Transcripts
1. Blender 4 Geometry Nodes Workshop Jungle Vines: Are you ready to elevate
your blender creations to unparalleled heights? Hello, I'm Luke. A seasoned artist
specializing in crafting miniature environments with
blender and on real engine. At Fred Tutor, our mission
has been to develop advanced geometry nodes
that liberate artists, Granting you the ultimate
creative freedom to bring your most ambitious
visions to live. I'm excited to present our
latest online masterpiece, Blender for Geometry
Nodes. Workshop Jungle. Yes, this course is meticulously crafted to unlock the vast potential of blenders. Chomiuodes, it's more
than just a course. It's a gateway to transforming
your digital landscapes. You will explore the depths of creativity and technical skills. Learning to craft
breathtaking life like jungle vines
that elevate your, any scene from the mundane
to a magnificent piece. Join us and let's turn your
digital dreams into reality. You start off firstly, we'll dive into the basics of remeshing free D models
using volume nodes, providing ourselves
with a solid foundation for our bind generation. You'll learn how to create the perfect starting
points for your binds, using edge path nodes to generate curve paths
across your mesh. But we won't stop just there. We'll take your
skills further by teaching you how to
randomize these paths using noise textures and delete selections
randomly to achieve a truly organic looks that make your scenes path control
is the key in digital art. That's why we'll explore how
to use the trim curve node, or the length of four vines. Setting up parameters
that lets you tweak your designs to
your heart's content. You'll also master
the art of creating offset values with
normal maps of mesh spaces and sharing your vine set perfectly
within your scenes. But what about variation? Well, we've got you covered. Instead of relying
on an empty object for n start location, you'll also learn how to set up random spawn points
directly on your mesh, using them as origin
points for your minds. Of course this
level of detail and customization is what sets professional looking projects
apart from the rest. Cleanup and organization are just as important as creation. You'll discover
how to streamline your geometry nodes with reroutes and how to compact nodes by hiding
unnecessary information. Making your workflow as
efficient as possible. That is just the beginning. We'll delve into generating
mesh from curved data, spawning the leaves with meticulously set
scale parameters which also are going to be scaled down at the
tips of the vines, applying shaded materials
from PBR textures. We'll also learn how to give your vines that lifelike
quality by getting UV data and making use out of it within
our texture nodes. On top of all of
that, you'll learn the secrets of animating
your vines and leaves. Turning simple parameters into breathtaking animations that
bring your scene to life. This geometry note class
isn't just for vines. It's a versatile tool for enhancing any environment
in your project. If you're looking to expand your environment
creation skills, I also highly recommend you
checking out our course, Blenderfore, Ultimate
Environment Artists Guide. It's tailored for artists eager to craft detail for
the environments featuring a Victorian senatorial that will take your breath away. And for those of you
who have developed a curiosity about the power of geometry notes or blender
four geometry notes for beginners course is
the perfect. Next step. Here you learn to construct a fully customizable staircase using nothing but geometry,
notes and curves. These courses are designed
to complement each other, enriching your skill
set and unlocking new possibilities in
your free journey. Whether you are a season blender user or new to the world of free D modeling Blender
for Gomer nodes Workshop. Jungle Vine is designed to
equip you with the skills and knowledge to create complex dynamic vegetation
in your projects. So why wait, join now and bring your digital
environments to life with beautiful
animated jungle vines.
2. Blender Viewport Interface Basics: Hello and welcome everyone to Blender Geometry Node
Workshop for Jungle Vines. And we're going to start off
by introducing ourselves with the interface with
Blender Viewport itself. Although most of the time
we're going to spend learning how to make use out
of the geometry node graph. We're going to make use out of the viewport itself a
little bit as well. Just to make sure that
everyone is up to speed, I'm going to go ahead and play an introductory video for that. I'll 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. 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 over 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 I
want to discuss is actually rotating
around an object. So how to do that? First of
all, we'll bring in a cube. We'll 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 we're actually bring in
another cube to 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 let's fix that. I just press the boton again. Zoom out, and now
it 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 button, 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. Again, we 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. So 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. Now you can also find
these options just in case you forget at the top left
hand side of it 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 and
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 the 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. Now 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, for instance. The opposite to
what we had before. So instead of pressing
1.3 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 Born to zoom in, so I
can grab this one. Press the little dot, dot born and that then
we'll zoom is in. The other great thing
about this is we can also come in shift,
select them both, press the little dot button, and then we're able to actually rotate around both
of these cubes. All right 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. Blender Resource Pack Overview: Hello and welcome back
everyone to blend the geometry node workshop
for jungle vines. In the last lesson, we introduce ourselves with the viewport. And now we can go
ahead and freely move around within the scene itself. But for us to actually start
off the geometry nodes, we're going to make use
out of a resource pack. Within a resource pack, you'll have yourself
a blender file. You can just go ahead and
double click on it to open it up once you
have it zipped. And then afterwards
you're going to find yourselves a couple of
variations of leaves. There's nothing special
in regards to that, there's no alternative
geometry nodes. As an example, you'll
be able to make use out of multiple
variations out of leaves. To be honest, the set
up is quite simple. If we go ahead and click
on one of the leaves, we can go on to UV editing
and see the texture itself. You can see that all
of the materials are set up onto one texture file, but we do have some
variation in color. We simply set it up through
the material itself. You don't really
need to know that, but I would recommend
you taking it in. Regardless if you want to create your own unique
leaves and whatnot, it is quite simple
and easy to do. If you do want to
make custom leaves, you're free to do
so things first. What you need to know
is that you need to make sure that this
little dot over here where you see on the
geometry plane itself, you can see that it's set up
at the very end of the stem. It is important that
we do that because otherwise the leaves are
going to be placed randomly. And they're not going to
be attached onto the vine, onto the stem itself, onto the main root, that is. But that's something
important to know, it's quite easy to
do to set that up. If you go onto edit mode, I will actually go
onto modeling mode on the modeling tab itself. If you go onto the edit mode, so we can go onto upper
left hand corner, click Object mode,
and select Edit mode, which alternatively
we can make use out of tab to switch them up. Then once you have
the plane selected, I'm going to click A to make sure that
everything is selected. I can click and slightly
offset this point. So you can see over here, I'm just going to reposition it like so. So that's one thing. The other thing is that we have multiple variations in
scale as you can see, although that's not
really important, we are going to be setting up a random scale variation within
our jump to node itself. I do recommend you having a slight bit of a change
in regards to scale itself as it makes it more natural look towards
the overall set up. Now as for the color itself, we can go ahead and
check that out. We can go on to shading. Each one of the leaves
have a different material. If you go into material
tab over here, we can see that this one
has wind leaf material. This one wind leaf
material 001 and so forth. And it just has a slight
color ramp to offset the color a little bit on each and every
single one of them. Just like. So that's
pretty much it. In regards to the set up, we have some variation
because of that. As for the shape itself, we also slightly tweak them up
a little bit as well. If we go into the edit mode, we can see that each
one of them has a slightly tweaked
up vertices just to offset those UV maps as
you can see over here. It's not really
overly complicated, but basically each one
of those variations that we have over here has
its own collection. We'll be able to make
use out of them. In regards to our set up, I'm just going to go ahead and minimize the collections,
and there we go. Each one of the collections has their own variations
for the leaves. Just like that, this
is important because the collections will be used for the variation for the
variables of the leaves. We can have more
variation of the leaves, but honestly having 2-4
is more than enough, especially for organic foliage. That's going to be like
in the scene and whatnot. You're going to be scattered
around the F in an object. They're not really needed
to be all that different. Yeah, that's pretty
much it. In regards to the geometry node itself. We're now going to go ahead
and hide them out of the way. The way we're going
to do it is we're just going to simply click on these ticks over
here and we're just going to hide all of
these leaves like so. This way we're prepared to start our journey from scratch. And we can pop them in
whenever we want after we're done with setting up with all the
necessary parameters. One of the final thing that I would like to mention is that I'm using Blender
4.0 at this moment. And you can see the version at the bottom right hand
corner over here on my end. And if you don't see the
version on your blender, I recommend you going to edit over here on the
top left hand corner. Go to Preferences like so. And then within the tab or
interface, this tab over here, we can go ahead and
open up the Status Bar, and you can click
on Blender version to see it on the bottom
right hand corner. Recommend you taking all of
these on as they're quite useful for knowing
how much memory is being used and whatnot. How it is like with the
performance for Blender, we'll just recommend you turning
everything on over here. And I will mention
this later videos. But you do need to know that you also need to
turn on an add on. So go ahead and
click on Add Ons. Within the top
section, over here, you can search for something
called Node Angular. It is quite important to make use of Node Angular, otherwise, the whole building for geometry, the whole setup is going
to be so much slower and you'll need a lot more
effort to organize everything. The node Angular just simply
helps simplify the process. You'll see me using
the shortcuts and whatnot out the videos. Just make sure to have
note wrangle turned on as it is a great help to get all of the notes
to just be more streamlined when you're
doing your own workflow. Yeah, that's pretty much
it for this lesson. Thanks so much for watching and I will be seeing in a bit.
4. Remeshing 3D Objects for Constant Density in Blender: Hello and welcome back. Ever run to blend the geometry nodes? Workshop for jungle vines? In the last lesson, we covered the introduction
for the resource pack. And we have all the leaf
variations over here, and we simply hidden them away. We are now going to make
use out of geometry. To start off the
geometry node path, we're going to go ahead and
click with an object mode. Make sure you are
with an object mode, you have nothing selected. You're going to click Shift in A and you're going
to hover over Mesh. We're simply going to
start off with monkey. This is Suzanne. We're going to make
use out of Suzanne to make the wines
grow basically from. We're going to
actually reposition this a little bit just
to make sure that it's nicely sitting on
the top of the floor. We're going to hit
Tab. We're going to go on to Edit mode. We're going to hit a
Select Everything. We're going to
click and then move it upwards in case you're
wondering about the bubble. I just had the proportional editing in this particular case. It doesn't matter, it's
fine if you have it or not. But yeah, let's go ahead and
simply rotate it as well. We're going to click Rx and just rotate this a little
bit, just like that. Now it's nicely
sitting on our end, and just to make
sure it looks nicer, I'm going to go back onto object mode and I'm
going to actually add some subdivision levels for this just to have more
topology to work with. Although the topology as you'll see doesn't
really matter, which we're going to talk
about in a little bit. We're going to make
use out of modifiers. We're going to click on the
modifier tab over here. We're going to add modifier. And we're going to search for subdivision
Subdivision Surface. Let's go ahead and add it in. We simply need
let's have a look. I think one is
enough so let's go ahead and go back to
one on both of them. We're now going to go
ahead and apply this. So let's go ahead
and click control. And a whilst hovering
over that modifier, this will give us more
topology like so. And that's just going to make the Nka look a little bit nicer. We're going to now
click right click, and we're going to
click Shade Smooth. Just to shade smooth
this entire set up. So now let's go ahead and talk about in regards to
the whole set up itself or as to make an organic growing type of a
vine coming out of the mesh, growing on top of the mesh. We're going to basically make
use out of edge find node. This will allow you to grow the vines around
the edge itself. If I were to go on the paint real quick just to
iterate my point, we're going to have a topology. Each fred mesh has topology and we're going
to make use out of that. The downside of edge
find is that it actually goes and makes
the edges basically, for example, for
Suzanne over here, it's going to start off from the empty over here on the top,
as you can see over here. And it's going to start
growing points that will follow alongside the
topology over here. We'll need to make sure
that it's actually being able to be used in
every single topology, not just highly dense ones. For example, cube over here. If we were to simply
use on a cube, we're only going
to get a couple of path options along
the edges over here. And this is not
something that we want. We want to make sure
that it's able to be used in any way possible. So we'd have some paths coming along over here and whatnot. Such paths, we'll
need to be able to follow a different
type of topology. For us to do that, we'll
need to firstly convert this topology to be a
neutral type of topology, to be able to be applied
onto any type of a mesh. Well, we will firstly create ourselves a geomet
node for us to do. We're going to go on to
modify a tab over here, We're going to click at a modifier and we're going
to select Geomet Node. This will give us a
new geometry node, which we can now
click this part over here to create ourselves
a brand new geomet node. For the name itself,
we can just select this part over here and we
can just call it Joe node, or we can call it vines. So we can leave it as is now. We can go ahead and go
on to Jomechode tab, which is located at the
top section over here. You should be seeing it with
the resource pack provided. If you're not seeing it
within your default set up, what you need to do is if you're planning to work on
a brand new project, you just simply click on
a plus symbol over here. And within here
you'll find yourself a general jome over here. This tab is basically
this over here. It's slightly tweaked
out a little bit. For example, we can
move these tabs like so up and down by clicking
in the area in between, we can also squish
it a little bit. So I think that's
going to be all right. I just want to have
the three D window to be a bit larger for us. Now that we have
ourselves the brand new set up with the Juma nodes, we can go ahead and
start by creating the neutral type of
density out of the mesh. So we'd be able to make
use out of the edge papi. To do that, we're going
to make use out of the graph node section
over here at the bottom. This is where the
magic will happen. Basically, for the
geometry nodes, we'll have group input over
here on the left hand side, and we'll have group output. The group input will allow us to input all the
parameters necessary. We'll be able to create our
own parameters afterwards, but by default it's set up by having the default geometry
that it has over here, and it outputs the geometry
basically that we have. That's why it's showing up as a default geometry with the
original mesh that we have. By the way, we can also move using middle mouse
button panting like so. We can also zoom out
and zoom in into Jome. Simply having the
controls like that, we can move around pretty much anywhere
within the Jomeode in case you're going off from a distance and you're
a bit lost within geometry node and you're not seeing where the selection is. You can click the lete
button on the numpad, so small dot, and it'll refocus on a selection that
you had. Just like that. We're able to go
back in and out of the geometry node
To start off again, we'll go ahead and redefine
the mesh that we have. We're going to do
that by making use out of the volume to
mesh for us to do that, we're going to click Shift in A and we're going
to go on to search. We're going to find
ourselves mesh to volume. First, this will convert this entire section from
the mesh as a volume. We're going to make sure we place it right in between
this line over here. As you can see, the line itself gets highlighted.
