and actually just recreate
this same type of results. F Bevel, minimum, zero to one, and subtype is going
to be a factor. This is going to give us a nice control 0-1,
exactly what we want. Let's go ahead now actually connect this
basically to here. To hit control and
age to hide it out and just simply
simplify this result. The only thing that I would say is that
logistically speaking, it makes no sense that
when bevel is at zero, it's actually giving us
the most of the bevel. When it's at one,
it has no bevel. So we actually need
to invert this value, and the fastest way
to do that is by just using multiply math node, set this to multiply, and we're just going to
pass this through a minus one and just added them
onto the edge crease. Now when it's one, it's actually
going to be be when it's zero, it shouldn't be bbbled. What's going on over here. So or actually this
isn't going to work. The reason being is
that it just keeps the value at a negative.
We don't want this. We actually want to
just invert the value. Instead of multiplying,
we need to subtract it, and we're just going
to switch this up. We're going to basically get the bevel to be
the second value, and the first value
is going to be one. Basically, we're doing
one minus bevel, which is going to give
us the right result. I'm just going to
put it over here. Like so, There we go.
That seems to be better. Now we can just go ahead
and have it either as zero or as a value that's going
to be one for beverly. Okay now just take it
down a little bit, like so increase the
resolution a little bit, and we're going to get ourselves some smoo looking breaks. The thing that we
need to do now is actually get ourselves
a bit of displacement. We don't want them to
be looking perfect. We want to have the ability to actually control how
wherever they look. So for that, we're
going to go on to where the setup is over here. After rotate instances, we can probably just
set it over here. We're going to basically
make use out of Set position. Let's go ahead and add set position over
here at the very end. So the position is going
to be for the offset, but we don't want them
to be just offsetting everything in regards
to all the bricks. We actually want to
make use out of normal. It's basically going
to be based on normal. Each one of those
meshes has a normal, so we have a look at
the brick over here. Basically have a
surface at the top, that's going to be facing
more upwards on the side, it's going to be
facing to the side, and this is going to just be basically pacing this
direction over here. It's basically going
to pace outwards from the over all
surface of the mesh. By making use of
something called, if I was to just quickly go
ahead and search for normals, me to read normal, we can actually get ourselves
some nice control in regards to offsetting and making use out of it
as a displacement, or again, wa bricks. We're going to basically make use out of something
called noise texture. Noise texture is a great
way for us to just get ourselves a random
noise or an offset. If we were to just
use a map vector, here since we're using three
D type of space for normals. We can see the output for
normals is actually vector. That's what we need to do.
That's what we need to use. We can connect this to here, and this noise is
already set as three D, so that's going to be
nicely multiplying it for us or actually instead of adding it or multiplying it, we're going to use a scale. There we go, like so. This way, if we were to attach
it right away, we should see some results. And we're not
seeing any results. My guess is that P.
They're not actually yeah, they're still kept us instances. We're rotating instances,
we're translating instances, but we actually need
to actually turn this into mesh to be able to manipulate the normals for them. So for that, we're going
to realize instances. We're going to just attach it right before. And there we go. We're going to get
ourselves a massive blob. Obviously, this is not
what we want to be able to just scale it down just
a little bit less. So let's go ahead and actually
duplicate this scale over here and turn it down
to a smaller value. A value of 0.01 maybe that's
to little 0.1. There we go. Maybe maybe still a
little bit too big. Let's go ahead and just
play around with values. 0.03 is a good start. I'll just put it back to 0.05, so we could actually see the
result that we're having. So we have the scale, and we have the have a lot of control with the
noise texture itself, but the only one that we
actually realistically need to make use out of
is going to be scale. If we were to change the scale, you can see the bricks actually changing basically in
regards to the setup. If we were to increase it, you can see the type of
result that we're getting. Once we set it to seven, we
can see that we're getting a nice offset or actually
eight, there we go. We're going to get
ourselves a nice offset. So now I'm going to actually
lower down the scale. And we need to just finally
set it up as parameters. We're going to quickly
create parameters, so we're going to
click new item input. We can call this displacement. Scale. We can actually just duplicate this value since we already have the naming for it. I'm going to go up, going to
just simply duplicate item. It's going to give us
exactly the same result. Simply just for the
names so now we can just call this one as strength. We're then going to get
ourselves a group input. We're going to find
the displacement scale to put it onto the scale. Displacement strength. I'm actually going to make
another one and just put it onto the strength over here. Now, of course, we
need to make sure that we have the
parameters set up. The default one for
scale was I believe five and the strength
was 0.3, or was it 0.03? I think it was
0.03. There we go. Five and 0.3, just going to
real quick, check these up. To make sure we don't go
into negative values. If we were to do
that, for example, we would start getting some artifacts onto the mesh
over here as you can see, so we're just going
to real quick, prevent that to have
the minimum values of zero on both ends, and that's going to
give us a nice result. So I'm going to increase the resolution real quick just to see
how it looks like. Yeah, that looks real
nice for us, actually. All that we need to do is we basically created ourselves the nice shape for the bricks. All we need to do is
create the cement, a sort of a pillar, which we're going to do next. And then afterwards, we need to work in regards to
the shaders and the materials to get ourselves
the overall nice visuals. So that's going to be
it for this lesson. Thank you so much for watching, and I will be seeing
you in a bed.
15. Creating Cement Surface Grid with Index Selection Offset: Hello. Welcome back, everyone to Blender Basics Geometry
node Brick Walls workshop. In last lesson, we
set ourselves up with a nice surface displacement and a bit of beveling as well. Now we're going to
continue on with the setup, and in this case, we need to work on in
regards to making sure that we have a sort of a
filler in between the bricks. Once we get the layer gaps, higher up example and the
width example maybe smaller. Or actually the brick
gaps. There we go. Once we get this
kind of a setup, it's not going to be just
normal type of bricks, it's just going to be
floating randomly, and that's not what
we want to have. So for that, we're actually
going to go all the way back to where we had
sample curves over here. And we're going to
create ourselves a new setup just for the filler, let's call it the
cement, basically. And we can go ahead
and click Shift and A. We're going to make use out
of something called grid. And the reason we're doing it next to the sample curves by the base curves position
sampling is because from this, we can actually get ourselves a position for this
type of a setup. So If I was to actually grab this
grid and set a position, set position so I can just simply grab the position
from the sample curves, just like that,
and we should get ourselves something
nice already. Although clearly we need to set it up with how
it looks like. I'm going to actually just click Control shift and just
tap on the screen, and I'm going to increase
the vertex amount. So we can see what's
happening basically. Right now, it is a bit messy. The reason being is actually
it's not right just yet. We need to have control
over the vertices themselves to make sure that we're getting the
right result and actually, let me just go
ahead and increase this vertice count like so. We are getting the
position like this, but it's not giving
us the right setup. It's quite a bit messy. So, we need to make
sure we fix that. For that, we'll
need to make sure we tell the model
vertices we need to make use of in regards to the height and in regards
to the wave itself. For the height, actually, yeah, for the height, it's going to
be the layer vertices of x. That's what's going
to be controlling it. So we can just
simply make use out of the layer count
value that we had. Let's go ahead and
grab ourselves a group input and take the
vertex x or the layer count. So that's going to be
that. Then the next one that we need is going to be the number of
points per layer. This is going to be if
we go all the way down. Yeah, this is the value
that we're going to make use out of the one that comes from onto the
mesh line over here. I'm just thinking
what's the best way of actually putting this out? For this section, I
might just grab just put it off a little bit to
the side, just like that. Now I could just make
a new line over here. And simply use it to attach
it to the vertices y. There we go. We're going to get this
type of result right away. I think, let me check before. It was it was just giving
us quite a bit of a mess. But if we use the right
amount of vertice account, We're going to get the
right result. There we go. All right. This is
actually looking perfect for us
exactly as we wanted. Let's go ahead and just clean
it up a little bit like so I'm just going to move
this upwards just like that. It's going to be
quite all right. Cleaning up a little
bit, making sure that we're having
nice clean edges, especially for such long lines. We want to make sure that it
doesn't overlap any nodes. And Just before moving on, I would like to explain why exactly this is working
so well for us. And the reason being is why
even if we are increasing the vertices y count and x count if we were to increase it to quite
a large amount, it's not going to just
fill in the shape because basically, this vertice count
matches the index of the position for
the sample curve. So if I was to actually
show the grid itself, this is what we're
going to have. And, we're going to get identical index for how the shape needs to be
filled out basically. I'm going to real quick just
make sure that this works also with the offset deletion. Yeah, just making sure because the offset delete is going
to be later downline. Let's actually go ahead
and now see how it looks like with the
bricks themselves. So the easiest way for us to
do that is if we were to y, if we were to find
a set position, I'm just going to go ahead
and delete the view mode, we can add the set position. Directly onto the outliner
onto the output over here, and actually the easiest
way to grab the both of the nodes is if we were to hold the control and shift and
then use right mouth button, we can drag it across so to the last node like
this and releasing it. We'll basically combine
these two automatically. So Control shift and
right mouth button with the grid as well as
the final brick node, will automatically combine
us with the joint geometry. It's a real nice type
of a shortcut to make so Now let's go ahead
and see how it looks like. We're just going to
click one. And the top might be looking
quite all right, but the bottom,
if we have a look at it, it's actually offset. It's right in the
middle of the break, so we need to go
ahead and fix that. We need to make sure that
it starts with the base. We're going to need
to make sure we select the bottom index. So for us to do that, we're going to go back onto
this selection over here. We're going to hit ship D, we're just going to put
this over here, so we can control the
offset basically, and we just want
to drag the bottom vertices for this for
this grid basically. So for us to do
that, we're going to grab ourselves an index, like so going to say that if index is less
than a specific amount, which is going to be y
vertices over here actually. I'm just going to go ahead
and grab it from here. Just move everything up
like this a little bit. And put this with, let's just grab less than. We try to just do
it from the index. There we go. Less than. And basically the index
is less than the row that we have that goes across basically the first
row for the vertices y, which is this one over
here in this case. Usually y would represent the vertical value,
but in this case, we're just using it as
a horizontal value. Now if we plug this over here, we should be able
to, there we go. We're just basically able to control just the bottom piece. So this is perfect for us. Because this should be
controlled by the height itself, let me just go ahead and see, we should be able to basically offset it with the
height parameter. Let's go ahead and do
that. We're going to grab ourselves from
the offset firstly, combine x y z, like we usually do, put
it off to the side. Then for the Z value
to control this. We're going to grab group input, find ourselves to height, and from there, we're going
to actually multiply. So, we're just going to
put it off to the Z value, and if we set this to
two, actually minus two. Or just actually, no, this will need to be divide, just to make it
easier for us if we set this to a value
of two minus two. There we go. That's
going to give us exact place at the bottom now
if we change up to height. Doesn't seem to want to
work with the height. So I'm trying to figure
out why that's the case, and I just realized it's
not set with the height, it's set with the
with randomness. We need to make sure it's
set with the height. There we go now,
it's always going to be attached to the bottom. There we go. This could
have been also multiply set or minus two. Today we go. Now we fixed it. As for the upper section, although personally,
it looks pretty cool. If we have it like
this, we still need to have certain control, perhaps, we need
to make sure that it actually touches the top. In case, we want to, for example, have more
of a modern look. We don't want to just
have these fillers for the grid to be kept as this. Yeah. To actually grab
this top section, we basically are going to
select every single point that is not it and say if it's greater than
this value over here, these parts the top
will be selected, and then we can just
do the offset upwards, just like we did with
the bottom ones, but this one is going to be a little bit more
complex looking, but it's actually
overall rather simple. So let's go ahead and do that. We're going to grab
ourselves the position, just like we did previously. We're going to grab
ourselves the index. Let's go ahead and make sure
that the position upset is actually set the proper
just neutral value. And so to grab the index for all of
these parts over here. We'll start off by grabbing
in the bottom row, just like we did previously, we're going to find
it where it is, so we can just
grab it from here. And I'm going to just quickly grab our
cells the map node. Going to change this map node
to multiply. So multiply. So we're going to basically now multiply this value over here, which is again the the row, we're going to set it up with the lay count, which
is the column. If we were to just
multiply it by default, we're basically selecting
this entire grid like so. But we just want to
remove this upper layer. So what we're going to do
is basically we're going to just take one
row off the top. And for that, we're
going to just get ourselves a map node. We're going to get
ourselves this map node. We're going to subtract
it to subtract by one, subtract this layer basically. Then we're going to
multiply it two, get this entire selection
as we talked previously. And that's pretty much it. Now, we need to just get
ourselves the index. We need to say that everything
that's greater than this selected section is
going to be affected. This is going to
be if I drag from the index greater than
this value over here, then if you make a
selection for it, you're going to be
able to control the upper section just like that. Hopefully
that makes sense. The only thing though is that
the part at the top Yeah, these vertices over here
are not being controlled. We need to make sure that
these vertices are being controlled to make sure that
we having a nice offset. That's an easy pix, actually. All we need to do is get
instead of greater than, we're going to get
greater than or equal. By changing it like
so, we can see that this vertice is going
upwards as well. That's exactly what
we want in this. I think this is the Jagger
dag one, which is all right. Okay, that's pretty much it
in regards to the control. We just need to make sure we set it up with a nice offset. Let's go back to the offset. We can make use out of the same offset actually
and just invert the value so we can scale in the negative one and offset it. It's going to give us the
identical looks at the bottom. All right. That's going to
be it from this lesson. Thank you so much
watching. And I will be seeing you in a minute.