Sorry about that. Moving it up and down makes
it pan the view itself. By placing this in
the line itself, we're going to get this volume, basically, that creates
a volume from mesh. We can also have some parameters
over here at the bottom. We have density, we
have vauxel size, we have interior bandwidth. The main one that we
need to use, basically, is going to be a vauxel
amount by changing this to a smaller size. So we can control how dense the overall set up is actually. By combining this with
the density itself, you're able to determine the
resolution of this mesh. If I set this to
something like 1,000 we can have a much
clearer set up. And if we now increase
the vauxal amount, we can see that we're
getting more and more of a shape out of this in
regards to the original mesh. That's pretty much it.
In regards to that, we're now going to
make use out of this and convert this to a mesh. The reason we need to do that is basically we need to
get back those edges. We need to make sure
that the pathfinder is properly set up with
any type of a mesh. Again, for us that we're
going to go ahead and click shift and we're going to
search for volume to mesh. Volume to mesh, so
this one over here. Then we're going to paste it
into this line over here. Again, I'm dragging over
this line, pasting it in, it naturally moves the entire group a little
bit to the side. And this is what we're getting. Basically, if we change
the resolution from grid, we actually need to
change both of them. Sorry about that. We need to change
the resolution from the amount we need to
change this to size. The reason being is
that it's going to be based on the scale of a mesh, which is exactly what we want. Then we need to make sure that the resolution for this
one is also set to size. They're basically using
the same parameters over here and we can change them
in any way that we want. Going back to this, we're
going to go ahead and change to a much smaller
value over here. If it changes to a value of
0.3 we'll get this a shape. I think I did actually use the density
a little bit too much. I'm going to go ahead
and change this back to one to get the original one. Now for the oxel size, you can go ahead and simply make this a little bit smaller, like 0.05 We can just simply click on the value over
here to change it to 0.05 So I'll give you
the better result. Although this result
is still a little bit, we're not getting the
shape that we want. We're actually going to
be setting this up with a value that will
allow us to simply put in input of
the same amount to both vox size over here and
a voxal size over here. For us to do that, we're
going to go ahead, we're going to make use
out of a value node. We're going to hit
Shift in A again. We're going to go on to Search. And search for value, click Enter and we're
going to put it over here. The reason we're doing
this is basically to have the exact same value
and we wouldn't be just going in and out in
between those two values, the same voxel size like. So we can put this value as, now we're pretty much set up. We just need to
change this value to 0.05 So this is the result that we're getting because they're
both the same size, it's so much head
to control them. If we look at the
topology itself, we can see the topology
and we can hit Tab, we go into edit mode. We can see that it actually
doesn't change anything. The reason being is that we're visualizing the
original topology. So I'm going to go back
onto object mode and instead we're going to
go onto the wire frame. Shading this pattern over
here will allow you to preview the wire frame
itself by zooming in, we can see the
density over here. By changing this to
0.01 for example, we can see that
we're getting much, much denser of a result. I'm going to go ahead
and change this back to 0.05 But if we want to, for example, like
an r over here, if we want to make sure that
it captures the ear itself, we can increase this value and it'll give us less
and less of a gap. But although let's go ahead
and keep this as 0.5 Actually one thing that we can also do is in order to fix this ear, if we change the
interior bandwidth, which controls basically how
close to the mesh it is, if we change this value, well, as close as possible,
0.001 we're going to get these ears back even though we're not
changing the density. This is still going
to be capturing, which is pretty
important especially for the vines when we want to grow around smaller
objects in smaller areas. Now in the next lesson we're going to be setting
ourselves up. I'm actually going to go back
on to normal wire frame. So in the next lesson, we're going to be setting
ourselves up with a point which will allow us to start
growing our wines front. Yeah, thank you so
much for watching and I will be seeing in a bit.
5. Creating Vines Starting Point with Blender Geometry Nodes: I'll welcome back
everyone to blend the geometer notes
workshop for jungle vines. In the last lesson,
we create ourselves a neutral type of
density for any mesh. So now we'll be able to make
use out of a path finder. But before doing
that, we actually need to make use out of a simple started point so we can determine where the vines
would grow from, for example. For us to do that,
we're going to go on to make sure that we
are within object mode. We're going to go
ahead and click Shift and A within
our viewpoint. Make sure you're hovering over
the viewpoint by the way. Otherwise, it's exactly reliant on the position of a mouse. If we were to hover over the geometry nodes and
click shift and A, it's going to create A, the geometry node over here. But if I were to hover
over in the viewport, click shift and A
is going to create an asset within the viewport itself, but that's important. And we're going to
hover over empty. We're going to click on
either one of those. Personally, I'm just
going to select a sphere, since it's nicely visible. So we're going to get
ourselves an empty object, which is basically not going to be visible whilst rendering. But it helps us to visualize, for example, the location
of this object over here. I'm going to make
it smaller as well. I'm going to go
ahead and click S, just to scale it down, so I think that's good enough. And we have ourselves empty. Now you can see
that the geometry note itself disappeared because the geometry note that we had was actually on this
object over here. By simply clicking
back on this object, we're going to go
back onto the vines and we're going to
see the vines again. Actually, one thing that
I need to say is if you want to move around
the object and assets, the nodes itself, you can
select on one of them, you can click and you can
just simply move it like so. If you want to, for example, turn the line and re route it, you can hold control and you can just simply drag
it outside like so. By releasing it, you're going to be releasing the value itself. You're going to remove
the line and by simply clicking and holding
from this value over here, you can reroute it like so. In case you make mistake by
having a different section, a different float
value attached. Just make sure to
reroute it like so. All right, so now that we have
ourselves an empty object, we're actually going to make
use out of the parameters. We're going to open ourselves
this area over here. We can click on this
arrow over here. Or alternatively as a shortcut
we can click a letter. So this will allow you
to basically open up and close these values
for the lessons. If you are getting mixed
up with the shortcuts, just have a look at
the left hand side of the video and you can see all of the shortcuts
being used up over here. The only thing that
I will say is that I often use F eight. So if you see F eight, it's just simply me
pausing the video. So ignore that shortcut, but every other
shortcut is going to be basically used for me to just simply move around
and whatnot within the Blender project,
again, by clicking. And I'm going to open
ourselves up with this interface and make sure you have group selected
tab over here. If you're not seeing
the group tab, just make sure you
scroll up so to see it again whilst having
the mouse in this area. So having the group selected, you're going to get yourself an interface by
clicking Add New Item. We're going to get ourselves
a new input selection. Let's go ahead and select Input. So we now have the object
disappeared entirely. The reason being is that it's not sure what to do
with the socket. We're going to make
sure that we change the type of status from float, we're going to change
it to a geometry. Actually, I just
realized that we also need to move
this downwards. Let's go ahead and do that.
The reason being is that it needs to actually start all
of the interface inputs. It needs to go after the
geometry value over here. Let's go ahead and
drag this downwards. So it's going to give
us back the mesh. Now we're going to go ahead
and select the socket. We need to make sure that
we're using the object, the MT that we have. We're going to firstly
change the type from float, as you can see that it has
also a color color feedback. Basically, color coding
gray will be set for float. But if we change this float from float to an object like so, this will turn orange. And then we have ourselves an object that we
can set it up with. We're going to make use out
of the empty over here. We can simply click on this pipette and we can
select object empty. So and then we're going to
get it over here like so. What's nice about it is
also that if we do select the MT and we decide to change the name, we can
go ahead and do that. So for example, we can call this something like start empty. So now we can go back onto
the object and you'll see that it actually has the
renamed default over here. That's quite a nice
thing to have. Will also change the
socket name itself. We wouldn't just have
the name set as socket, we will have a bit of a different name,
especially over here. If you look at the
geometry node itself, we can see that it has
a selection and yeah, it doesn't say anything
other than socket. For us to change that,
we can just double click on the name over here
on the interface. We can call this Start empty. And this will change
it over here as well. Now for some reason when
we change the default, we don't get a change in the geometry node over here unless we restart the
geometry node itself, which we don't really
need to do that. We're just going to
go ahead and also select an object
from here as well, just to make sure that the
main set up is being used. But basically whenever we
create a geometry node, and we select the geometry node because we selected
this as default, it'll automatically try
to find this object. But if there is no
object like that, then it's just going to
be simply set as empty. And you'll need to
manually select it. Now to actually make
use out of this point. Over here, we're
going to finally get ourselves the set up
from group input. But we're often going
to be using a lot of different parameters
and just using it from one point is going to
be extremely difficult. What I recommend you doing is I recommend you to creating
new group inputs, especially when we
go further our ways. For example, we want to work a little bit
further over here. For us to do that, we're
going to grab the parameter, a new parameter
from group inputs. We can click Shift in A. We can search for group
input. Group input. So this one over a year, it's going to be a first option. We can create a new
one, basically. Then we're going to grab object info we need to find
this location of this empty. We're going to drag
it out outside. So we're going to get ourselves relative information
to what we can select from this input. We're going to
select object info, this will give us this node. Then we're going to
get ourselves to location and we're going
to select an index, a type of choice,
from this location. I'm also going to
select Group Output. And put it all the
way in the back leg, just like that.
Again, selecting it. Clicking Jeb can
move it outside. Then the location, we're going to select it using
an index selection. We're going to sample the
nearest option over here. We're going to hit shift in
a search for sample nearest, we can put it over here, we can sample the position. We're going to get ourselves the closest position to
this object over here. And we're going to
make use out of the volume that we have set ourselves up from
the volume to mesh. The reason being is, again, we need to have a
neutral density mesh. We're going to go
ahead and make us out of that instead of the
original mesh that we had. So now that we have
ourselves this a set up, we can actually
visualize how this looks like by getting
ourselves an index. Index is basically a type of selection and if we
search for index, we can find ourselves this type of a node
which allows you to basically select parts, vertices within the mesh. Basically for us to make use out of index we
need to search for. If we click shift in A, we need to search for equal. Actually, by dragging
this from index itself. If we search for index equal like we can grab
ourselves this node. Now if we attach
this to A and B, basically sample nearest to B and getting ourselves equal. So we're going to get ourselves the exact point where
they intersect, basically the exact index point of the vertex closest
to our MT object. You visualize this, we
can select the equal. We click and hold control and shift and just use our
left mouse button. So we're going to get ourselves, this reason being is we're not going to see
the set up itself. The reason being is that
we need to grab ourselves, the viewer, from
the volume mesh. It's a bit more advanced, so we're going to click and
hold control and shift, tap on the volume
mesh to get this. And this will give us the
value from the equal area. Basically what we did is we
selected the volume to mesh. Clicking control and shift, wrapping ourselves
to the viewer, which is going to be exactly as the group output
at the moment. Then we can go ahead and click
and hold control and shift again and tapping on equal and this will give us the value. So we're getting geometry from the volume to mesh and we're getting the
value from equal. And then we'll be able to
see this small white dot over here by moving this
empty object over here, we can go back onto it. We can select this
and we're going to be able to see that it's
actually over here now. Yeah, that's pretty much
it in regards to that. Again, if you're not able to make use out of the geometry, if you're not able
to make use out of the viewer or any
of the shortcuts, just make sure you go to
edit mode preferences and you have the add on selected
or the Node wrangler. This is very important
to make use out of, especially since most
of the shortcuts within geometry node will not work for the things like
cleanup and whatnot, you will not be able to
make use out of them. So just make sure you
have this enabled. You'll be able to make use out of the shortcuts that
I'm using over here. So yeah, that's going to
be it for this video. Thank you so much for watching and I'll be seeing it a bit.