16. Categorizing Parameters: Hello and welcome
back everyone to Blender Basics Geometry
node Brick Walls workshop. In the last lesson, we less
ourselves off by setting up this nice tiller grid that
goes in between the bricks. But we're still not quite done in regard to the overall setup. The reason being is that
we need to make sure that we start setting up
additional parameters for it. And for that, I would
recommend you to start off actually breaking down these parameters basically
in the geometry node. Mean by that is, if we have a look at the
right hand corner, we have all of these values over here, and they're
really helpful. But when we start working with multiple factors,
in this case, bricks and the
cement, the filler, grid that goes within
the bricks themselves. It's going to be complicated. It's going to just be over too hard to actually
make use out of this. So instead of just having everything in one
type of a group, what I recommend you
doing is go to the top and let's go ahead and write
underneath the geometry, we can go click plus. We can input something, and for the input, we're going to basically
set it up as a string. Now, this string
will allow us to, as you can see at the top, it says a socket, This string will allow us to basically get us a
sort of a label. If we were to just
delete this completely, it's going to give us an
empty label entirely, and if we were to
go down and set the default value for
this to be called bricks, so we can now go ahead
and click backspace on here and by default is
going to have this nice label. Although it can be easily changed, it doesn't
really matter. It doesn't affect us at
all within the parameters. Anyone can personalize it if
you wish to, but honestly, by default, just having it called as bricks is
going to be quite right. We can do the same thing
for the cement as well. We can just simply select this. We can click duplicate item
and we can drag this all the way down until we
reach the very end. At the very bottom, we
have a node called bricks. Of course, we need to
change this to call it cement or a fiddler. Anything of that sort will do. It doesn't really
affect the code itself. I'm going to hit backspace
on hovering over the name itself and
that's going to hit the default setup. So we will firstly
want to make sure we can enable and disable
this cement layer. We can do so by clicking on a plus symbol and getting
ourselves a socket. That's going to be a bully. I basically a switch,
but we're going to use. This can be set
default attribute. Let me just have a look.
Yeah, we can just change the socket over here
to call it enable. So or enablement. There we go. The other option that
we'll need is a thickness. Thickness for this
wall over here. We'll also need the
displacement scale and displacement strength. We'll basically do the exact same noise displacement setup that we have for the brakes. What we can do is we can reduplicate the values and
put them off at the bottom. Let me just go
ahead and do that. I'm just going to move the
second one. Like this. To the bottom, make
sure you don't actually grab the first
ones because these are the ones that would
be controlling the actual displacement
of the breaks. I I was to actually try that. In regards to
strength, it's still affecting the right
values for me, which I'm quite happy about. These ones are not
going to do anything at the moment because we still
have not attached them. The final thing
that we'll need is going to be a resolution. I'm going to select the enable because I want the resolution
to be right underneath it, and I'm going to
call it resolution. So we can set this
up to be an integer, and I think we're ready to go. I will also actually real quick, set the default value
for this to be two, minimum zero, maximum, we can set it to a little
bit of a higher value. The reason being is that
it's only just one mesh. It's not like every
single individual brick. So it's going to be all right if we have it a
little bit larger. Then for the thickness, let's go ahead and set this to zero and the
default value to 0.1. That's going to
be quite a right. This one should have
the same result. I'm going to also just drag
it placement downwards so we could actually have it right underneath
the thickness. Thickness, I'm going to hit back space there we go to
get the default value, going to hit default value
for the resolution as well. Now, let's go ahead and actually go onto the cement
where we finished it off. Over here, I will actually make this a little bit
larger so we could see. After the set position, we are going to just get ourselves a simple
subdivide mesh. L instead of using the one that we have
previously for the bricks, which was called, If I was just to find a
digo subdivision surface. This one was to get to get help decreases and stuff, but we don't
really need this. What this partical case. If we were to actually
increase this, we can actually see what
it's doing and if I was to turn on the wire frame. You should be able to
see that it's actually literally just
subdividing the match. So that's good for us. That's exactly what
we're looking for. Let me just go ahead and
go out of the ghost mode. So we are going to
get a group input. We're going to find the value for resolution
at the bottom. Let's make sure we use
the one at the bottom, since that's the
one for the cement. Go to hide out of the way, clicking Control H. And let
me just check if it works. Real quick. It seems to
work. That's great for us. We can also have a
look how we're at it in regards to the order
of the bricks as well. For example, offset the let. We can just move it upwards
a little bit over here. I want to check if
the offset itself is actually going to
work with what we have. Offset it is going
to affect bricks, which is exactly what we want. It's going to affect the
cement that is, and let's see. I think all in all,
that's pretty much it. We just switched up the offset, and for the gaps, everything seems to be in order. Resolution and debl could
be maybe a separate. We could make even a separate
string, for example. We could duplicate
this, put it downwards right right on top
of the resolution, and that would give us bit of an extra way to break off and
categorize the parameters. But in that, it's
going to be it. We just need to make
sure that we now set ourselves up with the
thickness for the cement. So what we're going to do is, we're going to make
use out of extrusion, but in geometry, the extrusion works a
little bit differently. We're going to cover that
in the next lesson though. So thank you so
much for watching, and I will be seeing
you in a ban.
17. Creating Extrusion Operation and Mesh Smoothing: Hello and welcome
back everyone to Blender Basics Geometry
node Brick walls workshop. In the last lesson,
we set ourselves up with some
additional parameters, but now we need to actually get this wall to have some icknes. And we're going to
make use out of a nice little node
called extrude mesh. Let's go ahead and
click Shift and A, third for extrude mesh. This is what we're going to use. The thing is though that
this mesh actually works a little bit differently
to what you'd expect normally in
free day modeling. So what I mean by that is, if I'll going to show you
as an example real quick, within just a simple
modeling mode. So, normally, if
we have something like a plane and we want
to extrude this plane, we can click E
extrude it like so, and it's going to
create an extrusion. It's going to basically
create the edges on the side, move this face to the top, and it's going to make sure that there's a base
underneath as well. And in this particular
case, however, the extruion works a little bit different in regards
to the setup. So what I mean by that is, if I have, for example,
something like a hole, if I wanted to extrude here, I could do so by
clicking E, extruding, and now if we look at it, we basically have the
face over here. We extrude the size, however, if we select this and
actually click Shift and H, we can see that underneath
there's nothing there. So what happens is
basically Because there are fas it's extruding basically
next to the selected pass. It's not going to produce that duplicate of
the face underneath. It's just a basic type of
extrusion that's going to make and going to leave
the gap underneath. In that same principle, it's going to create the
extrusion over here. We can go to geometry node, we can have it selected, and let's go ahead and actually
make use out of it. The way, if I was to
just attach it to the mesh over here and
see the extrusion, I'm going to actually make it to a small value like so we
can see what it's doing. Actually right now it's
extruding individual pases. We want to make sure
that this is ticked off, so it's giving us that. I am going to show you by clicking control and shift, just
tapping on a screen. There we go. It's
going to basically leave the backside on its own. The easiest way to fix
it is if we were to before the extrusion, over here. If we were to actually
get the original mesh. We're then going to offset
it to the up side basically. Basically, we're pushing
it to the up side. Then we're going from that side. We're then going to start
extruding it like so. We're going to grab the original pace and just reattach it back. So we're going to grab
the thickness value. We're then going
to make use out of the normals to offset
it with inflation. So let's go ahead and
get ourselves normal, read, so we're going to get
ourselves set position. So, and we're going
to put it onto geometry with the offset. Let's go ahead and see which
offset we're looking at. We're going to click control and shift, just tap it over here. So we want it to be
going in y direction. So for the wide direction, let's go ahead and grab
ourselves the thickness. Actually, we're not going to use this because we're going to be offsetting it with
the normal map. Let's go ahead and with
the normal data that is. Let's go ahead and get
ourselves a vector map. Leg, let's attach the normal, and we're going to, of
course, select the scale. This will allow us to offset
it based on the normals. There we go. This way, we can just offset it inwards, and it's going to
just slightly offset it in giving us the right value. We want to make sure
that we don't overdo it Owss going to give
us some artifacts. It's going to be
a very small type of an offset based on
the thickness itself. So, the thickness itself, if we were to use a
group input for that, we already have the
thickness over here. Let's go ahead and
actually attach it. But before attaching it, if we were to just do
it normally, ideally, I prefer to have a bit of a control when it comes to
thickness, for example, if we set the thickness
for this to be as one, it should give us the
thickness of a one for a unit. So If I was to just offset this to thickness of just
a normal value, it's actually going to give
us the entire value like so. What I want to do ideally
is when we have a line, we offset it by a half of the value of the
thickness to one side, and then we push it all the way. By a value of one
for the extrusion. This way, the center point, even if we have a bit of
a larger, for example, piece or a smaller piece, it's going to be
kept in the middle, which is exactly what we want. Let's go ahead and do that.
We're going to fs offset it off by normal with
the value of 0.5, let's go ahead and get sells a math value or
multiply by a 0.5. So we're halving it, then
we're going to extrude this with the value
for the thickness. The thickness, we
can just actually just duplicate it over here and extrude the mesh with
this offset value, like so. Now we can clear
control and shift, we can see out looks like, and this is what we're
going to get basically. We're going to extrude it and it's going to if we have
a look at it from the top, should give us a value. It's going to be more
or less kept the same. To get the value from before, to get the face from before
before actual extrusion, we're going to
grab it over here, and we're going to
actually flip the face. Right now the face
is facing this way. We can actually look at
the normals, by the way, if we were to go onto this
upper right hand corner, and we can select
face orientation, whichever the blue is facing is going to be facing outwards, basically, as you can see this
way, it's facing inwards. This in particular setup in blender doesn't
really matter. But when it comes
to video games, for example, when it comes
to real time rendering, it's often, most of the cases
will use a single phase. What it means is basically that this side is going to
be completely invisible. And this up side is the only one that's
going to be visible. So we're going to
cover the face with a blue blue math basically
on the overside. And if I was to just simply
join geometry over here. So I'm going to actually
put it over here and join it before the extrusion. We
should get ourselves. I'm going to delete
the viewer and just use it with control
and shift again at the end. We should get ourselves
this, but again, as I said, it's not going to be set properly with the
pace orientation. This is going to be red.
We don't want this. It's not going to be visible
on real time renderers. So for that, we're going to simply get ourselves flip pass. We're going to put it over here. Right before we join in, man, we're going to get
ourselves a clean mesh. That's exactly what we want.
I will actually switch up. Yeah. One thing I will
definitely switch up is resolution realistically, is going to make us a mess. The reason being is
that the resolution we add when before we
actually make use of this, the more of a normal phase
offset mess is going to cause. It's going to start
overlapping and whatnot. We don't
want this to happen. So the quickest fix would
be to just simply grab this subdivided mesh and just put it off after we
join the geometry. Actually, let me just go ahead and reconnect this over here. This is going to be separate, and I can just add it after we join this geometry per here. Just like that. This way, we're going to get ourselves
a nice little set up. I'm just wondering about the
thickness if it's actually properly set up in
regards to the multiply. Yeah, I think the mistake I made is the fact that I multiplied
it by a positive value. We need to actually bring it to a positive negative value. And this way, the thickness
is actually there we go. Now, it's actually
saying in the middle. Sorry about that. I
didn't notice that. The only thing that's
left to do for this is to actually get
ourselves moving. By default, it's going to
be even if we add topology, it's just going to be a square. We need to make sure we set
it up with a nice blur. For that, we're going to
actually set the position, and I completely
forgot one thing. Is that after we
join the geometry, we need to merge. So let's go ahead and
merge by distance. It's a very useful type of
node that will allow you to merge the vertices based on the distance, joining
them together. Otherwise, the face on one
side is not going to be attached to the cement that's on the other
side basically. And just having this node, we'll just keep it merged, then we can subdivide it
and it's going to give us everything nicely set up. Yeah, that's pretty good.
What I mean after that is, we're going to now
relax the vertices. We're going to grab
ourselves the position, the original position
of the cement, we're going to then a grab
set position like so, attach it to the geometry, and we're going to before attaching it directly
onto the position, which is going to give us
the same exact results, we're going to get
a blur attribute. Blur attribute will basically
just blur the result. If I was to set
this value of zero, It's not going to work, and the reason being is that
we're blurring only a float. We need to blur
the entire vector. All the vector
values. There we go. Now when we set this
up to a higher value, it starts to actually getting itself to look
more blobby. There we go. That's exactly what we want. It's going to make it
look like it's actually a sustenance that was more
of a liquid beforehand, and then it got harden up. Of course, we need to set
up some controls for that. I prefer to keep the
iterations to free and then it'll be stronger
type of appliance. We don't want to go more
than that realistically. We can create the smooth input. Let's go ahead and
call this smooth. So let's go ahead and get
the default value to zero. Minimum can be zero, and we're going to get our cells this to be smoothing
as a weight. Now we can go ahead and control this and smooth in and
out whenever we want to. So that's pretty much
it with the setup. We're going to get our
cells A n pipe over here. We're still not quite finished in regards to the aorld cement. We still have displacement,
and we also need to work in regards to
all of its materials. So Pando, let's go ahead
and keep this as is, thank you so much for watching, and I will be seeing
you in a bit.
18. Smoothing Out Normals and Displacement Cement Setup: Hello, and welcome e to Blender Basics Geometry
node Brick Walls workshop. In a last lesson,
we set ourselves up with a nice suoving setup. We still have displacement scale and displacement strength to do, which we're going
to do right away as we can just zoom out and go all the way down
to the area over here, which we had the displacement set up for the
bricks themselves. We can simply go ahead
and just copy this setup, so everything form a couple
of these group inputs. Norma noise texture, and
those two scale nodes. We can now go ahead and
click Control C to copy it, go up higher above, so click Control D over
in this section like so. And I totally forgot the fact that we need the
set position as well. So, yeah, we do need that. Let's go ahead and actually grab this over here. I'm
going to hit ship D. Just put it off to the side, so. In this way, we can just place this into the offset,
just like that. Of course, we need
to fix the group inputs what we have over here. So instead of displacement
scale from the bricks, we're going to hold control
and just place it from the one that's right
at the very end. And we're going to do the
same thing for the strength. This one, I'm just going
to make sure you have displacement strength. I'm
going to hold control. Put it over here like so. Of course, we need
to go ahead and fix it first before anything else. I'm just going to
actually minimize this real quick, like so. Now we can actually work
on the displacement setup, the preset that
we'd like to see. So Let's go ahead and
firstly take off the scale. That's going to be
this one over here. I'm going to low its value
down to quite a small amount. It's going to be diversion. That's going to be
diversion of 0.1, I think that's going
to be quite all right. If we now increase, sorry, that's going to be
actually larger. I mixed up the values. We need to make this
displacement scale. I might actually
help if we were to just drag this out to
actually see the names. This placement scale needs
to be something like ten. This placement
strength has to be quite small,
something like 0.01, and that's going to
be quite all right, and we're going to get ourselves a very nice small
type of detail. This might even be a little
bit larger, like so. We might even increase
the resolution by a couple of times just to see all the necessary
detail and the strength. We can now increase
it a little bit. To see that we actually
do have a nice setup. So I'm going to
increase it to 0.03. There we go, we're going to
get this type of a look. So just by manipulating the noise a little bit
in regards to the setup, we're going to get
ourselves completely different and unique results. We just need to make
sure that we have the same results in
the default values. So displacement scale. I'm going to make sure we set
this up to be a default of 11 and displacement
strength can be 0.03. And the only thing that
I want to make sure is that the minimum is set
to zero like we did before. Y, that's looking pretty good. Now, all we need to do is
actually make sure that we have ourselves set up with
maybe a little bit actually, I'm going to decrease
the height just to see if it's looking all right. I'm going to lower where is it the
thickness? Holding shift. I'm going to lower
this down so we could actually see the bricks
coming out like so, and this is going
to be quite right. All the bricks are looking nice. Now, we also need to make sure we smooth it out
the shader itself, we still are seeing the
polygons that apology. Let's go ahead and
do that right away. If we look for set shades
smooth, there we go. That's what we're looking for.
We're going to just attach it to the cement itself. Right away, we're going to
see this type of result. It's going to basically
smooth every topology, which is exactly what we want. If we want to get more
detail, for example, once we shades s move it out, we can see that a lot
of detail is lost. Maybe we want to increase
the resolution a little bit, that's going to bring
everything back. And honestly, by
default, Shades move, keeping it on the cement by default is going
to be great for us. We really need to keep that on. The thing for the
bricks though is if we want to have that level off, it might not look quite as
great with a low resolution. I'm actually just going to
show you as an example. I'm going to duplicate it, bring it all the
way to the bottom to our bricks, today we go. We're now shades
moving out the bricks. And honestly, it's going to look quite right with
just this tick tone. But again, once we start playing around with
the bricks itself, as in where is it? For example, taking
down a resolution and lowering down the bevel. We can see that it's
not actually going to look in the right of way. So we need a different
type of approach. There is something called shade smooth by
angle, a group type. There we go. This is quite nice. I'm going to show you what
it does actually real quick. If I was to set this up, I can now increase
this and hopefully. It's going to work.
Yeah, I'm going to ignore the
sharpness over here. Now we can see that
actually once we lowered that down to the right angle, we're going to get
this type of result. This gives us a bit more
of a control overall for the angle of the smoothness. I'm just going to check
real quick if it's actually going to look all right
with increased resolution. There we go and increase bevel. There we go. Honestly, it's a really nice type of function. All we need to do is
just make sure that angle is going to allow us to control the
sharpness of the bricks. By default, we wanted to, we wanted to be a parameter. We're going to add a
new item and input. B call this brick smooth. Angle. We can call it like this and bring it all the way to the top right underneath
the displacement. I think that's going
to be quatro right. We're now going to go ahead
and get our cels group input. The list is getting pretty big, so let's just go all the way to where we say brick smooth angle. We're going to
attach it over here. Actually before that,
we need to change the subtype to be an
angle there we go. Now it's actually going
to work properly. The one that we wanted
before was 65 sounds. Let's go ahead and just
plug this back in. Default, we can set it to 65. We can click back space, to reset it to default, and that doesn't seem to want to reset it to default.
What's happening here. I'm not sure why that happened. Brick angle default
is set to 65. Minimum should be
zero maximum for 60, and I'm just going
to plug this off. And I'm not sure why
that's happening actually. This one by default
should be 65. But when I click back space, it doesn't go back to
the default value. I'm just wondering if
I made a mistake in regards to that, just go off. Now, it seems to be
all right. Yeah, I'm not really sure why
that's the case. But just doesn't want to work for some
reason, there we go. Now it's working,
I think no reason, again, using a back
space for this one, in particular it doesn't
seem to want to work. I wonder if it might have something to do with needing
to restart the engine, but I'm not going to worry
about that at the moment. What we need to do
extra is real quick. We need to make sure we set up the ability to enable
and dtable the cement. For example, in some
case, when we want the brick layer set up to
actually have no gaps, we don't really need the bricks to have
that pillar set up. What we're going to do
is, we're going to go all with the top over here. We're going to create
a nice switch. We're just going to add
this switch over here. And the switch itself, we'll need a bulion for us to unable to get
the switch on and off, which we already have over here. All we need to do is just
grab our cells group input. I'm going to click control
on H to unhide it, and attach this to the switch. If this is true, it should give us the setup. Just going to make
sure that by default, it's sticked on,
and if it's false, it's not going to
give us anything, and it's going to
give us an empty pin to join to geometry. Let's go ahead and
check that out. Yeah. That's exactly how it works. All right. Good stuff. So now the only thing
that's left to do realistically is set
ourselves up with a material. But it's actually going to be
quite an interesting topic. We're going to go
over the basics first to make sure we
understand how the shades work, and then we're going to
go ahead and touch it, how we can generate certain material setups
for our generators. Yeah, that's going to
be it from this video. Thank you so much for watching. And I will be seeing
you in a bit.