6. Setting Curves with Edge Path Node in Blender: Hello and welcome
back everyone to Blender Geometry Nodes
Workshop for Jungle Lines. In the last lesson, we
left ourselves off with this single dot being placed the closest
to the empty object. Now we're going to make use out of it and actually
start setting ourselves up with the
shortest edge paths. The way we're going to do it is by grabbing ourselves
a new node. I'm just going to go
ahead and move this group output all the
way to the right side. We're going to grab ourselves a new node called
Edge Paths, curves. Let's go ahead and
click Shift in a search for edge paths to curves. This one over here, let's
add it into our geometry. Now I'm going to go ahead
and delete the viewer. Like so, we're going to
be left with nothing. The reason being is
that we do not have start vertices and the
next vertex index. Let's go ahead and
sort that out. The value of the next vertex
index for us to make use of. We're going to make out
of the short edge paths, we're basically going to grab
our cells, the destination, and we're going to make use out of that to grow the vines. Let's go ahead and
search for edge paths. Shortest edge paths.
This one over here. Let's add this onto the, we're going to add
next vertex index to next vertex index. Also keep in mind
that notice how the color coding is set up. If I want to, I can just also remove this real quick before we had this
green color coded. And this is also green, meaning that they can be
attached to one another. If I try to attach
this to over here, it naturally converts
it to this vertices. But it doesn't always work. It doesn't mean that
it will give you the right information
that you want, so just keep that in mind. Again, I'm going to
hold control and push to the next vertex index. Now we can go ahead and quickly add the
starting point which is end vertex is going to be the equal to the
closest path area. Basically, let's go
ahead and attach this to the section
like right away. We're going to get
ourselves this a result. If we were to try to
move this around, we're going to see all of
these paths moving around. It's actually already
looking pretty nice. All things considered
for the winds, but we don't have
a lot of control. We don't have a lot of density regulations and whatnot because every single
path is being placed up. And of course, we need to
go ahead and fix that. The easiest way to fix
the amount of face, amount of edges that
are being placed up is, well, firstly, we could make use out of
the noise texture. Let's go ahead and do
that. Actually, we're going to change that
up for the edge cost. Let's go ahead and
click Shift and a search for noise like so, and we're going to find
ourselves a noise texture. Let's go ahead and apply this onto the value,
onto the edge cost. Keep in mind I'm also
using it as three D. So we get across
the dimension, we get a whole set up. And just right away we can
see that we're getting a much different result in comparison to how the edges
are flowing basically. Because before it
was more rigid, before it was more strict. Now we're just like randomizing it a little bit which paths it's trying to take which is
giving us this, a result. Then as for the paths itself, we actually need to, again, make sure
it's not as dense. We need to randomize it in
regards to the paths itself. For us to do that,
we're going to find ourselves dark vertices. This is where basically which vertices is
taking and whatnot. We're going to use a random
probability in order to randomize where the
curves are being spawned. Basically, let's go ahead
and click shift in A. We're going to search
for random value. The random value, this one
over here, let's put it above. As for the random value itself, instead of just setting
it up with minimum, maximum, we're going to
change this to a bullion. So it's basically saying
it's either one or zero. And we're going to attach
this to start vertices. If we were to have
this probability set as one, it's not
going to do anything. It's always going
to be bullion one. So it's going to give us
the exact same result. But as we start dragging
it downwards like so, the probability of its spawning is going to be less and less. So it's already shaping quite nice in regards to the set
up as you can see over here. For now, let's go
ahead and leave this values 0.1 and
we're going to come back to it later in
regards to setting ourselves up with more
density for the winds. The other thing that
you might notice is, in fact, because
we're using topology, the edges of the
basically remeshed asset, we're going to get those bizarre corners, those weird angles. And we want to make sure that they're more natural looking. We're going to basically blur out the values and
make sure that they're more averaged out in regards to how sharp
these angles are. For us to do that,
we're going to move all the way to
the side like so. I'm going to click again to move the group output
onto the side. Then we're going to click Shift in a search
for set position. We're going to find ourselves
to position and we're going to attach it
to the very end. As for the position itself, we're just going to
blur out the values. As we said. There is a
very nice note for that. We're going to click shift and a and threshold
blur attribute like so we're going to attach this value to the
position just like that. And of course it's
not going to give us the right result because we actually need to grab the
original position values. So we're not set
that up with value because right now it doesn't
know what it's doing. Basically, it doesn't have the
original value for curves. For us to do that, we're
going to click shift A. We're going to
search for position, and we're going
to grab ourselves the position of the geometry. We're going to add this into
the value just like that. And we will, let me have a look. Giving us the right value? Yes, the reason being is the blur attribute is not
set up with the right value, we need to change the flow
value to be a vector value. There you go. Since we're
working in a freed space, we need to blur that out. There we go. We going to
get ourselves this result. Let me just plug this in
back to the position value. Now if we add this to
the value position, so we're going to
smoothing them out. And go see over here, if we add more
iterations, for example, it's going to smooth
them out even further. Now I'd say we can leave
this at a value of two. I think two will be just right. It's making sure that we're
not getting too overly crazy with removing
the amount of angles, but at the same time, two will also just remove those
sharper corners. Next thing is, we talked a little bit in regards
to the density already. In regards to removing the density through
this section over here, through the probability
of spawning it. But the thing is, it's actually just just removing the
spawning sections, but we want to make sure we also randomize which path
is taken and whatnot. We need to make sure
we delete some of them on top of it in order to make it look a little bit
more natural with which path it's taking
for us to do that, we're going to go ahead and move the group output even further. We're going to grab ourselves a node called Delete Geometry. Delete geometry, if we were
to just simply apply it, is just going to delete the
geometry of our choice. And of course we
don't want this. We need to make sure we make
use out of the selection. But a selection, we're
going to, again, make use of the
Boolean random value. We can simply grab this
random bullion value over here and we can
just click shift D, G and then move it
to the side like so. Now we're going to
go ahead and attach this value to the
selection, just like that. Just by simply making
use out of that, we're going to work on like it's not giving
me the right choice. Yeah, the reason being is
because it's deleting points, it's taking each of
the individual points. And the more I delete, the more straight up
lines we're getting. We don't want to
delete the points, we actually want to delete
those curves, the splines. We're going to go ahead
and switch that up. We're going to go on this, delete geometry and change
from point to spline. Now it's actually just deleting the splines themselves,
as you can see over here. In this way, we can control
which ones we want to keep, which ones we want to delete. The more we take them away, the less of identity it's
going to have for us. Naturally, we want the user to be able to
control the density. We're actually going
to make use out of this value to be able
to control that. For us to do that, we're
going to make ourselves a new value within
the interface. We're going to click on
this plus symbol over here. We're going to grab
ourselves input, make sure it's at
the very bottom. And we're going to change the
name to this, to density. As you can see, since the
probability set from zero, which is not going
to do anything to one which is going to
remove everything. We're going to go
ahead and scroll down. We can see the values
set to infinite, basically allowing you
to write any value. But in this particular case, we want to make sure that
it's set 0-1 What we can do is just we can
write 0.1 over here. And that'll give us
the right set up. Now we're going to
go ahead and grab ourselves a group input, like group input over here. We're going to
attach the density to the probability
just like that. And the default value, we can keep it at zero. The downside of this
though is now that we start changing the
density over here, you can see that
it's actually doing quite opposite naturally. When you want to have a
value of density set to one, you'd assume that the
density is going to be more. You'd assume that
there's going to be more winds in the section, and as you're getting closer to zero, you should get less. So we're going to
actually invert this. And it's actually
quite simple to do. All we've got to
do is just simply subtract this value from one. So let's go ahead and do that. I'm going to go ahead and
click Shift and a search for a map node that is. And I'm going to go ahead
and add it over here. And I'm going to change
this from add to subtract. But the thing is that we need to subtract this value from one. So we can simply hold control and change
the value over here. Or alternatively, if you click
Alt and you'll notice that it's actually switching up the values Alt and
switches them up. It's a very nice short
to make use out of whenever you want to quickly switch up the values like so. Again, we're going to make
sure we subtract this from a value of one which
inverts basically the set up. As we get closer to one, we're going to get
more and more. As we get closer to zero, we're going to get
less and less. That is exactly what we want to make use out of
inregousto density. The radi shaping
pretty well overall. I'm quite happy with the result. Now we're going to go ahead
and move on with the set up and 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.
7. Creating Length Controls for Curve Setup in Blender: Hello, welcome back
everyone to Blend the Geometry Node Workshop
for Jungle Vines. In the last lesson, we set
ourselves up with a nice path tracing finding section
that finds edges basically, and gives us a, a
ne, look already. We need to make more
controls though. We need to make more
options for that. We need to make sure
that for stars we get ourselves a control for the
length of these curves. For we're going to go all
the way to the back leg, we're going to grab a simple
node called trim curve, which will allow you, if
we search for trim curve, this will allow you
to basically control how the length is in
regards to the set up. We can play around with values over year and see what it does. We'll firstly need
to change and set up the factor which is more
like percentage wise. We'll need to change this to
a length which is going to give us the exact parameters
for the length basically. And by changing this start, we can see that basically
we can hold shift, actually we can make
the value a little bit more sensitive to how we control whilst clicking our
mouse button and holding it. That's going to give
us direct feedback again whilst holding
left mouse button. If we were to click and hold
and then drag it around, we're going to be able
to control this value. But it's going to
be really hard to get more precise values
whilst holding shift. However, it's going to
slow this value down and we're going to be able to actually visualize
how this looks like. So we can already see that
the starting point is basically showing where it's
going to be trimmed out. And by controlling this value, we'll be able to control how
it's going to be trimmed. And we can check what it does
for the end values itself. But that's actually going to
be going the opposite way, which we don't want
this to happen. So let's go ahead and
set this value back up to one for the
starting point. The endpoint we need to actually grab ourselves,
the spline length. We'll grab the curvature
length basically, and we'll tell where the endpoint of the trim curve is. Let's go ahead and do that. We're going to click
Shift and a search for spline curve which is going
to be splurple length. There we go, we're
going to attach this to the length which is going
to be at the end over here. Just by simply attaching this to the end, we can hold shift. And we can see that
actually starts behaving more appropriately as it actually keeps the ones that are getting out of the
edges to be growing. The edges that split out basically are going
to be kept the same. They're not leaving
behind gaps and some floating s,
basically without this, if we have a look, we
are not going to have the same result as it'll start to remove some
of the parts over here. As you can see, that's why we need to determine that
end is going to be like. So again, I'm going to go ahead and attach this
for the start point. We're going to go ahead
and make ourselves to control actually some controls
for the length itself. To set this up at zero. Yeah, let's go ahead and start setting it up for
the length itself. We're going to go ahead and
create ourselves a new input. We're going to call
this length like. So we're going to grab this length and attach
it to the side. Let's go ahead and do that.
Group input over here. Actually, just by attaching
this to the start. I do. Yeah, I think we actually need to change this up a little bit. I want to make sure
that when it's set to a value of zero in length, it's actually going
to be zero over here. Once we start growing, it's actually going to start giving us the length
that we want. Applying it onto the math, we actually need to reverse
the value this time. Instead of subtracting
it by one, we're going to subtract it
from the spline length. Let's go ahead and do
that. We shift in a, we're going to get
ourselves a new maps node. We're going to attach this,
change this to subtract, I'm going to attach this to the value just like
we did previously. We're going to select a subtract click
altenSunvert value, and that's how
we're going to get ourselves inverted value
of zero or nothing. Then as we start growing, we're going to get
ourselves the full value. Just like that now. Yeah, we already have a
nice set up for the length, but I do want some
more organic look. I want to make sure that
it is set up for us so that we have a
more random length. In regards to the
set up right now, everything is going to be
more or less the same length. We don't want this to happen. Also, I think I will limit
this length to zero. The reason being is just
because once it touches zero, that's going to be it in
regards to the length. First thing spurs,
we're going to change the length minimum set to zero. We can keep the maximum
as infinity depending on the type of object we might need a different type of length. That's going to be
quite all right. We can just set this
up to one for now. Again, now going back to the
randomness of the length, let's go ahead and start
setting ourselves up with that. We're going to grab our selves, a value called random length. We're going to grab our
selves, this node over here. Then we're going to set this up with our own custom parameters. Again, we're going to create ourselves yet another parameter. We're going to click on a plus, we're going to grab
ourselves the input, and we're going to call, going to call this length randomness. Randomness. There we go. All right, now we're
going to basically multiply this with
the random value. Random value itself though, is going right now at
the moment only going 0-1 If we multiply this value
with the length randomness, which let's say is two. If we multiply this
with a maximum of one, so it's going to give us a
value of length for two. But the thing is what if we want to make sure it also goes
a little bit backwards? What I mean by that
is right now if we have the length
set as again two, we want some of the length to be not going only forwards but also going
a little bit backwards. As you can see over
here, we want to fluctuate between going
back in and out like so. When we only have
a length of two. The way we're going to
do it is we're going to change this minimum
value to minus one. And this will basically
give us the control over the strength of the length of randomness in
both directions. Adding the length to this value as well as
removing it, basically. Yeah, we're going to go ahead and add the value over here. Yeah, let's go ahead and move this section over to the side. We're going to firstly multiply this value
with length randomness. I think I'm going to go ahead just move this
around a little bit. Let's go ahead and grab or
sell us a new map node. We can just make
use out of this. Actually, we're going to hit shift D and we're just going
to put it off to the side. We're going to change
this to multiply, so we're going to
attach two values, length randomness
and random value. We're multiplying
them one by another. Then we simply need to attach
this value that we are getting from the
length randomness to the value over here. The way we're going to
do it is we're going to simply use another math node. This time we're going to use an additive instead
of multiplier. Because if we use a multiplier, the length randomness, the
larger the value over here is, the more of an extreme
values you're going to get. We want to make sure it's more constant in regards
to the randomness, in regards to the range that
we're having basically. So let's go ahead and
make use Arab additive. We're going to just move it a little bit off to
the side like so. And I think at some point we'll need to start looking into, in regards to cleaning up this bit of geometry
nodes as well. But for now, let's go
ahead and finish this up. Yeah, we need to simply go
ahead and select both of them. Move them off to the side. Attach this if we have a look, attach the multiplier
to additive like so. Now the length randomness, we're going to be able to
control the randomness. Basically you can see
the more I increase it, the more of r length
it's going to get, which is exactly what
we want basically. I think that's quite all right. Actually, one thing that
we should do is probably check how it looks like
on the original mesh. Now that we are just basically getting ourselves
the edge paths, we're turning this
geometry into edge paths, we want to see it on
the original mesh. For us to do that,
we're just going to move this a little bit
off to the side and we're going to get ourselves something called Joint geometry. Let's go ahead and click
Shift a Search for Geometry. There we go. We're going
to attach it over here. As you can see this time, instead of the circular
type of a pattern, we're getting this elligated
shape like a tick tak form. This means that we basically
can attach multiple objects, multiple geometry onto this. Although in this particular
case we only want to attach one extra into
this socket over here. We're going to go ahead and
cram ourselves a group input. Yet again, we're going to attach the original geometry basically to this section, like this is what
we're going to get. It's already looking nice
in regards to the pattern, but as you can see, we will
still need to work on it. We'll need to offset the
values a little bit as well, just to make sure it
doesn't go within the geometry on itself. We're going to again,
work on all of that in the next video. Thank you so much for watching and will be seeing in the Bd.