19. Blender Material Shader Basics: Hello. Welcome everyone to Blender Basics Geometry
Node, Brick Walls workshop. In the last lesson,
we finished up with I regards to the
geometry node itself, and now we need to make
sure we actually texture it because if you go on
to the modeling tab, and if we were to just click on the material viewpoint chaining, we'll see that it's actually
just completely wide. The reason being is
that we don't have any any material set up on this. So to start off, I'm
actually going to play a quick
introductory video to the blender shading and
that's going to explain you the overall information
for what shading does, and then we can move on
in the next lesson with the overall setup
for the materials. Thank you so much
for watching and I will be seeing you in a bit. Welcome everyone to
the blender shading and texturing introduction. And you can see here
within my scene, I've actually brought
in a few shaders just to kind of explain
how they actually work. So first of all, what
is an actual shader? A blender shader is a
type of material that can be applied to three D
models within blender. Shaders define the
way surface of objects appear under various
lighting conditions, simulating a wide range of materials and effects
such as metals, glass, plastics, wood, and more. Essentially, shaders tell
blender how to render the surface of an object based on its
properties like color, transparency, shyness,
texture, and reflection. So, within Blender,
we use actually a no based system for creating
and customizing shaders, particularly within its
powerful rendering engines like cycles and the newer
EV render engine. Now, it's important to note
that the actual shaders within Blender react differently to each of those shaders. So at the moment, you can see that I've actually
got this on EV, but the moment I
put this to cycles, these actual shaders,
some of them, at least, will
react differently. So now you can see
that our emission here that we had
that was glowing, doesn't glow anymore,
and that's what happens in typically
in blender cycles. Also, the glass now, we can actually see
through the glass and see this is actually
a glass shader. So it's important
to know straight off the get go that some shades will work in EV and
some in cycles. Now, next of all,
we need to look at the different types of
shades within blender. So some are created entirely in blender
through node systems, which we're going to look
at in just 1 minute, and the others are
created through textures. Generally, these will
be PBR textures. Now, a PBR texture is a physically based
rendered texture. And it's a texture map
designed to mimic the way light interacts with
surfaces in the real world, based on physically
accurate models. These textures ensure
that materials reect to lighting conditions in
a realistic manner, making them essential
for creating lifelike three D models and
environments within blender. So now, north of all the
back story on textures, let's actually go up then, and first of all, we want
to bring in an add on. Now, this add on is in
bill within blender, in other words, it
comes with blender. I wish they would
actually turn this on a standard, but So far, you have to actually enable it, but trust me want
to say it's one of the best add ons that
blender ever produced. Let's go up to edit. What we're going to do
is come to preferences. We're going to go
over to add ons, and the add on we want is
called the node wrangler. Type in node, make sure the
node wrangler is turned on, and then all you need to do
is just close this down. Next of all, we're going to
go over to our shading panel, which is this one over here. And then what we're
going to do, we're going to click on this cube, which at the moment,
doesn't actually have a shader on it
or any material. We know that because if we come over to the
right hand side, where our material
panel is here, you can see this is
completely empty. Also in the shader panel, you can also see if I zoom out, this is also completely empty. If you do happen to
have a shader in here, and then there's
nothing in here, just zoom out as far as you can, and then you'll find
all of the notes. Now, what I'm going
to do, first of all, is adding a new shader, and what we'll do is
we'll double click it and we'll call it wood. Like so. And now you can see
here is actually set something up within Blender, just a basic principle BSDF. Now, this basically
is the super node. It's where all of the
texture maps will plug into. This is the main node that
you will be using. All right. So now what I want
to do is, I just want to click on this node. And what I'm going
to do is I'm going to press control, shift, and T. And what then that
will enable me to do is open up my actual
computer file. And from there, I just
want to find my textures. So here are my textures that I'm going to use as an example. You can see here
we've got wood grain, and you can also check out
what these actually look like by coming over to
the right hand side here and clicking this on, and now you have a good idea of what these are actually
going to look like. We can also make them larger
as well if we need to. So you can see here
at the moment, the side is 128, and we can just bring that
up to actually make them bigger and see exactly
what textures they are. Now, to bring them in, all I need to do is select
the first one. Shift select the last
one, so we've got all selected and click
principal texture. And what Blender is
going to do from there is is actually going to bring them all in and set
them up for us like so. So you can see now because
of the node wrangler, everything is set up for us. Now, within our
actual shading panel, you will see over
the left hand side, we actually have a UV map here, and it's not actually showing
anything at the moment. If we come on over and we select one of these actual
textures like so, you will see if I
zoomo we've actually selected this actual
metallic shader. I can also come down and select the roughness, for instance, I can select normal, or I can select the actual
image texture like so. Just remember, if it's
on the wrong one, it's probably because
you've got one of the textures or the wrong
texture actually selected, and I generally want to
have it on the base color. Now with blender four, comes
a new principled BSDF, and now a lot of the options are actually hidden behind
these little tabs here. Emission, for instance, is now hidden behind here, so
I can turn this up, as you can see, bring it down and change the color
of it if I sell one. Just remember that some of
them might actually be hidden. Because this is a basic video, we're just going to
go through a few of the actual options
that we normally get within our actual textures. So PBR setup normally
consists of a base color, known as the Albedo, or cut just a color map, a metallic map, a roughness map, and the normal map. There are more maps, but they take a
little bit of work to actually set them
up within blender, and this is a basics video, so we won't be going into those, but we will be going into
those later on in the course. The first one, which
is the albedo map, it just defines
the basic color of the material without any
lighting or shading effects. It represents how the material looks under natural lighting. If we go to the next
one, we've got metallic, and this map defines which parts of the texture
are metallic and which are not influencing how the material reflects light. Metals have a high reflectivity and distinct coloration
in their reflections. Now you will notice if
I click on this one, it's completely black because this wood has
absolutely no metallic. If this was completely white, all of this wood would
be completely metallic. If it has kind of
graze in there, that then is defined the roughness of the
actual metallic. In other words, those
little spots that you see when you shine
light on something. The next one is roughness, and this isn't to
be confused with metallic because roughness
is how shiny something is, and metallic is obviously
how metallic something is. Generally, as well
with metallic, either something's
metallic or it isn't. You don't really get in the
real world half and half. Roughness map controls how rough or smooth the surface of
the material appears, affecting how sharp or
blurred the reflections are. A lower value results in a smoother surface with
sharp reflections. Why a higher value leads to rough surface with
diffused reflections. Now, when I'm talking
about values, I'm talking about
these values here. So the more sharp this is, or the more blurred this is, or the more darker
these little spots are, that will give you the result that you're
actually looking for. And finally, we're going to
go now to the normal map, perhaps, one of the
most important maps, and the normal map simulates
small surface details and textures without
actually changing the geometry over
the three D model. It affects the way light
bounces off the surface, creating the illusion
of depth and detail. And this is used
a lot in games to actually look as though there's more geometry than
what there is. Now, let me show you
how that works then. So if I come down to this
strength at the moment, you can see that we've
got our wood here, and it's kind of defined. So if we look from here,
it kind of looks like it's three D and these
little grooves are going in. But if we turn this
all the way up now, you can see that's the
effect we actually get. You can see now it
looks as though it's much more ripply
along the edges. We can see big grooves
going down there, and this is what the
normal map actually does. Now at the moment,
with our actual cup, you can see we've only got
one actual material on there. And what about if
you want to put multiple materials
onto an actual object? I'm going to do is, I'm just going to
click the plus button. I'm going to click
the down arrow. And I'm just going to
choose one like glass. I want to click the
plus button again. Click the down arrow,
and this time, I'll choose one that says stone. Now, if I go into my cube and press the tab button
in actual edit mode, come over, select
one of these faces. It only works on faces. By the way, you can't select an edge and apply a
material on there. You have to select a
face or multiple faces. So what I'm going to do
then is come down to glass. And finally, then I'll
click a sign like soap. Then I'll come round
to the other side. I'll click this
face and this face. And what I'll do
is, I'll come down, click the Stone
and click a sign. And there we go. Now
we've actually got stone, we've got wood, and
we've got blast. And if we put this on
our render view now, you can see exactly how
that's going to look, and you can see how the lie is interacting with all
of these surfaces. I come over just to
the right and side quickly and turn around
my sun rotation, we can get a clearer view of
what we're talking about. If I come even further aun and bring it to the front light, so you can actually
see that glass then is actually starting
to be seed through, and you can also see
that actual normal map working on the
inside of this cube. Now, let's quickly
go back to our wood. So to do that, what I'm
going to do at the moment, you can see that
we're probably on the stone in this
shade of view here. It says actually stone here. Actually come down
and click on my wood, for instance, and
then it will take me and put the wood
on there as well. So that's another way
to actually apply them. Instead of the stone,
it's actually just put on wood instead,
as you can see. Now, what I do want to do is, I want to come in
to my actual wood. So that's the one that
we actually brought in this one here,
and just show you, for instance, we can actually interact with all of
these texture maps. Now, there's thousands of
nodes available in blender, and the way that you
put them all together, it can become
extremely complex with huge hundred node
maps and shaders. So I'm just going to
show you something of the basics just
to get you started, and that will be an RGB curve. So an RGB curve, as those of you may
know who use Photoshop, changes basically how the
actual image is actually lit, darker spots, lighter
spots, things like this. So if I come in and
press shift Day, search RGB, and you can see, I've got an RGB curve here. Now, just before we do that, if you do press shift
day, you can come down, you can just see get a flavor of how many nodes there are
actually within blender, and you can see also how many shaders there
are within blender. Let's discuss that
after, but first of all, we're going to go
with RGB curves, bring that in and
drop that down like. So from here now, you can see that I can
actually affect the color of this actual wood on the
fly in real time, like so. We can also put this onto the metallic onto the
roughness and even onto the normal to get
different effects and different ways that the metallic or roughness actually work. Now the next thing is we want
to discuss is just shaders. So as I said, this is the
main shader within blender. This is like the one
ring of shaders, and basically this will be the main one that
you actually use. But of course, there's
plenty of shaders. So depending on what you want
to do, if you come down, you can see, we've got diffuse, we've got emission shaders, we've got glass glossy, and a whole range
of other shaders that you can actually
try out and use. Now that we've discussed that, let's actually come out over. Two our actual shaders that
have got to set up here. Now you can see with
this glass one, it's just a very
simple shader of glass and got some roughness on, and of course, an IOR value. Next of all, then, we've
got an emission shader, and you can see now this
is using texture maps, and it's slightly more complex, and you can see how all
of these things plug in. In other words, what
I'm showing you is that shaders can be very, very simple or get
to be very complex. So the next one is the metal, and you can see this
gets even more complex. The next 1 stone, and
you can see again, this is slightly more complex, and the final one is wood. And you can see
things like this. So we can see that
we've actually got some edgeware on this wood, and all of this is actually
done within blender, again, with a quite a
big setup for the nodes. But it's unbelievable
really what you can actually do
with these shaders. Once you've actually
got your head around how to set up
the node systems. Really are just
scratching the surface in this blender shaders and
texturing introduction. And even on the right
hand side here, you can see you've got
all of these options, as well to play around with, as well as the fact
that you can actually put these into your
asset manager as well. But this is just a
basic introduction just to get you started. Alright, everyone, so I hope
you learned a lot from that, and I'll see you
on the next one. Thanks a lot. Cheers.
20. Generating Cement Shader Material: H. Hello. Welcome
back on to Blend the basic geometry node,
Brick Walls workshop. In the last lesson, we set ourselves up with a
nice brick geometry, and now we actually
need to add some color, certain amount of color to it. So if we go to the
viewport shading, sorry, out of the viewport shading
to the material viewpoint, we'll see that it's actually plain white type of material. And we can't actually add a material in the same way
that we do on objects. So for example, we can't
just add it over here. We'll need to add it in a
bit different type of way. So we'll need to go
actually real quick onto geometry nodes
back onto the setup, and we'll need to get
ourselves something called set material. Over here. So I'm going to right now
just add it onto the cement. Let's go ahead and just add
it right before the switch. So this is going to give
us the right setup. If we were to just
make use out of this, we'll be able to grab
ourselves the right material. By default, we don't
have any material setup. So let's go ahead and actually make ourselves the material. Before doing that, though,
I'd like to ideally make certain controls
over when we can, basically switch over the
materials when we want to make certain variations
out of the brick wall. So right now, if I
was to just simply create an input for
the new material. Let's go ahead and change
this to a material socket. We can call this
one just material. L so, and we're
going to, actually, we can just make use out of
this group input over here. Let's go ahead and
do that, like so. We're going to get ourselves
a material over here. Now, all we need to do is just create ourselves a new material. So I'm going to real quick
to make it easier for me. I'm going to create
a new sphere. The reason being is that we ideally want to work
with certain previews, and we want to make sure
that we can also just select the object basically and work with it from
the shading panel. So what I mean by that is, now we can select this
sphere, for example. We can create a new
material for it. We can call this one
cement over here. And yeah, just making sure that we have created it from
this panel, basically. Now if we were to go
back onto geometry node, you'll see that
it's not actually there from within the tab. The reason being is that we
have not actually applied it or directly onto the object. So it's actually not going
to be existing here. However, within
the modifier tab, we can actually just
select this material so we can select the cement over here. And even though we
selected within the modifiers it's still
not going to be here. So that's why just in case also, I'm going to change the default
to be a cement as well. So now it's just going to be by default being just using this. So now we can go on
to the shading panel. And what I meant by just
creating a new object is the fact that when we
work with the shading panel, we have the selection over here. And if you have a selection
that has no material, it's just not going
to show anything, but once we select
this sphere over here, we'll see that this
peers basically it's based on the selection what
we have in the viewpoard. So that's quite a handy,
but at the same time, it might be quite
a nuisance when we're working with something
like geometry nodes, where by default, the selection itself is not going
to have materials. So going back to the materials. Let's go ahead and real quick, make this this sphere smooth just so we
wouldn't see the apology, so just right click
Shade Smoop like so. Let's actually start working
with this principle BSD app, which is the default
Shader for blender. So previously in the
previous lesson, there was some basics in
regards to the material set up, but it is a different
type of material setup. The reason being is that the UVs are already there on an object. If you have just a simple
model object, can UBN wrap it, but with things like
a wall over here, we don't exactly
have UV coordinates. There are ways to
make UV coordinates, but there's also
ways to just texture the entire object without any UBM wrapping.
How do we do that? Well, there is quite
a nice functionality with the noise textures. So for Sars let's go ahead and grab ourselves a noise
texture over here. By the way, the controls
for this tab over here at the bottom of
the graph that we have over here is actually quite similar to what we have
with the geometry node, so you'll be able to
get used right away. We can click Shift and A and
search for noise texture, L, so, and we're going
to get ourselves this. By default is going
to be set as free D, which is exactly what
if we want to actually color down this type of a
setup for the brick wall. We're going to now
right away just apply this to the base color. There
are a couple of options. There's an option for
color and there's an option for factorial. So this is basically going to give us the
black and white version. If we directly apply this, we're going to see,
hopefully, there we go. That's what we're going to see. We're going to see
a sphere that's going to have some
noise basically. So that's what we're
going to use to texture out the setup
for the cement. So you can already
see that it's going to give us this type of result. And it's giving us a nice shade. But the thing is, we need
a certain control over it. So we have control
for the scale, which we're going
to use, and we're just going to increase
it by quite a bit. I'm looking at the sphere,
but simultaneously, the main priority is going to be the brick wall obviously. So I'm just going to
increase it until we get a nice type of noise texture
there you go like this. It's going to be
looking quite nice. We also have certain
controls over here. We're not going to
touch them actually at the moment because we already
getting nice results. The only thing that
we need to do is actually set ourselves
up with a nice color. And we can change color. There is a way to change color, especially for black and white with something
called color ramp. If we were to click Shift and A, and then search for color ramp, we're going to get ourselves
this type of a node. Attaching the step of node, nothing is going to change because what this
does, basically, it allows us to control
the darkest areas, which is represented by
this black arrow over here. It's also allowing us to
control the widest areas. For example, if I was to
drag this arrow like so, you're going to see
that the darkest areas are actually being increased, and we're getting a much
darker result, for example, for areas where it's
supposed to be gray, it's turning now black.
So that's how it works. The other thing is that we can also change the color of it. For example, we can select
this black arrow over here, we can click on this box
over here at the bottom, and we can change it to be
a little bit more gray. By changing this to be
a little bit more gray, we can see that it's
actually turning gray. We can actually increase it just to see a little bit
more in regards to that, but that's how it
basically looks. And we can even actually add a bit more of a gray
tone, for example, if we want the cement to
have a bit more of a shift, for example, a more of a gravel
look. That's quite nice. Alito, I'm going to keep it a bit more of a
dark type of set up, now we need to fix the
other side as well. We're going to click on
this up arrow over here, and we're going to lower
down the brightness to quite a bit to basically
get this type of a result. I'm just wondering perhaps
I did it a little bit too much because it washes
out the darkest areas. I'm just going to bring it
back just a little bit. And there we go. We are
already getting a nice color. Now, the thing is, though, it's not just the color of material. We also need to think
about in regards to the setup or the PBR values. So that's going to be mainly the roughness value and
the normal map value. We're going to go ahead and
actually touch that Icon in the next lesson because
we are riting out of time, and I would like to
go a little bit more in depth in regards
to its setup. So let's go ahead and
leave this lesson as is. Thank you so much for watching, and I will be seeing
you in a bit.
21. Generating Normal and Roughness PBR Values: Hello. Welcome back,
everyone to Blend the Basics Geometry note
Brick Walls workshop. In the last lesson,
we set ourselves up with the color
for the cement, and now we're going to
continue on with the setup. This time, we're going to
work on the normal map. So the normal map is
actually going to help us out in regards
to the detail. It's going to instead of
just getting us the color, like we did with the base color, it is actually going to make the wall bump out a little bit. What I mean by that
is it's actually similar to what we have with
the displacement setting. So if we look at
the displacement, going back to the
displacement over here, We had the scale and
scale and strength, help us out to bump
it out basically, and if we were to set it
to something like 50, we're going to get some
extreme values just like that. But this isn't actually going to quite work out for
smaller detail. If we were to for example,
increase the resolution, we could get that exact detail, what we're going to
be doing right now. But the issue is that
it's actually going to be quite performance heavy if we were to
actually do that. So instead, I'm just
going to click Control is that a couple of times to go back to the regional setup. Instead, what we're going to do is we're going to make use
out of the normal map. This is basically instead of
adding additional topology. It's going to trick the
lighting to give us additional offset
to the geometry, especially to the noise,
is really good for that. So when we're creating something like cement in this case, it's going to help us
out really quite a bit. We're going to
make sure we start by using the noise texture. So let's go ahead and just grab ourselves the noise
texture like so. And before we actually apply
it onto the normal map, we need to make sure we convert
it to the normal values. By default, the normal value is actually a of a purplish color. Because we're using it to
basically tell which way, which direction the lighting is coming from. And so for that. We'll need to grab
our cells from Pacor to something called bump. If we were to look
for bump strength, we can go ahead and
just find it like so. And instead of actually
just from strength, we need to actually
hold control and just connect it to
the height value. So this is what's
basically converting this black and white
texture like so from here. Going to convert
this to bump value, which is going to look
something like this. Ready we can see
the type of setup. I'm using control and shift like we did in the geometry
no, by the way, to get ourselves the material
output over here. Sorry. So if we want to go
back, we need to click control shift and just
click on the principle BSF. Then we can basically convert
this after we convert it, we can connect this to normal to get this type of A result. We can already see
what it's giving us. We can actually
increase the value past the strength to
something like four, and we can see it's actually giving us even
more of an offset. But it's looking a little
bit too reflective. We're going to be working
with the roughness in a bit. But now though let's go
ahead and actually set ourselves up with
the actual look, how it's going to behave, how it's going to look in
regards to the noise itself. I increase the strength for now to make sure that
we're actually seeing visibly how it's
going to look like on the cement itself over here. And let's go back on
to the noise texture. We're going to start
off by increasing the scale to quite
a large amount, let's say, something like this. You can see the tiny
micro detail that we can get out of this noise is
actually quite astonishing. I'm going to get something
like scale of 94. That's going to be giving us
a real nice type of result. We now need to make sure that we set ourselves up
with additional stuff. In regards to the parameters
for the noise texture. So the detail is actually
quite interesting. If we start increasing it, we can see that it actually
gives us additional noise. We might actually lower
this strength down to actually start seeing a
little bit better, like so. Detail is going to basically help us out to get that
additional noise even further, so we can set this something
to a value of four, that's going to give
us a real nice result. The roughness is going to basically flatten out
the texture in a way. If we take this off, we can see that it's actually kind of smoothing
everything out, but if we increase
the roughness, it's actually just
flatting out the noise and giving the noise
throughout the entire set up. So increasing this
to the value of eight is actually quite
a smart idea to do. And the rest, I think we can
leave it as is distortion, we might play around with it. This distortion is going
to give us some variation, for example, over here, if we look at it, they
have a sort of a pattern. I'm sure on the video, it's quite hard to
see, but basically, if we increase it to
quite a large amount, we can see that it starts
giving us those wavy patterns. Which might not be exact type of a setup in regards
to the cement, but adding it just a little bit, I find it that by just
adding something like two, It's say, even if it looks a little interesting
when we zoom in, when we actually zoom out, it's going to give that
unique type of a look, exactly what we're
looking for, actually. So those kind of a small
noise type of setup, again, they're not going to be done within the displacement. So that's why we're
using the normal maps. And now we just need to make
sure we control the strength to get ourselves a nice result. So I'm going to increase
it to value of four. Yeah, 0.4, like so. I think that's going
to give us a real nice type of a result. The only thing now is that
we need to make sure we get ourselves a more of
a roughness value. So let's go ahead and do that. I'm going to make
some space for that. But the roughness itself,
I'd like to ideally make use out of the
noise value texture. The reason being is that
we wouldn't need to control multiple noise textures. We could just make use out
of the same one basically and click in control and shift tapping on
a noise texture. We can see that it's
actually giving us some nice variation overall, and that's actually
going to be more than enough for us
to make use out of. But the thing is, the brighter the texture is, the more of a rough value
is going to give us. If we were to just plug
this into the setup as is, you can have a look
how it looks like, it's actually going to be
a little bit too glossy. It's actually going
to be too shiny because it's just not
enough of a value. I think it's going to be more visible on the sphere over
here. You can see it like so. It's it doesn't
look like a cement, which needs to be more
of a rough setup. For us to fix that,
we're going to just make use out of the polram
like we did before. We're going to attach
it to the setup. Let's go ahead and now play
around with the values. So by just simply clicking and holding and dragging
the arrow at the front. We're going to be able
to lower this down. Personally, I can just
click control, shift, and tap on the color ramp itself to actually
see what it does, and you can see it just
brightens everything up like so, which is exactly what we want. We're going to get it
right above the POS, letters like so, think
actually afterwards, just drag it a bit
more to the right. L so we get nice type of a variation in
regards to the setup. If we were to click
control shift and tap on the principle BDSF, we can see the type of
result we're going to get. Already, I think it's
looking quite nice. And it might be a
little bit too. Now that we have the
bump map it might be a little bit too
much in regards to the brightness and darkness
variation for the color. I'm going to actually go
back onto the color ramp, going to change this
up a little bit, and I'm going to
lower the saturation. So we'd get closer value to gray and I'm
going to increase the value like that to
get this of a result. I think that's actually
looking pretty nice. All right. So now the only thing that's left is actually setting up for
the brakes ttxture. We're going to move on with
that in the next lesson. So thank you so
much for watching. So thank you so
much for watching, and I will be seeing
you in a bit.
22. Mixing Noise for Brick Pattern Texture: Hello, welcome back everyone
to blend the Basics. Jome Node Brick Walls workshop. In the last lesson,
we set ourselves up with a nice material
for the cement. Now we're going to continue
on and actually get ourselves a nice set up for the
bricks themselves. And real quick,
I'm noticing that some of the bricks are
actually inside the walls, so I am going to make the width of the cement a little bit less. Overall, just so we
could actually see those bricks popping
out like so. Right. So now we should go ahead and create ourselves a
brand new material. But personally, I prefer to
just make a duplicate of what we have from the cement and instead of just doing
it from scratch, we can actually reuse some of those material setups.