8. Setting up Mesh Normal Offset in Blender: Welcome back everyone
to blend the geometry notes workshop or jungle vines. In the last lesson, we
set ourselves up with some nice lamp controls
for the vine itself. But as you can see over here, now that we joined it back
to the original geometry, it's not going to give
us the right result. It's going to blur ourselves
in regards to the curve. It's just not looking quite right in regards to how
it's being attached. We need to go ahead
and fix that. The main reason it's
doing this, by the way, is because we firstly
make use out of the volume which averages out
and remashes the topology. We also, on top of that, make use out of the blur
attributes which again, blurs out the overall
values and giving us these shapes where it's not quite touching the
topology itself. We need to go ahead
and fix that. Basically, for us to do that, we're going to, well, first of all, move this
all east to the side. Actually, I'm going to just move this over here to the side. I'm going to grab yeah, I'm going to go ahead and
grab the sample to nearest. We're going to sample
the original curve. We're going to grab
the same geometry. From this point, we're
going to sample nearest, the sample nearest over here. Then the next thing
that we need to do is actually this line
is getting in the way. A quick tip in
order to reorganize your lines now that this line is getting across
this node over here. In order to fix this, we can actually change the way
it's being routed up. We can't control where
the line is going. The easiest way to
do that is if we hold shift and drag our
mouths across like so. We're going to get this dotted
line once we release it, whilst it's going
across the line, we're going to get this
re route dot over here. By selecting this, we can
now click and move this to the side to actually move it away a little bit
from this area like. So. It's quite useful to know, especially when we have
some lines over here, for example, that end up
crossing certain nodes. Again, we're going to go
ahead and fix that in a bit. But for now though,
let's go ahead and finish this up to make sure that it's actually placed
nicely on our surface. So for us to do that again, we have the sample
nearest, which samples, the closest point we need to make sure we
change this to a pace so it's actually set to the closest space instead
to the normal values of it. And now we're going
to actually make use as value to sample the index. Basically allow us to sample
the selection itself. Let's go ahead and grab
our selves sample index. We're going to attach this to
the index value over here, sampling the nearest index
of each point of the curve. Then we're going to
go ahead and grab this geometry over here. And we're going to attach this, the geometry value like
so as for the value, we're going to make use
out of the normal value. Let's go ahead and
search for normal, which will give us
the normal geometry. We're going to input this into
the value just like that, but them going to change this
from point to face because we're getting
ourselves the normals of each individual pass. Let's go ahead and
change that then. The float value, we need
to change this to be allowing you to control
the normal value itself. That's going to be a vector
value pred value like. So just like that, we'll be able to
have nice control. Now to offset the value
of the actual curve, we're going to move this actually a little
bit to other side. So we're going to get
from the term curve, we're going to set position, We're going to set position, crap, set position
attached to geometry. And we're going to offset
this from the sample index. If we were to attach
this to the offset, we can offset the
entire set up like so. It's actually not give
me the right results. I'm just wondering why, realize that I didn't
connect the normal. Let me just go
ahead and do that. And there we go. That's what
we're getting is basically expanding it from outside the
normal phases of the mesh. Each one of those phases is going to have a, a normal value. We can actually visualize
them if you'd like. We can select one of
the pass, for example. We can change it from
global to normal, and this will give us the value. If we click on the move, we can see that the
value is going to show where it's
expanding it from. That's basically how
it's being used. The normal values, that's exactly the information
that we're using. Again, this is a
little bit too much. I will go back to global, will exit the edit mode, back to the object mode. Now, let's go ahead
and fix this value up. The offset is way too much. Let's go ahead and
lower it down for us. To do that, we're
going to make use of the Maps node itself, but there is a different type when we're using
the vector values. Vector values have three
different values, x, y, and z. So we need to work
on it accordingly. If we click shift and
search for vector maps is a value that will allow us to change all of the
free ones at once. We're going to scale, we're going to change the
add to scale over here. Then this will allow us to basically change this
value over here. And we're able to
control how much is being offset from
the original mesh. Again, I'm just going
to hold shift and just give us a small value
just like that. Just a little bit. So it'll be offsetting off from the mesh. We can adjust this
value in a bit, but for now that's
going to be more. Now actually we are going to make use out of this and set ourselves up with a
custom parameter. We're going to go ahead
and click on the symbol. Click on Input Change
to Surface Offset. Change this minimum
value to zero. The thing we can
change to one as well, just in case people want
some extreme values. All the default can be 0.01 0.02 and we can attach
this from group input. I'm going to go ahead and
select this group input, click Shift and D and just
paste it off to the side. Just like that, with this value we should be able to have ourselves
the right value. I'm going to go ahead
and delete it to get the default value whenever we change the default
value over here. If we have a different
surface offset, in this case surface
offset value, if we have a different
value over here, we can go ahead and
click click Enter. And this will give us back the default value that we
set ourselves up here. But that's quite a useful
information to know. Now that we have a
bit of an extra time, let's go ahead and clean
up this mess a little bit. It is quite messy. I don't want to,
I'd like to spend an entire lesson just showing
you how to do certain bits. But for now I'm just
going to move these a little bit off to the
side, just like that. Going to perhaps make
a new one over here. So keep this just a little bit off to the side but it wouldn't get tangled up. These parts are okay. Again, we're going to clean up this entire section in a bit, but for now we're just
going to continue on just a quick thing. I recommend you also to test out what it looks like in
regards to different values. For example, right now
if I were to change the density and lower it
is down a little bit. While changing the length, you should get
something like this. Length random. Nice. We can also change that
up a little bit. The length is a little
bit too much for that. Going to lower it down. Yeah, everything seems to be working quite well on my end. In the next lesson,
we're going to talk a little bit in regards to getting ourselves some more random values
if we want, for example, not only the paths to be
coming from one point, we'll also be
talking about how we can just randomize the points a little bit in case we want to have more
organic type overlook. In case we just want binds to be growing
from random points. We're going to find out
how to do all of that. Yeah, that's going to
be it from this lesson. Thank you so much for watching and I will be seeing in a bin.
9. Creating Random Points for Vine Spawn in Blender: Hello and welcome back
everyone to blend their geometry node
workshop for jungle vines. In the last lesson,
we created ourselves a nice set up for the
offset of the vines. Now we're going to continue on making some
finite adjustments. We're actually going to make some random generation of
points across the mesh as well. The reason being
is if for example, we want to control
not only one area, we want to just add randomly generated points from
where the vines grow from. We want to make sure we
get to do that as well. Right now, if we
move this around, we can see that it creates some nice binds going coming
out of this point over here. But again, let's
go ahead and make some nicer points coming out
of this section as well. If we go all the way back
from our geometry set up, we go onto where it says
shortest edge paths. This is where we actually
create ourselves, the set up for this
place over here. I'm just going to go ahead and low this down a little bit. We're going to minimize
this, actually, we're going to make the smaller by clicking on this
arrow over here just to make it more
manageable. Just like that. Now we have ourselves opened up the space to create
some random points. We could technically make use out of the random value
like this one over here. But the thing is that it's not actually going to
create random values. Is going to give us across these lines over
here if we attach this like so and
get ourselves with actually I think smaller
value just like that. You can see that we're
getting the lines, getting these edges coming out out of the exact
same spots that we're basically
deselecting the half from. It's just going to give
us some broken up paths. We want to generate random
points that are coming out of the line itself, out
of the mesh itself. For us to generate these points, we're going to firstly grab
ourselves these points. We're going to click Shift in A. We're going to search
for points like so. And this will allow us to create our own unique points
across the mesh. This will allow us to create points alongside the geometry. We can set this to
something like free, for example, and it'll give
us points in the area. If we click Control
Shift and tap, we can see that we're creating
these points over year. We want to make sure that we're actually setting
ourselves up with just different locations
across the geometry rest. To do that, we're going to sample index from the
position of the mesh. We're going to
click shift and A, we're going to search
for sample index. So we're going to select
this one over here. A quick thing, If it's not
at the top in the selection, you can, whilst just having your mouse off to
the side, for example. You can use your arrows
to scroll through them. And then once you have
the highlighted one, like in this case, sample index, I can click Enter, and this will give me the
sample index for this. I'm going to go ahead and add this value onto the position. Of course, it's not going
to do anything because we need to set ourselves up
with the right sample index. This is going to
be a vector based because it is within
the three dimensions. We're going to actually
reconnect this real quick. So now we need to
make sure that this, well, we're going to
keep it as point. We're going to be basically
selecting the points of the mesh, the value itself. We're going to grab the
position of the geometry. So let's go ahead and grab the position of the
geometry. Just like that. As for the election, we're going to grab
the geometry actually, instead of using this
because I'd like to have more control over
the way I'm setting them up. I'm going to make them into comment boxes
afterwards to make sure that they're properly
set up in regards to the organization, how
they're organized. Basically, I'm going to go ahead and create a
new group input, group input over here. I'm going to grab the
geometry from this. I'm going to make use out of this group input geometry
to grab the main size. But this will determine
basically the point count. We're able to grab ourselves, the point count out of this in order to get
it for the index. The thing is that we
also can randomize it which points
we're picking up. Basically, for that, we're going to go ahead and
actually grab a random value. Random value like. So this is going to be. Maximum like, So
I'm just checking. Yeah, the minimum is going to be zero which we're
taking it up from. The maximum is going to be
set to the point count. And we're going to pick a
random value from that, which we're then going to
attach it to the index like so. Then we also need to determine, actually before that we
need to subtract one because the index
starts from zero. We need to just, we need to take away from the point count because
this one starts from one and we need
to make sure it's in the right direction,
in the right places. We're going to grab
ourselves a map value. We're going to subtract
one to make sure it matches the value of
an index basically. And then afterwards,
we also need to set it up with pgeometry to sample the index from which we're not going to be taking it from the group in pygometry. The reason being is that
we need to grab it from, where is it, volume to mesh? The volume to mesh is over here. We're going to go ahead
and grab this from volume to mesh like
so there we go. We're going to get
ourselves these points. If we increase it, we can
actually see that it's shaping in regards to how
Susan is set up. That's exactly what
we're looking for. And they're going to be
scattered randomly across, which is very nice. I'm going to go ahead
and just set it to free. So let's go ahead and make use out of these
points in order to actually add it onto if we
have a look onto the shortest edge
paths over here. Instead of using
the random value, we're going to make
use out of these and sample them with
the geometry proximity. Let's go ahead and grab, actually delete the
viewer over here. We're going to click Shift and A and search for
geometry proximity. Geometry proximity.
There you go. Let's go ahead and attach
this to the points. We're just basically picking up the points and we're
going to make sure that they're getting attached as closely as
possible to the mesh. Now we can go ahead
and actually make use out of these in
order to set it up with the shortest edge paths.