Let's go ahead and do that. We're going to select
this material. We're actually going to select this sphere over here for sars, we're going to click Ship
D duplicate over here L. And we're going to go
onto its material tab. We're going to make
a duplicate over here for the material
itself this time. The reason we're
doing it like this, so we could actually
preview the material of the brick whilst also having it separate from
the cement itself. Right now, once we have
the duplicate of this, we can actually just
call this brick like so, and this is going to give us
a complete different setup. So now let's go ahead
and actually see that this is in fact a different
material altogether. I'm going to hold control and just remove
the base control, and I can see that if I
were to turn this around. We should get
ourselves. There we go. A completely different set up. I'm going to right
away actually apply this onto our set up
for the geometry node. We already have a cement. Let's go back onto
Geometry node stab. We're going to find
ourselves this section over here within joint
geometry at the bottom. We should have ourselves
the break setup. So let's go ahead and set
it with a material node. We're going to just simply
attach it over here. Me as we did put the cement. We're going to now
make sure that we, we're going to create a
cell as a new group input. Let's go ahead and do
that. Group input. Let's see where it's
at, and over here. I'm going to drag it all
the way to the top to where we have it above the bricks. All the way over
here, we can call this material like this. Change the type to material, and we're going to set the
de fold to be the brick. Let's go ahead and
actually change this material over here as well. Now we're going to be able to
see the material hopefully, unless Could you change it over here as well, I'm
not sure why it wasn't. Oh, of course, that's why. The reason being is that
we need to make sure that the group input actually has it set up with
the set material. Go to go ahead and just simply
find from the group input, attach it to the
material like so, and we're going to get
ourselves a nice setup. So I think I could just use that same group input
from the previous set up. All right. Now we can
actually see the material. Let's go back on to the shading and let's
start working with it. We have a couple of
things to work on. We're going to go ahead
and select the sphere, that's going to give
us a brick set up. Now, for the color, we're going to actually
work in regards to making it a little bit
different to the setup. Yeah, we're going to start off with what we had previously, which was the noise texture. Although in this
particular case, we don't necessarily need the setup for the
color ramp just yet. Going to click
control and shift and see how the setup
is for the scale. What we're looking for
right away is going to be a much larger
type of variation. I'm going to drop
down the scale quite significantly up
to a value of six. We just want to
have some grunge, some smug rot overall
section of the bricks. We're not using this for variation of the
bricks individually, but we're just getting ourselves some more variation in
regards to the noise itself. So that's going to
be quite all right. The color ramp, we're
going to keep it off to the side just for now. And I'm going to just move
everything to the side just so it would be a little bit more clear
what I'm doing. The main thing that we're
looking for now is actually, we need to make sure that we generate some variation
mixture between the noise. So for us to do that, we can just simply duplicate this
what we have over here. Actually, before
doing that, I'd like to make sure that this has, this has less detail. It's not going to
be just grandi. This one is just going to be a more softened up type of
look and for the roughness, we can even lower down
a little bit as well. I think that's going
to be quite all right, let me check L lunar as well. Lukin option. Yeah, for this, we're
going to increase it. Basically, we have softened
up grung but increasing this, we'll also make it
a little bit more noisy overall as a setup, which is going to give us
that brick type of color. That's going to look
very nice overall. The only thing is though
that this overall setup is not there in regards
to the overall looks. We need to make sure we
overlay the noise texture. We're going to hit shifty, we're going to move it upwards, and we're going to actually make use out of something
called color mix. Mix is really good when
we want to just set up some nice detail between
the mix of textures. We can just take both of
these in, and plock them in. By default, it's not
going to do anything. The reason being
is that firstly, we need to fix up
the noise texture. I'm going to click control ship, tap on this noise sture over here and see what
we can do with it. F this texture, I want to, I'm going to lower this down. I'm going to increase
basically the setup. Although I'm going to
the negative value, is going to just basically
invert the mass of positive 15 and negative
15, they're going to look. Quite similar, actually doesn't really matter for
this particular case. The detail, let's go ahead and increase it if we have
a look at it closely. We want to have that nice
grudge leg so the roughness, We can keep it to
a value of 0.7. I think that's quite all right. This can increase the noise. Let's go ahead and
actually do that. We are really getting
some real nice noise. Actually, let's go ahead
and increase a bit of distortion just a
little bit like so. This way, we could actually get more variables variation
out of this entire setup. Now we can actually have a
look at what the mix does. Let's go ahead and
click Control shift and tap on the mix to see what we're going to
be working with. By the ful, this is
what we're getting. Basically, we're mixing
up this noise and this noise with a factor of 0.5. If we were to set this
to a factor of one, we're going to get the
noise at the bottom. If we're going to set
it to a factor of zero, we're going to get
the noise at the top. So setting this to a value of 0.5 is actually really great for us to get the right result. But I think I'm going to want to increase it a
little bit to a factor of 0.7 just to get that original noise texture that we had previously set up. That's going to look
really good for us. All right, so now
we can actually make use out of the color ramp. This can do quite nicely.
We can just reuse it. It doesn't really
matter. I'm going to set up one at the bottom
to a darker value. The one on top is going to
be more of a brownish value, and there we go right
away, we're going to get this type of a result. It's already giving us
a nice brick layout. We can even add another
color ramp over here and get ourselves even more
variation actually out of this. I want it to be a
little bit more orange, maybe a little bit brighter. I'm going to go onto the review just to see
what it looks like. And I'm just thinking
whether or not we actually, we've not set up the
rende Vu just yet. We're going to go into that
in a little bit, though. Let's go ahead and
continue on with the overall setup for
the color though. So We actually do have the
color properly set up. I just want to make
sure that we have the roughness value
properly set up as well. The normal. I'd like to use a different one. There is a very nice alternative
to the noise texture. Let's go ahead and do that. But before doing that, I'd
like to actually click control shift to see how
this roughness looks like. And we're definitely
going to make sure we increase the roughness
value quite a bit. I'm going to just simply
drag this upwards like so. It's almost going to be just completely non glossy
type of a result. We can even see how it looks like. This is what
we're getting. The normal map. Again, we're not going to
use it just yet. Let's go ahead and hold
control to just take it off and see how the
roughness value looks like. Honestly, it's quite all right. We might need to
increase the scale a little bit or lower
down a little bit, there you go,
something like this. I think that's going
to be quite all right. And roughness, as
well as Lucina. Let's go ahead and
increase this to just get it a bit more noisy and y, that's going to be great for
a default roughness value. The normal itself,
let's go ahead and actually make use of something that's similar to noise texture, but a little bit different. There is something
called texture. There you go. Texture
is real nice. Let's go ahead and click
Control shift and just tap on the texture itself just to see how it looks like. This
is what we're going to get. It looks a little bit weird if we have a look
at at first glance, but once we start scaling it up, we can see that
actually gives us very nice type of detail that's more catered towards
dot splatting, I would say, if we were to increase
it even more, we can see that it actually
creates a whole type of mesh, which is really good for bricks
because they need to have that really rough
type of a design, and I'm going to increase
it to 220 for a value. The detail, we can
increase it as well. That's going to basically
break down those dots, those splatters even more, which I think is going
to be quite nice. Let's go ahead and keep
it to a value of 0.0. The roughness is well, We can increase the
roughness to a value of 0.5. It's going to be
quite all right. I think to rest, we
can leave it as it is. Now, let's go ahead and
actually attach this to the bump node that
we had previously, and attach this to a normal map. Let's see, clicking
Control Shift, principal BDSF. Let's
see how it looks like. By default, hits a little bit too much.
It looks like sponge. Let's go ahead and
lower it down by quite a bit.
Something like this. So, we're getting a nice
texture for the bricks, but we're still not quite done with in regards to the color. It's, as you can see, only
a default type of a color. We need to make sure that
we actually have ourselves set with a proper type of look. So we're going to
continue on with texturing for the bricks
in the next lesson. Thank you so much for watching, and I will be seeing
you in a bit.
23. Adding Material Detail for Cycles Renderer: Hello, welcome back everyone to blended basics Geometry
node, Brick Walls workshop. In the last lesson, we
set ourselves up with a nice base for the bricks. And I just realize
that we've not connected actual color for it. So let's go ahead and
actually do that right away. There we go, to get this. Let's just give it a moment
to get this sort of a result. But of course, it looks
a little too flat. So we need to actually
work in regards to getting a nice material
or the renders as well. So, by default, there
is no way of just making the material look unique for each
individual bricks, unless we make use out of
the post processing effects. So what I mean by that is if we were to go onto
the tool settings, not onto the tool settings
onto the render settings and change the render engine
from E to cycles, this will give us
basically the setup for the render view that's rate tracing instead of
real time rendering. So now if we were to
go to render view, we're going to get
ourselves this result, which once we start
rolling around, we can see that it's
actually blurring out and whatnot to help us with
the overall setup. We're also going to
enable the noser. So this one over here, let's
go ahead and enable it. The noiser will help us to
basically get a nicer detail, and I just realized that
we're not seeing anything. So real quick, let's
go ahead and fix that. Within the shading parameters, if we were to go on to the
world setting, over here, we're going to get ourselves the shading basically for the world
lighting for the sky box. And we can make use of this if we were to click Shift and A. Search for sky. There is a very nice
texture sky texture. We're not going to go too much in depth in regards
to the set up, but all we need to know
now is that if we were to connect this to
the background, like, so we're going to get ourselves a nice
basic type of a sky. So that's all we're
going to need for now. Let's go back from the world
to object shader type. And within here, quickly
talk about what we had. The noser is basically going to help us out to make sure that we don't see all of that noise constantly rendering the stuff. I would also recommend
you to just change Max sample count to
something like 20. Otherwise, it's going to be constantly consuming
your GPU power. That's not really good.
And the other thing that I need to tell you is that we need to
change the device. So from CPU, change it to GPU. If you're not seeing this,
which will actually, by the way, speed up your
work your rendering. If you're not seeing this,
just go to edit preferences, and this should be within the systems cycles
render devices. Make sure you set it
to Kuta or Opt X. If you have it, if you
have it set as none, it's not going to
support basically the GPU, as you
can see over here. So just make sure
you have it enabled, and we should be able
to make use out of the GPU out of your graphics card basically
within the computer. So now that we
have this enabled, let's actually make use out of some post processing effects. The very first one
that I'd like to make use out of is going to be something called
random per island. So if I was to go
all the way up, just move the color
a little bit to a side and search for
I think at this time, we need to just
search for geometry. Yeah, this is going to basically
give us a geometry node. They'll give us all
the needed information which we can make use out of to generate whatever
we want basically. In this case, it's going
to be random per island. So if I was to drag this out for now and just look
for color ramp, so we can see that by default, if we were to click
control and shift, just tap on a screen, this
is what we're going to get. It's going to give us
all sort of values 0-1 and just going to just give completely randomized
type of result. If we want to have even more unique type of a result, we can
actually do that. We can just click on the
plus symbol over here. And if I was to change
this to instead of just using gray value to
use something like a color. You can see that
everything that's been gray is going to give
us a brown outcome. But everything that's
black is still going to be giving
us black outcome. Everything that's been white is still going to give
us the white outcome. That's quite nice. This random per island is not going to work, by the way, if we go
to normal material. It's only going to be
working in a random view. It's also quite costly when
it comes to the performance. So I recommend you not
to over use this type of a nod because
it's going to give you a lot of headaches
when rendering out your own unique type of
styles and setups and scams. So basically, with this setup, going back to the color ram, we can actually click
plus one more time. I'm going to select on
this arrow over here. It's going to give
us plus symbol in between these two arrows. Selecting the white arrow, going to click on the plus.