Let's go ahead and do that. Going to go ahead and just
move it off to the side. Add the position
on the end vertex. We need to make sure we set it up with equal value as well. Just going to go ahead and move this entire thing to
the side a little bit. I'm going to go ahead
and find equal. I'm going to go
ahead and drag this from position search for equal. Then we're going to set it up
to be a float valume'yeah. We're going to keep the
value as equal and we're going to change the absolute
value a little bit higher. We're going to change
this to be 0.01 basically grabs
the closest values with more of approximation. Let's say. Let's go ahead
and attach this over here. Attach a. Let's go ahead and actually not the position we need to make use
out of a distance. Let's go ahead and
grab the distance and attach to the end vertex. Let's go ahead and change the geometry proximity from
basis to points because we're grabbing the points
from the shortest edge paths. That's where they
start and we're going to get ourselves this result. I'm going to lower down
the length just to make sure I can see where the
points are starting. We have three
points at a moment. Here, here, and here. If we
were to increase the points, we're going to get ourselves more of them. Just like that. We're able to control
ourselves swift the random placement
of these points. If we want to change the
location of these points, by the way, we can change
random seed value. If we were to change
the seed value, we're going to be able
to change these points, now we're going to
keep them at zero. Yeah, that's pretty much it in regards to placing
random points. Now we still have this
empty object over here, which doesn't do
anything at the moment. But we're going
to be cleaning up this entire set for now. We're going to make sure
that it's nicely placed in the Geomegry
setup and alongside, we're going to make sure that we're able to switch between our custom point and
random placement. Yeah, that's what we're going
to do in the next lesson. Thank you so much for watching and I will be seeing in a bit.
10. Geometry Node Cleanup and Seed Setup in Blender: Hello and welcome back
everyone to blend The Jo Node workshop
for Jungle Vines. In the last lesson, we set ourselves up with some
random points that we're able to use to grow from
random areas in the mesh. Now we're going to go ahead and actually set ourselves up with a just organized set up
for the jo node itself. The first thing that
you need to know is how to create a comment section. We can do so by making
a selection like so. We can click control J, which will allow you to
create this type of a bubble. This will now allow you to move all of them
simultaneously as everything is attached within the section to remove something from the bubble
if you don't want it. For example, this one over here. If you want to try
to move it outside, you can see that
everything is being attached. We can't
really do that. If you do want to detach
something, you can click old. And this will allow
you to detach something from outside
this box over here. To put it back in, you can
just simply drag it in and that'll give you the
item back into the box. And we can also rename this, actually we can select
on this box over here, we can click two and call
this Volume Generation. There you go. We can
have a name now, which is very nice and makes it a little
bit more organized. As The other thing that we should also
mention in regards to organizing is that not only
can you hide away the points, the items by clicking
on the arrow over here, which is going to give you
this bulky type of a set up. We can also select
this group input, and we can click Control and H, which will basically hide everything that's not
being used by the node. And that helps you to make
everything smaller and more compact. Things like this. For example, if I were
to click control H, it's not going to do much. Let's go ahead and undo this. We can do so by clicking
control H again, which will bring back
all the parameters. The same thing goes
for this node as well. Click and control H will go ahead and bring you
back all the nodes. So just doing that, we can go ahead and simply change up the way
we have the set up. The other thing that
I'd like to talk about is if we have, for example, lines that are going across some attachments that are
going across the nodes. We can hold shift
and drag it across the line which we already mentioned in the
previous lesson. Whilst this is being selected, we can click and
move it to the side. But what we didn't
talk about is a bit of one additional type
of positioning for them. For example, if I have two of the lines, we
can do it like so. We can grab ourselves
a second line, we can then move them around
and reposition it like so. But by default they're
not going to be straight because
given the nature they're just being attached. Adding this item onto where
we drag the line across, what I do recommend you doing is I recommend you grabbing
both the points, clicking and y and zero. And this will give you a
real nice straight line. Now we can click and just bring them outwards
like so for example. And get ourselves
a really nice line going across, just like that. This is a very nice
type of set up. The other thing that
I'd like to talk about is attachments
to the lines. If I were to click control and shift and
just drag it across. So if I were to click, if I was to click control and just drag it across like so, I can remove the
lines just like that. But if I click and hold shift and drag my right
mouse part across, I can combine these lines,
those two together. And because it's coming
from the same section, it's basically going to give
me this point over here. And this also helps
us to kind of clean up the overall Newley
type of set up, which we would otherwise have. So, let's go ahead and
rob or sells the set up. This is actually
empty selection. Let's go ahead and quickly
fix these points up. Like I'm going to go ahead and actually grab these and
select this point over here. Maybe put it up onto the
side, just like that. I don't want to hide this away because actually it might be quite all right if I
were to hide this away. This is going across the line. So I don't
really like that. I'm going to go ahead
and select this over here, make sure we have it. So now I'm going to click
control J to make a new box. We can go ahead and call
this empty selection. Now that I think
about it, it might be better to get a re
route note from here instead of from the bottom as it would look a
little bit better. At the very least, I'm going
to go ahead and do that. I'm going to hold shift, drag my right mouse button and just simply reattach
it like this. We can just keep it as
is. Just like that. This is going to look a little
bit better in regards to just reading how the
geometry node is set up. If you want to make
further adjustments, I do recommend you taking time and polishing up the
clean up overall. It is a bit of a hassle
when it comes to this stuff since we're pretty
much done with this part, but it really is. Especially again when we
come back in the future and we try to think on
what we did in the past, we try to determine
what it's like. The set up, it really is useful to have
everything properly set up. This part at the
bottom is going to be, we can select at all
click control J, and we can call this
one Random selection Might just hide this
off to the side. We don't really need
this to be too big. Here you go, and
the rest is okay. You can also add a bit of a
control over in this section. Over here counts, It
would be nice to have control over the amount. Let's go ahead and do
that. I'm going to go ahead and create yet
the number integer, number value which is going
to be an integer not a float. Let's go ahead and do that.
We wouldn't get a leftover. It's actually just
the value itself. Minimum. We're going to
set it to zero, maximum. I'm going to leave it as is. It really depends up to a user. And now let's go ahead and actually we can see
that once it's hidden, even though we hidden everything away because we
created a new integer, a new value, it's going to pop up in every
single group input, which is a bit of a nuisance. So I do recommend you
doing clean up towards the later stages to avoid
that kind of a situation, let's go ahead and
grab the socket. Well, first of all,
let's rename this. Let's go ahead and
double click call this start count. There we go. We're going to get ourselves
entice to set up or the amount that's
going to be going in, count's going across this line. We don't want this,
we're going to hold ship and reposition it. I like both of them as Y zero. So I'm just going to move this as X and move it to
the side, just like that. All right, this is much better. Now, we also want to add
a set value over here, otherwise it's not going to give us good control
over the randomness. I will increase the
start count a little bit so we can see
what the seed does. It basically randomize
the position. There are multiple areas for where we can
control the Seed. Actually, I will go
ahead and do that. I will create a new group input, selecting this
clicking Shift and D and putting it
off to the side. I'm going to go ahead
and add a, add a seed. This is also going
to be an integer. Call this a seed. Just like that. We're going to go ahead and attach
this to the seed. Click control and H twice, put it off to the
side, just like that. We have ourselves
control for the seed. Now when we control
through here, we're going to get ourselves
different values every time. Then this same seed can be used on other random
values as well. Let's go ahead and
elect this group input. Click D, move it
off to the side. And I just forgot we
need to selected, then click and move
it out of the side. Now we're going to
find ourselves the position next position.
We have random values. We have a couple
of random values, actually we have random value over here and random
value over here. Let's go ahead and
just connect them. And I'm just going
to move it above it, attach it to the seed like that. The next one is going
to be over here. I'm just going to keep
it consistent and add it above this
seed over here. That's going to give
us a nice set up. We also have another
random value over here. Again, we can control the
seed of this random value. So that's pretty much
it for the seed. We still have to finalize
to clean up this area. I do want to also add
a bullion switch over here to control
the ability to go between a random selection
and or empty selection. But I think 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 bed.
11. Setting Up Boolean Switch and Parameter Cleanup in Blender: Hello and welcome back
everyone to Blended Geometry. Nodes Workshop for Jungle Binds. In the last lesson, we
set ourselves up with some nice cleaned up area
over on the left hand side. We still have some work to
do on our right hand side, but before doing that, we're going to add a bit
of a switch to make sure we're able to switch between empty selection and
random selection. So how do we do that? Well,
it's actually quite simple. All we need to do is grab ourselves something
called switch. I think before doing
that, I'm going to go ahead and
select both of them. Just move it off a
little bit to the side. We have extra space
to work here. On this end, we're going to grab ourselves
something called switch. And we're going to
add it over here. Now we're going to grab
ourselves this switch. Make sure we are setting
this up with a bullion, either true or false. This will allow us to control that for the bullion itself. We need to make sure
we set it up with our value that we're able to control through this
section over here. Let's go ahead and add a
new item like an input. Change this to a bullion. This is a simple switch
on the right hand side. We can call this one
something like use MP. We're going to attach
this to the switch. So let's go ahead
and click Shift and a search for group input. We're going to put
it off on the side. Use empty, set it as switch, click control and H to
make it much smaller. So I'm actually just
going to put it right above this
point over here. If we're using empty, if this is true, we're going
to use empty selection. If it's false, we're going
to use a random selection. Now we can actually
go into the monkey itself and see how it works. If we use empty, you should be able to make use out of that. Let
me just have a look. Use empty, turned off. I'm not seeing that up, I'm just wondering
why that is the case. I just realized that I forgot
to connect it over here. Output and vertex, there we go, empty is going to
start using it over here to create it on
our custom section. When we turn this off, it's going to give
us random points, which is exactly what we want. Yeah, that's looking
so far so good. Now we can go ahead and
slightly control where it's actually going to be set up with how it's going
to be set up. At the very top
we'd like to see, to be visible As you can see, the order of the set up for the parameters is based
on the section of a year. What we can do is to
change up the order. We can click and hold, and
then drag it up like so, right above the start empty, underneath the geometry to make sure that the seed
is at the very top. We can also do that. Same for
start empty and use empty. So use empty can be
right underneath it, actually. There we go. Start empty and then use empty. So we can select
it and basically determine whether or
not properly set up. Now as for the labels
itself though, I'd like to have some
nice labels so we could actually break
up these parameters, break up the information. For us to do that, we
can create a new input. We're going to go ahead and
actually select the Seed. We're going to click on
the plus and click Input. And that's going to give us a socket right
underneath the seed. If we set this up to a string like we're able
to write in the text, we can go ahead and just delete the information from here
since it's not necessary, we don't have any
information on this point, we can go ahead and delete
the name for the socket. But when we go to default, if we write something like
starting points over here, we should get ourselves the. After writing the
starting point, we can reset the
default value by either Reich clicking and
reset the default value, or as you can see
it says backspace. Whilst hovering
over this socket, we can hit backspace and it'll
reset the default value, which is at this point
called starting points. This will give us
a very nice label to be able to just break apart information and it'll give us nice controls overall
for the geometry node. Then we can add another label. We can go ahead and select this empty socket, empty string. That is, we can click on this little arrow over here
and click Duplicate item, which will give us a duplicate. We're going to go ahead
and change the name. We're going to change
this to curve generation. We're going to move this
a little bit downwards. It's going to be
after use empty. We're going to
change the default to be different Default. Yeah, it should be
saying curve generation. I'm going to add the space, make sure we have the word separated. Then I'm going to hover
over this click back space. And that's going
to refresh itself. I will actually move the start count as well.
Let's go ahead and do that. I'll just drag it all the
way under the use empty. It will be within the
same section basically. Let's have a look how this
overall set up looks like. I would like to also box in
these sections over here. But ideally, let's
go ahead and get ourselves up with
the leaves first, let's spawn them in, and then we can continue on
with the clean up, because this starting point is going to be pretty much done. But these sections
over here we're going to make use out of and whatnot. So we're going to
continue on with this further down the line. Now though, let's go
ahead and just quickly check which things
need to be hidden. For example, if they need
to be hidden at all. Let me just go ahead
and look through it. These groups inputs
can be hidden as well. This should also be hidden, so I'm just checking, making sure that nothing is set up in an awkward position. For example, the spine
length we can hold shift, drag it across using
our right mouse button. And simply set it up
so I'm going to have a loopy here as well,
hidden as well. For now, that's going to
be good enough for us. We're going to continue
moving on with this in the further lesson. Thank you so much for watching and I will be seeing in the bed.
12. Vine Mesh Parameters and Scaling in Blender: Hello and welcome
back everyone to Blended Geometry Node
Workshop for Jungle Vines. In the last lesson, we left
ourselves off by setting up a more cleaned up
version and getting ourselves a switch
or between empty. And if I were to move this downwards a little
bit and random selection. Now we're going to continue
on moving on and actually creating some geometry
for this set up. I'm going to use empty
for now just so we have more of an understanding
where it's coming from. And we could increase
the length a little bit as well. There we go. We could see how
exactly it looks like. Now if we have it like,
we can go ahead and go to the area where
we set the position. From here we can turn
the curve into a mesh. The easiest way to do
that is simply just use shift in A and search
for curve to mesh. Let's go ahead and add
it in onto the curve. Before it actually
creates a mesh, it actually needs to determine what a profile are we using, how it's going to
look like with, in regards to the shape. The best way for us to
do that is to simply, if we were to search for
curve circle, there you go. That's the nicest way for
us to determine that. It's just going to
be a round that up. Let's go ahead and
attach it right away. We're going to get
ourselves this mess. The reason being is that the radius for it is
a little bit too big. Let's go ahead and
lower this down to a more manageable version, 0.05 Let's put it this way, actually, 0.01 Let's go
ahead and keep it like this. Right away, you can see that
we have a bit of an issue where at the end the gaps
are not actually closed off. It is creating a free mesh
for us out of the curvature, but we're getting
those gaps over here. We need to make
sure we fix that. For us to do that, we're
going to go ahead and click fill gaps and that'll just
right away fill in those gaps. We're also going to lower down resolution because
this is way too much. Setting it up to
something like ten is going to give us a much
more manageable result. This is just simply
taking the amount of vertices that it is
using for the radius. If we were to set it
something like three, we can make it triangulated. And this is what
we're going to get. As you can see just from this, we are having an
issue where there's a multiple of the meshes coming from one point and whatnot. So we will address this
later down the line. Let's go ahead and
set this to ten. For now, let's focus on
the shape itself first. So for us to do that, we're going to move everything
a little bit to the side. We're going to basically
change up to curve of radius. For us to do that, we're
going to just drag, actually we can just
click shift and both the search and
search for curve radius. That curve radius,
we're just going to attach it right before
the curve itself. This way we're able to control the radius like
so off the curve. It's useful to do it beforehand before actually
applying a profiler, because we need to
get some information, we need to make
sure that we create curve radius based on where it is in
regards to the curve. At the very start, we
want to have a bit of thicker type of
curve at the end. We want these branches
to be smaller. We want them to be
thinner overall. Basically, for us to do that, we can actually use
spline parameter, we can get some
information from this. Let's go ahead and click shift
in a in search parameter, attach the factor to the radius. Just by doing that, we can see that we're getting this result. That's exactly what we want. At the very start
it's going to be fix, and at the very end
it's going to fit out. But the thing is that it's going to be constant right now. It's going to have
the entire value set to be gradually decreasing. We want it to be decreasing
more towards the end. And keep the thickness at the very start a
little bit longer. Keep the consistency in
regards to its whip. So we're going to go
ahead and fix that. Let's go ahead and do that.
We're going to firstly create ourselves a new area. We're going to make
sure we control the width and whatnot
of the branches. For us to do that, I'll
just go ahead and select the Mt going to go ahead
and duplicate item, drag it all the way to
the bottom like so. For this we can change the
name to call it binds. Let's go ahead and do that.
I'm going to hover over this. Going to hit
Backspace to refresh. Now we're going to make use out of something
called Map range. Let's go ahead and
click Shift in a Let's search for Map Range. This will allow us to
basically determine the value and we are
able to rearrange it, basically the minimum
and maximum values. For that, for the value itself, instead of using a
factor which determines 0-1 we're going
to use the length which determines from the length from the starting point to the actual distance
where the in line ends. Basically, if we were to attach
this to a radius like so, it's going to give us a much different result in comparison. But all in all, this
is actually going to be much better use for the map range because
we're again able to determine the distance that
we're now able to control. Now by simply changing
this from max, we're able to basically tell
how far it's going to start. Actually, I'm going to
go ahead and get closer. If I were to go to a lower value 0.01 I just realized that
I didn't connect this. Let me just go ahead
and connect this leg. So I'm going to set
this back to one. Now we can see we're getting
this range again from the original size
all the way to zero. But once we start setting
the maximum value, the starting point
basically offsetting this. We can make use from the maximum by just
simply lowering it down. You can see that we
start basically getting the shrinkage going closer
towards the end point. The closer we are
getting to these points, the more offset
we're getting from where the value actually
starts decreasing. That's exactly what we want. That's how we're going to
control our radius offset. Let's go ahead and grab ourselves group
input for the side. Let's put it off and let's use the radius
offset from maximum. For this, we can set the default value to something
like 0.5 That's all right. I'm going to go ahead and reset this value over here as well. That's a nice value
to make use out of. All right, now we can finalize this control
of the thickness for the vines by getting some controls for the curve
circle resolution and radius. We should be able
to control it from the geometry node itself,
from the parameters. Let's go ahead and
real quick do that. Yeah, first things first, we're going to get
ourselves the radius. Let's go ahead and scroll up
wrapper sells a new input, rename this to radius. So we're going to go ahead and just make a new
group input for that. The second one, well, let's go ahead and attach
the radius right away. The second one is going
to be a resolution. Let's go ahead and add an
input or a resolution. This one, instead of a float, it can be integer, that wouldn't give us
the decimal spots. Well, first of all,
let's change the name. We can call this resolution and attach it over
here, just like that. I think the default value
should be something like, previously we had ten,
but let's go ahead and actually use a bit
of a lower value. Let's set it to eight. The default value
for this can be, well, let's actually
have a look. Can be set as 0.02 I think
that's a good value. Let me just copy this and paste this onto
the default value, like just by selecting it. Clicking control C, control
V is a simple set up. This is a resolution
we already changed, so let's go ahead and change
the resolution over here. Let's click backspace to
reset it to default value. And there we go. All right, so we're pretty much
done with this. In the next lesson we're
going to continue on, and actually we're going to start adding leaves
onto the spine mesh. Actually, as the final thing, I will actually
grab this part over here up until the set position. We'll just strike
the set position back. We'll grab these. And just to make sure it's
easier to navigate through, we're going to go ahead
and join them together. Control J, we can call
this one in mesh. For now, we're going to
leave it as is the rest. We're going to be able to
do it later down line. Yeah, thank you so
much for watching and I will be seeing you in a bit.
13. Adding Mesh Collection Along the Curve in Blender: Hello and welcome back around to Blended Geometry Nodes
Workshop for Jungle Vines. In last lesson, we
set ourselves up with sine mesh that we're actually able to get
ourselves from curves. And now we're going to go
ahead and get ourselves some leaves to be spawned
on top of these meshes, basically for us to do that, we'll first grab ourselves
some parameters to work with. We're going to create ourselves
yet another tab again, we're just going to go ahead
and select the empty one. We're going to just make a duplicate out
of it right away. Slide it all the way
to the bottom leg. Change this to be called leaves. The next thing is we'll
need a couple of options. Let's go ahead and
grab a new input. We're going to change the
type to be collections. This time this will allow us
to select leave collection. So let's go ahead and
find the collections. We can, we can call this
one just collections. Let's go ahead and
how this looks like. We can actually set
the default one to leaves a description. Let's go ahead and change
this to call it leaves collection or actually we can
just call this collection. I think that's fine
as well. Since we're only planning to
have one collection, it's more than enough to
just call it collection is. I'm just going to go
ahead and click space. I'm just going to go ahead and select leaves A
over here as well. The next one, we're
going to go ahead and we're going to grab
ourselves a new input. We're going to make a
float value for density, for how many leaves
we'd like to spawn. For the mesh, we can call this one density,
the fault value. We're just going to keep
it as one minimum value, we're just going to
keep it as zero. That's going to give
us the right result. I will also update the
density over here, back space to get actually
spawning off the leaves. We can actually make use
out of the set position. From this point onwards, we can grab ourselves the curve. Let's go ahead and simply drag this downwards and
search for sample curve. The next one we'll need to
grab our selves a value or the factors for where we want
to happen for the leaves. We can simply just get
ourselves random value. Random value it is, we're
just going to attach it over on the factor so then we can actually visualize how the
leaves would look like, where they're going to spawn. In regards to the set
up from the value, we can grab ourselves
points, that's not it. And grab from points, that's actually
should be position. Let me just go ahead
and fix that up real quick and we can
increase the count. We can add it to joint geometry. Actually, I'm going
to go ahead and just quickly fix this
up just like that. We're now going to attach
it to joint geometry and see if it actually behaves
the way we want it to. I just realized
that it shouldn't be going from the value, it should be going
from position. Let me just go ahead
and fix that up. And there we go, We're getting ourselves the right result. I'm going to lower
down the value of the radius so we can actually see where there's being
spawned over here. We will also want to make sure that all curves
are being used up. Right now, it's only
being used for one, which if we were to
change the curve index, we can flip between them. But for this particular case, we want to make sure
that all curves are being used up.
Just like that. All right, now we will have
an issue in regards to the, the main issue is
going to be if we were to add density as
is to the count value. If we were to change the length of the curvature generation, you'll realize that the shell of a length
you're going to get, all the points are going to
get bundled up in one area. But once you start
changing the length, growing this,
they're going to be spread out even further. What we want to make sure it
happens is that we want to make sure that the density
overall stays the same. They're going to be
spread out more or less in the same way throughout all of
these curvatures. Let's go ahead and do that. We're going to make use out
of the curve length itself. We're going to grab the
position, from the position, we're going to grab ourselves, the curve length like. So I'm just going
to go ahead and actually move
everything a little bit off to the right side. Then if we were to
grab this curve length and actually get ourselves
a new group input, let's go ahead and
grab ourselves a new group input with density, we can add a map node. I'm just going to go
ahead and multiply, basically density going to click control and H to hide this
long list out of the way, we're going to multiply
this with the curve length. For some reason it
decided to unplug itself. Let me just plug the
curve length back in. Now we can actually multiply both of these values together. We can add this to
the point value. I'm going to actually lower
this down a little bit. Add this to the count
just like that. What you'll notice is that when we start changing the
length right now, the overall size, overall amount should be kept more
or less the same in regards to how well
they're being spread out. Once I start, maybe if I
were to change the density. So if I were to
change the length, now we're going to get this result which is
exactly what we want. Now we can get those points to be set as instance on points. We can spawn our objects, we can spawn our leaves.
Let's go ahead and do that. Actually, right away we're
going to drag it from points, we're going to, for
instance, on points, it's a very useful geometry node for when we want to spawn additional objects and whatnot in locations for
where the points are. Let's go ahead and grab ourselves the
collection that we had. So I'm actually just going to find the group input over here. I'm going to click control and he to open
the whole set up. And I'm going to get the
collection to be placed in, actually I need to grab the collection to be
placed in collection info. First, there we go. We could grab all
of the instances. I'm going to click control
H to hide out of the way. Now, once we plug this
entire selection, we are going to get
ourselves a nice set up. We're going to plug
the instances, two instances like which should show us after we of course plug
this entire set up. We're here. I'm just going
to go ahead and do that. It's like that we're
going to get this mess. The reason being is that it's actually not picking
separate children. We need to make sure that
this is being picked on like so we're going to
select pick instance. We're going to make sure that
we firstly gale everything down and they're being
put off to the side. We can, by the way, just click and hold it
and drag it downwards to select all of them
at once For the scale, I'm going to set it to 0.1 I'm going to see how
this looks like. All right, that's
going to be a hit for this lesson and the next one we're going to work on in regards to the scale parameters. Thank you so much for watching and I will be seeing
you in the bin.