We're going to get this. And I think that's quite enough. Let's go ahead now and basically get ourselves in nice colors. By clicking on a
black, we can change this to be maybe a
little bit different. Something more
greenish, for example, by clicking on this, we
already have a brown. We can just change
this, maybe like more of a yellow, type lick. And we're just going to
be able to this way get a lot of variation out
of the brick set up. I'm just wondering, we haven't changed the
yellow just yet. I'm going to make
it a light color. It really is up to you how
many variations we want if we were to add more of
these arrows in between. It would give us even
more of a variation. If we want to for example, add something that's a bit more varied within
a dark section, we can just click on this
arrow over here, click, p symbol, and that's going to
give us an arrow over here. Now we can just change it to be maybe a little bit
brighter, for example. It's not going to be
as many dark bricks. That's also an option.
Although in this case, it's a little bit
too bright for me. I'm going to lower it down. There you go.
Something like that. All right, so not are we
happy with the setup. And with them of variation, we can actually add it
onto our default setup. So the default setup already had quite a nice color
ramp with noise, and we're going to just
overlay this with one another. We're going to actually
make use out of something called,
again, color mix. But in this case, we're going to make use out of multiply. Multiply will basically
take the original value, which is going to be in this
case, this one over here. No, this one over here. And we're going to multiply it with the value at the bottom. The value at the bottom will basically darken
any other values. If it was a lighter value, the lighter it is basically the less of an impact it's
going to give us, so we can see what
it's going to do. So this is how it's going
to affect it fully. If I was to set it 20, it's actually going
to give us again, the original color rap
that we had over here. But once we start increasing it, we can get ourselves some
nice variation in the color. So just like that, we're going
to get ourselves a really, really nice type of a
set up for the brakes. So, now that we
have it like this, we can actually add a bit of an extra touch with in regards
to the voice processing. We already have
really nice material if we click Control Shift, principle BDS, really
nice type of a setup, although right now for
some reason, I think y, I've not added this
multiply over here, so we're not seeing this result. Let's go ahead and make
sure we add it in. Get this type of result, for some reason,
it's really bright. I'm trying to figure out
why that's the case. Might need to just increase increase the factor
a little bit. And we might even need to
lower down the brightness. I think the sun actually is
a little bit too bright. I really do think the sun
is really too bright. So what I'm going to
do is real quick, going to go to the
world settings, and within here, there's
something called sun intensity. We're just going
to lower this 2.3, and that's going to give us a much less bleached
out type of a resolve. Again, we're not going to go too much into details
for the sky texture. We just need to change this sun intensity to a value of 0.3. One more thing that
I'd like to touch ideally is going to be
something called bevel. There is a different
type of bevel in regards to the material shader in
regards to the renderer. If we were to search for it, we're going to get
this node over here. By default, if we were to click Control Shift and just tap it, we're going to see a really
bizarre type of a result. This is basically
going to give us based on a world position
what we're seeing over here, and we just want to get the result that's
actually on the corners. We're going to make
use out of this node basically to
highlight the edges. So for us to do that, we're going to actually
well first of all, We're going to make use out of this and make a
duplicate out of this, and we're going to get larger value and diferent
shade between them. So we basically tell that if this value is a
little bit lower, it's going to give
us a picker border, but if it's higher, it's going to actually
lower those borders. So we're going to use that
information with something called can actually make
use out of color mix. And for this, we need to
make sure that it's not mix. It's actually going
to be different. So again, we are differentiating
between those two, and we're going to get
ourselves a result. So if we were to click
control shift tap on this color mix. By the fault, we can see
that it's not right because we need to actually get
this to a much lower value. So 0.07, and this one can
be 0.02, that should be. That's going to be
quite a right. Now, we just need to make
sure that actually translates this
into a color ramp instead. Let's go
ahead and do that. So we're going to get ourselves a black outcome and
click in Control Shift, tapping it on here
on the color ramp, we can see that this is
what we're going to get. It's not quite visible. The reason being
is that we need to actually lower the difference, and once we start
getting it closer, actually, we're using Alpha. So let's click Control Shift. And by the ful, this is
what we were getting. We can see that we are getting some information in
between those angles. But if we start to
maing it nicely set up, we should get ourselves
this type of a result, which might be a little
bit too much still. I'm just worried that it
might be because the bricks themselves are having
too soft of an angle. It's not giving
us the exact type of a nice result
that I'm hoping for. For this particular case,
I'm going to go back on to the noise onto the
geometry node itself. I'm going to just low it down the bevel, something like this. Basically, we're just
making sure that the bevel itself is not overly
done like this. I think I'm going to lower down a resolution for the bricks. Something like that is right. Okay. Let me just go
back on to the shader, and we can actually start
working with the seta. So Shading, let's go
back on to the bricks. So this is what we have so far. We need to make sure
that we have a nice. Where we need to
make sure that we connect this to
the actual setup. We're actually going
to do it right before the geometry random per island. The reason being is that this is going to affect it
directly the color itself, and I just wanted to make
sure that the random per island color variation is
being kept only afterwards. So we'd get the more unique look and this wouldn't actually
wash out those colors. So that I'm going to
use this color mix, going to just apply it
over here, and this. Instead of just
applying it to B, we're going to use
it as a factor. The factor will basically tell
the areas that are white, they're going to
use a value of A, areas that are
black in this mask, going to be used
by a value of B. In this case, if we were
to click control ship, click on a mix, we're
going to get this result. I think that's actually the
opposite of what I said. So let me just go ahead and
fix that up real quick. What I want to do is
to change this mix up. Again, this was a
factor set with an A, and yeah, we need to do
the opposite of that. Change to a B. There we go. We're going to see now
those highlighted edges to be with a value for an A, which in this case
is just white. We're going to change this value for a white to be a bit
more gray ish like so. I would also like to change the total overlay
basically for the factor. I'm going to select this
white and I'm going to change this to be more gray. Reason, that's not
what I needed to do. I needed to change this
black value over here. If I was to increase it, you can see that these, these borders start
disappearing. That's what we're looking for. You just want a
slight nice type of variation going all the
way around like that. The thing that I did forget is actually going to be
within the difference. We need to make sure
that the factor is set to one completely. There we go. We're getting
this mask perfectly set up. I was thinking why it wasn't
giving me the right results. And the reason being
is just simply the factor when it's zero, it's actually just not going to give you
the right result. It needs to be set to one. So it would actually properly differentiate between
those values. And so that's a
mistake on my end. Now I'm going to go ahead and
fix this issue real quick. So This can actually be
just flick basically. We can turn this white, and we can turn this over
one black. And there we go. We're going to get ourselves
just an inverted value. There we go. We're going to actually now get ourselves those
highlights. All right. Again, this one is
completely white, and this one is just gray in case it's hard to
see with in a video. And that's going to give
us a real nice result. Now, let's go ahead and actually mix everything up together and click control shift tap
on the principal PSF. Wait it out until it loads up. And hopefully, It's actually
not giving us anything. So I'm just wondering why that happened. What
is the case for that? And I'll just realize
that it needs to be an A, so I did a quick
mistake for that. There we go. That's what
we're going to get. A real nice type of A li light. Now we can just increase
this if we want, for example, a little bit more. It's going to give us a
really nice type of a look. And I think that's worked out actually
quite all right, press. I want to just to
darken this down a little bit in regards
to the color. Overall. Or actually, in
order to darken it down, I'll show you one
more quick setup. So to darken it down, you can actually use
something called RGB curves. It is a really nice type of a node that just helps us to darken everything down,
for example, right away. Just get us a nice
contrast like. And everything is just
so much easier to tweak. If you're making
another dot by the way, just make sure to click
and hold and then drag it out out of the graph
onto those corners, and that's going to
just get rid of them. By clicking in the middle, we can just get
ourselves a new dot, and we can just drag it around, like And, that's pretty much it. I'm really actually happy
with the way this turned out. Maybe the cement itself should
be a little bit darkened. So I'm going to go onto the cement and now
that I see the bricks. I can just like darken it
down a little bit. Like so. And that should give me a
nicer type of a result. There we go. All right. So that's going to be it for me. Thank you so much for watching, and I will be seeing
you in a bit.
24. Practical Use for Geometry Node: Oh. Hello. Welcome back. I run to Blender Basics, Joy Node Brick Walls workshop. In the last lesson, we
less ourselves off by setting up some additional
shade of parameters. Now we're going to make sure we make use out of
this brick setup. And before doing
that, to finalize it, let's go ahead and clean
this up a little bit. So I'm just going
to go ahead and select everything at
the bottom over here. Since ODs are what's
making our brick setup. We can just simply rename it. We can click Control
J. We can select it all and call this one bricks. Since this is what's causing
the bricks to spawn. Then at the very top, We have a selection over here. Can go ahead and
select it, click Control J, and call this one. Move it upwards a little
bit. Call this one cement. Since this is what's causing
it for the cement to appear. All right. Now that
we have it like, so, let's go ahead and actually
make use out of our bricks. Since I have the basic
lighting set up over here. We can make use out
of it. And let's go onto modeling mode just to get everything nicely set up. I'm going to go onto D fol
Shader. Make use out of this. All we need to do is just simply duplicate it off to the side, then we can click Edit to go on to the edit for curvature, and we can see that we
have the line over here, which we can now
delete altogether. And we can click seven to
go to the top down view. Then whilst we're
still in edit mode, we can make use out of
this draw tool over here. And with the Draw tool, we can draw a line, whichever way we want to get any shape that
we want, basically. Then afterwards, have
the curvature setup, which will allow us to tweak and adjust the line,
whichever way we want. And honestly, that's all
it takes for a good setup. I'm going to check real
quick for the lighting. So the lighting is
the opposite way. I'm going to go ahead
and rotate this around just for a nicer setup. And let's go ahead and make a real quick scene
using this druage node. I'm going to real quick, make a cylinder at the bottom for the bottom piece.