14. Creating Leaf Scaling Randomness in Blender: Held. Welcome back.
Ever on to blend the geometry nodes
workshop for jungle binds. In the last lesson, we left ourselves off with a couple of leaves being stuck out
from the curvature itself, But as you can see,
it's not quite right. If it were to change the
scale that's closer to zero, you'll notice that
it's actually, well, that's a little
bit too close to zero. Let me just go
ahead and do that. You'll notice that they go to the centerpieces
of the curvature. But as we go further from them, you'll notice that they're
going off from the center, so we need to go
ahead and fix that. Also, the same goes for
the rotation as well. You can see that they're almost
using one word To use x, it might be a little
bit more visible. They're using as one origin in the way we need to make
sure we fix that as well. Actually, it is
quite an easy fix. All we got to do
is just we need to simply take on reset children. It'll reset the local
transformations. The reason we're doing
this is because when we had the leaves on for
the presentation purposes, we had them separated
out like this. But if you'd have all of
them in one location, something like I could
actually show you. Even if you'd have all
of them in location. If I were to click shift
in S to get all of my objects to free the cursor which happens to be in
the world position. I can get selection cursor by simply doing that I wouldn't
really need the reset to children would be able to just scale it
outwards and now rotate it and all of them would behave in exactly the right way. But again, because we're
doing with the presentation, I'm just going to
go ahead and use it like that will give
us the right set up. So now that we have
the reset children, Tikton, we should be able to, there you go, rotate
it around it. Now, everything is being
basically rotated locally. Everything is also being
scaled locally as well. All of them are in a position. All right, now that we
have this sort let's go ahead and actually get ourselves a nice scaling parameters. We'll get ourselves similar
parameters as we did previously if we let me
just go ahead and look. Yeah, I forgot to restart this. I'm just going to hover over. Click at backspace and that's going to restart the
default name of leaves. The next thing is, again, we're going to set ourselves up with the scaling parameters. Let's go ahead and
do that. We're going to click on a plus symbol. We're going to add an input. We're going to actually add
another one right away. Input, two inputs like so. One is going to be called. If we double click on it, we're
going to call this scale. And another one we're going
to call it scale randomness. We're going to be setting those up to help us with the scale. First things first,
we're going to get ourselves a group input, which I believe we can just use. This one over here
should be all right. Let's go ahead and do
that. Actually, I'm just going to move collection
input to the top. This a little bit to the
bottom. And there we go. We're going to grab ourselves
a simple add value. We're just going to directly
get ourselves mass value. We're going to add it in
as the default value, which we're then
going to be people plugging it into the scale. I will right away actually
change the scale, the default value
to set to one or actually 0.1 I think
that'll be. All right. Going to go ahead and delete the original value over here. So it's actually set
for the parameter of 0.1 Let me just go ahead and delete the values
for adding set to zero. Now we can go ahead and
actually get ourselves a randomness for the value
just like we did previously. We're going to grab
ourselves a random value. We're going to, again, set this from minus one to one, and that's going
to be multiplied basically with the
scale randomness. And it's going to give
us a very nice range. We can actually just make
use out of this math node. We're going to hit Shift
D to duplicate this. I just made a mistake. I'm going to click control
it real quick just to add, to make sure it's not added
onto the node itself. We're going to combine
these two together, scale randomness
and random value. We're going to change
this to multiply, now it's going to give
us, again, a good range. Then afterwards, we're
just going to add this value to this
section, just like that. We can now go ahead and
actually test these values out. I'm going to set the
default value to 0.5 just so we can see the
leaves a little bit better, or actually 0.3 There we go. Now we can change the
scale randomness. There we go, We're
going to get ourselves a very nice randomization. By default, we can leave
it as something 0.1 as the leaves
themselves already have a bit of scale variation. Doesn't need to go too far in regards to the scale
randomness itself. I think that's going
to be quite all right. Okay, We of course need to randomize the
rotation as well. For us to do that,
we're simply going to use a random value. Again, in this case though, we're not going to
use a float value, we're going to use
a vector value. If we were to just
click Shift in a search for random value, we're going to add this in here, a little bit off to the side. Let me just move
this a little bit downwards so we'd be
able to fit this in. We're going to change this
from float to a vector value, since we need to rotate it in
multiple random directions. And for the minus, we're going to click and
hold the left mouse button. We're going to drag
it across, downwards. And then we're going
to click minus one, which will internally change everything to negative
one in this section. Then we're going to go ahead and connect the value to rotation. And just like that, we're
going to get ourselves those randomly rotated leaves. It's already looking
pretty nice. Although the scale, it's a little bit too
large, for example, maybe I'll just lower it down
and increase the density a little bit to something
like point or co thing. That's much better.
Now here's the thing when we want to make
use out of the set up, If we want to convert
this to a mesh. When we do that for
a geometry node, usually all the assets
that don't have the mesh set up will
just simply disappear. And what I mean by that is
if we have the selected, I can click shift
D to duplicate it. Just to show you as an example, this will duplicate everything with the geometry node itself. Now what I can do is
just I can go to object, convert this to an object, convert this to a mesh that is which will basically
take everything, the information from the mesh, from the geometry and just
put it as a simple asset, as a simple mesh, we can
go ahead and click on it, and then you'll see that those leaves actually
disappeared. The reason the curve stayed was because it was
already a mesh. So if we have a look
at it over here, we already created
a curve to mesh. So it was already
able to just convert that to a simple geometry. So we clicked that, We can
see that there is a geometry, but the leaves themselves,
they don't classify as a mesh. That's going to be an issue for us when we want to
actually set it up for just a simple geometry so we could actually modify it, manipulate it after
using geometry itself. Actually, this is
quite an easy fix. All we got to do is simply
realize this to a mesh. What I mean by that is there is a very nice and simple
type of a node. If you click Shift in A, we can search for
realized instances. This will take any
geometry that we have, basically any instances, and it'll convert
this to a geometry. Now when we actually duplicate this and
convert this to a mesh, we can see that all
of those leaves actually stay behind for us. We can see that we can
manipulate them and whatnot. We can grab some of them and we can just do what
we want with them. That is pretty nice for us. All right? Just in case
we make sure we do that. In case I just realized that I don't really like how it actually rotates. I don't think it's
rotating full away in regards to all of its values. So if I were to, for example, change the minimum
value to minus ten, it would give us more of randomness in regards
to its rotation. So we don't have
enough randomness. So actually in this
particular case, what we're going to do is we're going to use a value of pi. The reason being is that
it's just going to give us a full 360 rotation
across our leaves. It's just going to give us basically more randomness
for the set up, it's actually quite
easy to make use out of if we write within the value pi, we can click Enter,
and that's going to give us exact value of pi. And it's just going to max
out the digits over here. That's going to be pretty nice. In this particular case, what we're going to do
is we're just going to select this for
the minimum range. We're going to do minus pi. For the maximum
range, we're going to do pi just like that. That's going to give us more
randomness for the leaves. Now we also have to work on, in regards to the scaling, what I mean by that is the
scaling randomness is there. But we want the leaves
to be shrinking down, to be smaller as we go approach to smaller
values over here, smaller branches, we are going to be working on
that in the next lesson. Thank you so much for watching and I will be seeing
you in a bit.
15. Geometry Node Leaves Scaling Based on Curve in Blender: Hello, welcome back.
Ever run to blend the geometry nodes
workshop or jungle vines? In the last lesson, we
left ourselves off by setting ourselves up with
values for the scale. Now we're going to continue on and make sure that we scale it down in regards to when
it reaches the end points, the leaves would
be much smaller. The way we can do this
is if we go back, we have sample curve. Through the sample curve
we can grab ourselves the value of the width, basically, of the curve. For us to do that, we're
going to make use of this. Basically, we're going to input
a radius value into here, and then it's going
to output ourselves with the value of
through the curve, basically through
each given point. Let's do that. We're
going to hit shift a, we're going to
search for radius, and we're going to add this
to the value just like that. Then afterwards, for the value, we can simply multiply this. After forward to
search over here. I'm actually going to make
this probably smaller. Or actually I do want to keep this a little
bit higher up. And I'll just try this down. So we want to grab the
value and put it next to the scale after
we add everything in together. Let's go
ahead and do that. You'll realize that
it doesn't actually work quite as well just yet. Let me just go ahead
and show you why. We'll go ahead and
multiply this value. I will wrap the value over here, Add, make sure we have this
cleaned up a little bit. That we're going to do
more clean up in a bit. But for now that's going
to be good enough. All right, now that we
have combined it like so, you'll notice that all
the leaves disappear. The reason being is that we are calculating the radius
after the original curve. Here, we're just getting the
value from the sample curve. But if we go back, this is where we set
the original curve itself and this is where
we set the radius. We need to grab the
information beforehand. Yeah, we're going to
go ahead and do that. We're going to, instead of
grabbing this curve from here, we're going to firstly
apply the curvature radius. All it's going to
do is just going to give us the right
information for the leaves. Actually, the way I'm going
to do it is I'm going to grab this entire set up. I'm going to move it to
the side, just like that. We'll combine these two
together since I know that it's coming from the
set position, curve, length and sample curve will just go ahead
and hold shift, right click, and drag it across to get both of them
off like that. Now I'm just going
to, instead of connecting it from
the set position, I will connect it from
a set curve radius. This will give me the
right information. I will go ahead and just move it off to the
side a little bit. Going to go ahead and do that. I'm just going to move
this a little bit more to the side, just like that. All right, so now we're
going to get a solus, the right information,
hopefully. Let's go ahead and
look. Set curve radius. We're plugging it
directly into the curve, sample curve and curve length. It should give us
the right values As we get closer to an end, actually will increase
the density a little bit, a little bit more. There we go. As we
approach the end bits, you can see the leaves
are getting smaller, which is exactly what we want. The downside of this is that if I were to increase
the density even more, we'll notice that
once we get to the, they might be a
little bit too small, they might be a little bit
too small for overall set up. The reason being is that as
it gets closer to the value of zero which gets to the end, they end up being very small. Like this part over here. What I'm going to do
to fix this situation, before I add in the value
which would be over here, before I add in the
value from the radius, I will just simply add
a mass node to add a 0.1 And that will just make sure it
doesn't reach the zero. Or actually instead of that, I will use the lamp. Lamp is also very
nice when it comes to certain mathematical
equations or making sure that it basically
never reaches zero. Right now, the minimum value is set to zero to one, for example. That's going to give
us overall set up or how we reach the minimum and maximum values
in regards to the scale. If we have a look at
it for the vines, we can in a way reach a maximum value of one or even go past that
with or set up. But as you can see, once we
go past a certain value, not even reaching 0.5
we get crazy values. We're pretty safe to say
that we're not going to reach any values above one. So we don't need to worry
about the value of one itself for the maximum value.
For the minimum value. We can set this up
to be something like 0.1 and that's
going to make sure that it's never reaching the value that's right under it. Actually, I will show you with more density
of the leaves even, I'll set it this
to four day ago, we have these leaves
at the very end. If I were to set this to zero, we can see them disappearing. But if I were to
set this to 0.5 we can see that they're
being always set to a minimum value of 0.5 which then gets
multiplied by this. Afterwards all the
values for the scaling, it's a very nice type
of thing to use. For this case, I
will make use of, I think 0.2 is going to be great for this
particular set up. These tiny leaves do look
quite nice, I think. I reckon maybe I'll set it to 0.3 It really is down to a personal preference
in this particular case, as it might be down to the type of leaves
that we're using. For example, leaves A, we have these
shapes, these forms. But leaves C, we have a more
broken up type of leaves. They might want to clamp
even further to avoid those hardly visible
type of small leaves. But these chunky ones
at the leaves A, they're quite perfect for
the clamp to be set as minimum value of 0.3 That's
the reasoning behind it. All in all, it's
looking pretty nice. All right, so we're pretty
much done with the leaves. We're now going to move on
to setting ourselves up with a material for the
vines themselves. Since the leaves they already came with the
default material, we don't really need to
do anything with them, they're just using the material directly for the collection. But again, the vines themselves, they're still kept as wide. Even when we do enable
the material mode, you can see that there's nothing happening and we need to
make sure we fix that. Yeah, that's going to
be in the next lesson. Thank you so much for watching and I will be
seeing it in a bit.
16. Fixing Overlapping Curves in Blender: Hello and welcome back everyone
to blend the geometry, nose workshop, or jungle vines. It'll last lesson.
And we set ourselves up with some nice
scaling for the leaves. Now we are going to
actually finalize this, since we're not going to
be touching this part. I'm just going to go ahead and select this entire
chunk over here. And we will do some bit
of cleaning afterwards. But we can now at least
control J to join everything together just to make sure that we know where it is. We're going to go
ahead and we can select click two and just
call it Leaves Generation. And that should be All right. Now we do have a couple of issues that we
need to address. I did say back in previous lesson and one
of the lessons actually, if I were to make the
leaves scale set to zero, we could see what is
up when we get closer. And we'll realize that there are a lot of overlapping parts in these sections over here. The reason being is that if it, if I was to check where we convert the vine
mesh, there we go. If I was to uncheck
the fill gaps, we can see that
there's a bunch of parts or actually it's
not quite visible. Maybe a fill, set it to free. There you go, that's
more visible over here. We set sail random list to
zero as well for the leaves, but we can see it even better. There's a lot of
overlapping parts basically over in this section. So we need to go
ahead and fix that. For us to do that,
what we're going to do is we're going
to go all the way back to where we
have a trim curve. This part over here, we're going to make some space between
set position and trim curve. I will just click control H
to hide this out of the way. Put off to the
side a little bit. We have more space between
trim curve and set position. We are going to be setting ourselves up with
making sure that each type of a curvature path that we get from finding
the shortest route, we basically merge
them together. The easiest way for us to
do that is if we were to change this curve out of
these multiple paths. If we were to change
the curve to mesh, curve to mesh mesh over here, then we will get a mesh version which is going to be basically multiple lines coming instead of curve and they're
going to be vertices. Those vertices can then
be merged by distance. By distance. For the geometry, there we go, Value can be
default one, super small one. It's going to be all the
vertices that are overlapping. They're going to be
basically getting merged up. I can actually show you clicking and
holding control shift, selecting trim curve, all
of these lines over here. They will now have vertices
which we're going to be merging them on the same spot. Then after we merge
them all together, we can then bring them back
to curve, mesh the curve. So we're going to get
ourselves in set up. The downside of
this though is that now that we set
ourselves up with this, if we do connect
it to the set up, we'll see everything breaking. The reason being for that is that we need to fix something. That is we need to actually
capture information, we need to capture
the curvature length beforehand before we
actually do this operation. Otherwise, it just
breaks the whole set up. We're going to go
ahead and do that. There's a very nice node called capture attributes. Let's
go ahead and use that. Capture attributes will allow
you to basically put it before the geometry node
itself when we're converting, when we're doing this sort of operation and getting
a value out of it, then we're just going
to get ourselves that same length value before
this operation basically. So let's go ahead and
do that. I'm going to just going to duplicate this. Going to click old P to
parent. There we go. We're going to get ourselves to separated and then we're going to basically grab the
value from the length, from this curve and we're
going to get the right set up. Basically the same set
up that we had before. Now we can go ahead
and just simply plug this in instead of
the length over here. So let's go ahead and do that. Hopefully, there we go. Everything seems to
work quite well now. We just need to actually increase the resolution
just a little bit. There we go. It's going
to be fixed like that. I will fill in the gaps. Going all the way
to end, fill gaps. There we go, That's what
we're going to get. That's looking pretty nice now. We just need to make sure we apply ourselves with
the U coordinates. Let's go ahead and test
it out real quick, I will turn on the leaves scale, 0.3 something like
that. There we go. Let me just go ahead
and test this out. If it works, it seems to
be working quite well. Actually, let me just go ahead and check something
out real quick. I will go to empty selection. There you go. We have there
is a day a go object info. If we were to check
this as relative, it should give us
a better set up. Sometimes for some reason
it just decides to not get the closest point to the use empty to the empty origin point that we selected in this case. In that particular case,
I recommend you just changing from
original to relative. And that will just
fix this issue. Although on this
particular case, let me just go ahead and try to move this off to
the side. There we go. Once we start moving,
we can see that it's actually not behaving
the way we wanted to. Because when we offset
this main object, if we don't have the
transformation reset, If I were to select this
object, the transformations, I can click N to see
that we actually have these transformations
basically offset. One way to fix it, I could click control at A and then reset, transform, reset
location over here. That would fix it for me, but it will just take
off the transformation. We don't want this to happen
for that particular reason. What we're doing over here is
basically we're taking this and making sure
that this is set to relative and that
will fix this issue. Yeah, that's pretty
much from this lesson. In the next one, we are
going to go ahead and start working on the material
section of the vines. Thank you so much watching and
I will be seeing in a bit.