Just like over here. The reason being is that I want a nice platform just so we could actually work
with something over here. To make this, to turn this into a nice actually a
nice brick wall with more decorations
and whatnot. It's quite easy to make use
out of this ometr node. Let's go ahead and go
over it the entire setup. Before doing that, I'd like to change up the
gaps a little bit. So layer gaps and brick gaps. I'm going to lower them down a little bit, like so Pebble, will actually increase it just by a little bit just
just moving out those bricks. And yeah, we got
ourselves a nice set up. Alright. So now, what
we're going to do is, we're just going to make
the best use out of it. And let's say we
want to increase the height for it, we
can do so like this. We can then put it
as two sided wall, and we can just
click Shift D, G, Y, put off to the
side like this, and that's going
to give us exactly identical type of a set up. And if we want something
in the middle, we can do that as well. We can click Shift D, G D, and grab ourselves
only one layer to get just a single layer
break set up over here. Then all we need to
do is just increase the height a little bit, and we're also going to
turn off the cement. We don't need it for over here, and I will increase
the with just to make these bricks a little
bit larger, like so, and by doing that, we can
just move them to the base, make another duplicate
perhaps like so, and we go to cells a
nice set up like this. If we have a look at it, it's going to look quite
nice overall. Maybe the bricks themselves
are a little bit too big, but I reckon that's quite right. We can even make random wi
just adjust them a little bit. Like so, so they wouldn't
be aligned completely. And another thing we can do is simply adding some bit of
decoration on the top. So what I mean by that is,
if we click shift the G ZD, we can get ourselves
another type of decoration. If we set it up as
layer count for one, we can then just move
it upwards like this, and we can increase
the brick gaps at this point to get ourselves
this nice type of a setup. If we change now the whip, we can control how big or
how wide we want this to be. Also going to increase the
height a little bit as well. And just like that, we're
going to get ourselves a really nice type of
a setup for the base. And let's say, I don't like how they're interacting
with this piece over here. So all I'm going to do is just make a duplicate out of this. Move this downwards,
remove this gap, which was where was
it a layer gap, gaps. There we go. Should be
able to just there we go, remove it nicely, then
offset it a little bit, and maybe change the height. I'm not too keen about that. Change the with a little bit. There we go something like that. So we've got ourselves
a nice setup. We can go onto the rende vew for the preview and see that they're actually
looking quite nice. We could even change the
material setup to be honest. We can do that in a bit. I'd like to show you another
cool thing that we can do. And yeah, before doing that, I'm going to just simply yeah, just going to duplicate
this layer on another side. I don't want this to be I
didn't want this to be as a setup or this upper section over here. That's
quite all right. This part, I think,
I think it's okay. Honestly, I think it's
okay for the setup. Let's go ahead and
leave it as is. Now, the other thing that
we can do is a tower setup. It's actually really, really
simple and easy to make use side of these bricks to
create a cells custom tower. I'm going to duplicate
this to the side. I'm going to go ahead and
just delete everything. Oh. Let me just go ahead and just change this
to modeling mode. I just realized I was working in a different mode completely. There we go. So
with an edit mode, I'm going to go ahead and
delete all these vertices, then I'm going to create some
called instead of bezier, going to create a circle by
whilst using shift and A. Doing this is going to give us a perfect circle just like that. And all we need to do
is simply increase the layer count to
raise up this tower. And I think for this
particular case, I do want these bricks to
be a bit chunkier, bigger. So I'm going to increase the
height, and there we go. That's going to give us a very lovely and nice type of setup. I'm going to also let
me think for a second. Going to just make
a duplicate out of this to just put this cylinder. Right for the top
to block it off. That's quite all right. Then we can also do a similar trick to what we did for
these bricks over here, duplicating it, turning
a layer onto one. And then afterwards,
we're going to get a brick gaps quite low
while increasing the whip. And there we go, we
getting a real nice seta. Going to increase the
height a little bit. Maybe I'm just going
to increase this scaling a little bit
within edit mode. If you're doing it
with an edit mode, it's really easy to
just change the radius whilst keeping the overall set
up the pattern quite nice. It's not going to
distort these bricks. So one of the good
things about the setup. And maybe we want to just
stress them upwards. I can just use S Z and just
scale them like this as well. It's not a problem simple
and easy thing to do. And honestly, we can
just make a bit of a displacement perhaps for
these, but adjusting them, it really is up to you, however way you
want them to do it, honestly, though, if
you look at the render, it's looking quite nice. So the only thing that
I want to have is maybe another tower over on the side. Let's go
ahead and do that. We can just grab everything
that we have over here, click Shift and D. O
before doing that, I really would like
to have additional foundation over here at the bottom with a
smaller height. Like this, increase or decrease in the width after
we change up the gaps, which the gaps are going
to be gaps over here. Let's go ahead and do
that. There we go. I set up. Yeah. I'm
quite happy with this. Let's go ahead now and
just grab everything, and I'm going to move it
using ship D to the so side. If we want this Over tower to be shorter or maybe
high in this case, let's go ahead and
increase the layer count. For this, and just grab
the rest of the objects, click G D, move it upwards. Simple as that,
Super nice and easy, and we're going to get ourselves a nice base for the tower. And if we want to
this we by the way, like just completely
looking like bricks. If we want like a
tower in the back, that's going to look a
little bit more like stone. We can do that as well, since we have so much control
over our setup. Let's go ahead and make a duplicate out of the tower
that we had previously. Simply upscale this a little bit to get this type of a setup. Then afterwards, I'm going to change up the layer gaps and brick gaps to just completely make them
disappear, like so, that I'm going to change
the rotation randomness, which is going to be over here, is going to increase it
by a little bit, like so, and we need brick randomness,
rotation randomness. We increase that as a b, we need to in offset
randomness ale bit. Just to get more stony look. We're going to increase
the bevel a little bit. Displacement strength, for
sure, we need to increase it, and we're going to get ourselves really nice and chunky
type of stone like this. Maybe bevel at this point
needs to be lowered down just a bit. I think that's all right. Gaps. Let's go ahead and
increase the gaps, just like this to make sure
we offset that displacement. Something like this. The
scale of displacement, let's go ahead and play
around with that a little bit as well.
Something like this. All right. If we want to have a different type of a shader, we can just reuse what
we had previously. So we had this one over
here for the bricks. I'm going to make a
duplicate for this sphere. Just going to make a new material using
this button over here, which is going to just create a duplicate of the same shader. We can just rename
this to be stone. So then we can apply this
stone onto our shader. And I'm going to go
on to shading panel. Going to select that
stone, the duplicate that we just created and change
this up a little bit. And for this, let's go
ahead ahead and see. We could individually change up the color ramp
areas over here, but since stone that I want to have is going
to be black and white. All we need to do
here is just simply add another color
ramp ramp like so, and just add it after
the brown section end because we're
doing it like So, is going to give us
a black and white. Of course, we need to do the same thing
over here as well. This is just going to turn every color into black and white. And just like that, we're going to get ourselves
a really nice type of stone. All right, so we can finish
it off, for example, by adding a nice cap
over here at the top, if we want to, to make
sure it fits in nicely, we can even turn this into
a cap just like that. And I'm rushing through
it, but honestly, the creativity is based on you, whichever type of
a setup you want. You can do it. I'm just
going to smoothing this off as well, level off this edge. Keeping it simple, keeping it short and just using
it just for the sake of creating a piece to make it fit whatever
I want to be honest, and just going to maybe
I'm not sure why. Let me just go ahead and
add a couple of edge loops. I'm just going to drag this in. Make it nice and simple, L. So we're going to
go on to convert mesh, and now it's going to
be just a simple math. Can now go ahead and
just delete these bases. I can click L to make sure I select which bricks I want
to delete, for example. And afterwards, we can just go ahead and delete
them, like so. There we go, we're
going to get a s a nice wind although here, I realize that it's
going to have a set up. It's going to have a set
up for cement as well. What I'm going to do is,
I'm just going to grow this selection, just
delete part of it. That's all right. Let's go ahead and just delete the faces, and we're going to have
ourselves an empty hole. But as empty hole, we could
make ourselves a window, or if we're being extra lazy, we could reuse the setup
that we have over here. Let me just go ahead and think
the best way of doing it. I'm going to simply remove
the layer count to one, make sure that the width is set up to
whichever way I want. The height could be also
a little bit bigger, and I'm going to click seven, going to make a
window over here. Going to delete these parts, draw a new one and
just draw a square. L so Maybe we need to adjust it. Maybe we don't really
is up to you how clunky you want this
window to be and whatnot? I think that's quite
all right, though. Afterwards, we're
just going to go ahead and let's go ahead and, let's reset the origin point since it is just being
a little bit off. We can then place this part in the window section,
just like that. Yeah. There we go. With within a single lesson, we were able to create ourselves a setup that's really
nice and easy to manage. Maybe this one I don't
quite like how it got to this part which's
going to just a real quick. Maybe just to make it
easier for myself. I'm going to low it down the width and that's
going to just give us these bricks
instead, like that. And maybe a little bit raise that up a
little bit of sorry, actually, we need
to lower this down. We need to raise the up, and there we go. All right. So yeah, that's pretty much it. I'm going to change
that stone to a stone. We have over here. Now, the rest is going to be sped up at four times the speed. All of the techniques
you're going to be seeing now are just simple type of setups that we basically covered
throughout this video. And I'm just making sure that right now the window
frame is nicely set up. I'm adding a bit
of additional type of decoration for the
main tower itself. Just playing around
with the shapes, making sure that we're
getting our desired result. I really do recommend
you just playing around with the
geometry node itself. It's really versatile,
really simple to use. And most importantly,
you can just speed up your workflow in a quite
impressive way to be honest. I wanted to make sure that we're also getting a nice setup
at the front as well. I didn't just want
the wall to be plain. So we went ahead and just
ticked off the offset for the bricks themselves. And I went ahead and just played around
with the shape a little bit. I'm going to make
use out of them to get some nice pebbles, some stone chunks at
the front of that wall. Right now I'm just playing
with randomizer a little bit, making sure that they're
nicely clustered up. And once I got the
desired shape, I just went ahead and adjusted
it to the wall itself. And you'll see that
it looks quite nice, but in the other area, I wanted to make sure that
I'm breaking that up a little bit more in
regards to the setup. So what I ended up doing is just after I rescaled
it a little bit, after I was happy with
the overall size. I went ahead and just
changed that into a mesh, converted into a mesh, the same way I showed it
to you for the tower. Afterwards, I clicked L a couple of times on the ones
that I wanted to delete, I removed those type of chunks, and I got myself a very
nice type of shape. I was quite happy with
the overall design, but I did want to help myself out to make it a little
bit more broken up. I like that pebble
type of a luck, but I wanted to make sure it's set up like that throughout
this entire tower. And I was playing around with the roof afterwards a
little bit as well. We're going to add more detail, but we need to make
sure that the stone itself is nicely set up for
the base of those towers. So I just decided to
use that as sort of a foundation for the
overall walls and towers. And I think it came out pretty nicely considering
that we're just using basically one
type of a tower, a one piece of geometry. I know that is. Then afterwards, I wanted to make sure
I get something from within that section
in the window. I was playing around
with area light, but I didn't quite
like the setup. So I went ahead and
tried maybe using an emissive plane in the window, but then it was just grabbing
too much attention overall. So I went ahead and just
turned it plain black, and that seemed to have made it look much nicer for
this type of piece, although it's quite
simple, quite basic wanted to keep a nice
aesthetic overall for the composition that is. Then afterwards,
I started playing around with the shape
of the tower as well, wanted to get the ability to break down the levels the floors a little
bit for the tower. So I just used the geometry note to help
me out with that. And I just placed a couple
of those rings around the tower to help me out
to get a nice shape. And once I was happy,
I realized that yeah, the roof itself
wasn't quite nice. I changed the material real quick for the
platform itself, wanted to just keep
it basic material, turned it reflective and
made sure it's metallic, so it has that nice
reflection for the platform. And once I was happy with that, just start playing around
with the tower shapes themselves a little bit before going on to
the main tower. So I just got some
nice intersections. For the upper side. And yeah, once I was
happy with that, I just made sure I duplicated
onto the uper side as well. And finally, I started thinking
about the roof itself. I wanted to make sure
I just play around with the brick ome node, since we can make use out of it. We might as well. I wanted to make it look more like stone, but at the same time to follow the shape that I
already created. What I ended up doing with just duplicating manually all
of those parts like so, and just rescaling the
rings in edit mode. This allowed me to make sure that the proportions of
each individual bricks are being kept the same whilst the shape is getting
closer to what we want. Then afterwards,
I went ahead and just made sure I
converted to a mesh, used proportional scaling for each the top and the bottom
pieces of those bricks, and manually basically manually readjusted the overall shape, which made it deform
onto the tower, onto the shape of the
roof for the tower. And I just ended up
readjusting some parts. Make sure that the upper
section is also filled in with just a quick cylinder since it didn't matter it
wasn't visible very much, and I just went ahead and just checked out it looked like
I liked the shape a lot, but I needed to make sure that I changed the
material itself. So I went ahead and grab
all of those pieces, slightly readjust them
a little bit again. And once I was happy with that, I just made sure to grab
all of those materials, linked the materials to make sure that every single material being used the same. I made a duplicate out of
the brick material, and yeah, just use Control L to link materials
from my selection. And once I got that, all I need to do is
just simply adjest. I got myself a color ramp again. Although I could have used
the previous color ramps, I just wanted to make sure I
just recolor it real quick. For a nice different variation. I didn't need you to use
a lot of variation for that piece for the roof since I thought it looked
already nice as it is. And yeah, that was
pretty much it. So I really hope you
enjoyed this video, and you learned how
to make use of it in regards to its practical
work, what is geometry note. Thank you so much
for watching, and I really hope to be seeing you in our our lessons as well.