17. Storing UV Map Data for Curves in Blender: Hello and welcome back Ebron to Blended Geometer Node
Workshop for Jungle Binds. In the last lesson, we
set ourselves up by just fixing a couple of issues in regards to the
binds themselves. Now we're going to make sure
we add a certain material, certain texture on top of it. For us to do that, we'll
firstly need to get ourselves up with U
coordinates, basically, so we could actually
use a texture that's provided within a resource
pack for us to do that, we will firstly need to get ourselves the
data to be used for in regards to what we need to grab from the
curvature mesh itself. We're going to navigate to the ine mesh and then
we're going to go ahead and firstly grab
capture attribute in regards to x and y value. That's going to
be the set up for the curve circle since this is what controls basically
the set up itself. Or two D type of a circle. If we have a look at it,
we can see what it does. Click control shift
and left mouse button, and we should see this
tiny circle over here, that's what's basically
controlling the curvature. And essentially extrude
the entire set up throughout the curve
points to get to the mesh. To this point over here, we're going to go ahead and just simply make us
sight of it and just duplicate the same
type of information for the UV Bra for a site. We're going to go
ahead and capture data from a UV circle. I'm going to go ahead and move the curve mesh a little
bit to the side. I'm going to delete the viewer. I'm going to click Shift and A and search for
capture attribute. Then I'm going to put the
capture attribute in here. And what we want is we want
to make sure we capture this curve circle right before
it's done with the radius, this radius over here. We're going to
remove it for now. We're going to keep
it as a default one. It'll give us the default
type of a set up. So the next thing is we also need to make sure
we capture the right data. Right now, the capture data is only capturing the
flow data value we want to make sure we capture within the three D
space vector data. Let's go ahead and
simply select vector. So this way it'll give us x, y, and z values to capture. Then we're going to just simply capture position those values. We're going to go
ahead and just capture geometry position, shift in A. We can type in position and we're going to read
geometry position. So we're going to
input it over here. And we're going to get ourselves
a nice attribute data. If we have a look at it, we can just go ahead and do that. We should get
ourselves this type of a set up which
indicates that we're on the right path as we're capturing basically
each side individually. Then after which, we can
use transformed geometry to actually set the radius back up. Let's go
ahead and do that. I'm going to go ahead
and delete the view, the suicide shift, a search for transform geometry.
Place it in here. I'm going to just change
the scale to radius. Just move this a little bit
downwards, just like that. Essentially, this will
give us the same result as it did for the
radius over here, but we're just simply capturing the attribute before we
apply the radius itself. There is that now it should work in exactly the same way
as we had previously set up. Which it does,
that's good for us. Now we want to basically
store and attribute. We are going to get ourselves store attribute set up first.
Let's go ahead and do that. Let's go ahead and search
for store named attribute. We're going to place it right after the curve mesh like so. This will essentially
allow us to well store the information
to make use out of it. In the shaded parameter, we're going to change this from from float value to vector. We're going to make
sure that this is at a point and then the naming
is really important. We need to make sure
that the naming actually correlates with the naming
that we do in shading, so it would be exactly
the same match. Things like it's key
sensitive as well. So capital lettuce and
whatnot should be same. In this particular
case, I'm just going to call it UV underscore map, so that's it for the name. As for the x, y, z, we're going to
basically make use out of the captured
attribute over here, but we want to make
sure we only use x and y values for the z value. We're going to make use out of the information in the back. Basically, I'll
show you in a bit. But for us to do that basically, well, to use the
capture attribute, we need to make sure we
split the attributes, that we only get x
and y values from it. So that's what I'm going to do. I'm actually going to lower the transform
geometry so we could actually have some space
over here to work with. Then I'm going to drag
it from attribute, I'm going to just
type in separate, separate x, y, z. There you go. This will allow us to split
them into x, y, and z. Float values. From here, we going to move this a little
bit of a side from here. We just want to basically
combine x, y, z. We could actually get ourselves a vector value then x and y, they're going to
be put over here. As for the value
we're just going to use the length
of the curvature, which is going to be actually
all the way in the back. That's going to be
this length over here. Because we basically replace the length with the
captature attribute, with the capture attribute. That is, we can just go
ahead and delete this. We can actually make
a split over here, which will help us to organize
ourselves a little bit. I'm going to go ahead
and hold shift. Let's just split it with right mouse button and then I
can just tap on this point. And to make it a little
bit easier for myself, what I'm going to
do is I'm going to click two and I'm going
to just type in length. That will simply just
help us to navigate from spline parameter length where it is in regards to this
separation information. Again, this is from the capture attribute
that we did from spline parameter
length that we did before changing
the curve to mesh. Merging it all and
mesh to curve back in. This information
will allow us to now bring it all the
way to the value. Of course, we don't want to
just go straight through it, we should probably
go through the top. Or actually I will just go
straight through it and we'll just split it off a little bit. The top, just like that. That's a little bit nicer. Going to click Y zero. There we go. All right, that is much better. Now we have ourselves the
information for x, y, z value. We can click control shift and just tap on this
area over here, or actually on the
stored name attribute just to see it like. So there we go. We got ourselves combined x, y, z and stored a name
attribute geometry. And this is what we
should be getting. Basically, we should
get ourselves the color palette within
the geometry visualizer. It's exactly what
we need in order to help us to get the
texture information out. Just a real quick thing again, in case I just better prove it a little bit too fast
To get the viewer, I can just click on
one to get geometry and then I can click
and hold control shift again and just tap on another one in this
case is going to be vector value because
the first one was a geometry is going to assign
onto the viewer geometry. But the value itself, I can just click Control Shift and
left mask button again to navigate the input for the viewer from the
value of combined x xyz. Yeah, we can just
visualize it like that. Anyway, back to the
shade a set up. I'm going to go ahead
and delete this. Maybe just slightly
reposition it so we wouldn't see it like so I just realized that joint geometry is maybe way too
far in the back. Could perhaps lower this down. We will fix all of
these being expanded. I will show you a really
nice set up for that, but it's going to be on the end part when we actually start
cleaning everything up, which we're going to do
after the texturing. We're running out of time. Actually, we're
going to continue on with the texture set
up with the shade set up. In the next lesson,
that's going to be it. We got ourselves the
UE map information and then in the
next lesson we're going to learn how to
make use out of it. Thank you so much for watching and I will be seeing in a bit.
18. Blender Shader Basics Introduction: Hello and welcome back
everyone to blend the geometry nodes workshop
for jungle vines. In the last lesson, we stored
ourselves the UV map data, which we're now
going to make use out of within the
material shader. But before doing that, I'd like to explain a little bit in
regards to the shaders. And I'd like to play a
video introducing you to the shaders themselves
within the resource pack. You will also find that
you have bark texture, two variations of it, in fact, that you can use for
any type of vines. So you have an older
and a more jungle, mossy looking type, which you can check out in the
shading tab over here. This is just a simple preset for the textures using
the geometry node, which I did just grab it from
just base color, metallic, normal, and roughness
to automatically get assigned for the
proper explanation. I will play a introduction
video for shaders. Thank you so much for watching. And then in the next lesson, we will actually make use
out of these materials. 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 node 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 V, 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 shaders will work in V 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 direct to lighting conditions in
a realistic manner, making them essential
for creating life like three D models and
environments within blender. So now enough 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. So let's go up to Edit, and 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, decide 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 shade 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 nodes. 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 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 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. Here are my textures that I'm
going to use as an example. And 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 size 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 a more selected and click
principle 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
shade in 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. But if we come on
over and we select one of these actual
textures, like so, you will see if I zoom out, 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. 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. So 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. So just remember that some of them might actually be hidden. Now, because this
is the basic video, we're just going to
go through a few of the actual options
that we normally get within our actual textures. So a PBR set up
normally consists of a base color
known as the albedo, or cut just a color map, a metallic map, a roughness
map, and a 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 basic video. So we won't be going into those, but we will be going into
those later on in the course. So 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. And if it has kind
of grays 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. So the 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 actually
are looking for. And finally, we're going
to go now to the normal, perhaps one of the
most important maps. And the normal map simulates
small surface details and textures without
actually changing the geometry of
the three D model. It affects the way light
bounds 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 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 you know, 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. So 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 here, 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? So what 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'm going 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 so. 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 glass. And if we put this on
our rendered 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. If 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 around and bring it to the
front line so you can actually see that glass then is actually starting
to be see 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, in this shade of view here. It says actually stone here. I can 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. And 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 shade 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 shades, so depending on what
you want to do, if you come down, you can
see we've got diffews, we've got emission shades. 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 over. Two are 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 quite a big
set up 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, now we 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.
All right everyone. So I hope you learned
a lot from that. And I'll see you
on the next one. Thanks a lot. Cheers.
19. Material Shader Setup for Geometry Node in Blender: Hello and welcome
back. Everon to Blended Geometry Notes
workshop, or jungle winds. In a last lesson, we went a
little bit over the basics of material shading and how I
got these materials set up, basically with a basic set
up for the PBR material. Now we're going to actually
make use out of it. And first we're going to just select either
one of the materials, whichever one you'd like,
then we're going to just apply it onto the
geometry node itself. So let me just go back
onto the modifier stab. I will go ahead and simply
select where it is, which I just realized
I've not done. Going back to the
geometry node real quick, I will go into geometry nodes, tab on the top section. Then we're going to go ahead
and just set material. We're going to
search for material. Set, there you go. Set material. We're going to apply it for the
material itself. We want to make sure that
the user is able to just customize it whenever you
want so you can apply it and, and use whichever
material you want. For that we're going
to just create another input within
the interface. We're going to scroll
down and we're going to just change this socket
that I just created, change the name for material. I'm going to scroll it up to put it into
the binds section. Going to change this
to be not a float, to be a material. So I'm just going to
actually leave it as is and simply select a ne park. Now once we get back onto here, we're still not going
to see anything. The reason being is that we need to apply UV coordinates for it. The starting point is
already there though. If we remove this, I'm actually going
to see anything. There we go. We just need
to apply it over here. Let's go ahead and do
that. Actually, first I'm going to just
click and remove. Click shift A and
search for group input. Let me just find the
material, Put it in here. Click Control and
H, there we go. We apply ourselves.
The material for this, again, should be a wind bark. We get ourselves a
basic color for it, but as you can
see, we don't have the material set up on itself. So for us to do that. We're now going to go onto
the shader stab. We're now going to make sure
that this is set to object shader type and we're
going to select ne bark. Now for this we will simply need to make sure we are
using texture itself. Let me just actually have a look at what's happening for Suzanne. Think if I go to material.
Yeah, there we go. What's happening is basically
the Suzanne itself is using the material on its own because it had no material as an object. What I will do is I will
remove this material. I will add a new one for Suzanne that we can call
this Suzanne Material. Now, this should stay
just a simple material. I will go back to modifiers Now I will make
sure that this is set up with the material
photo geometry node. Let me just go ahead and
have a look real quick. Just going to actually
reapply this ne park, there we go, Going back to
shader, and there we go. Now it's only on the
vines themselves. Whatever you're using
this, make sure your actual object
has a material on itself now for us to
go back onto the shading, we're going to
switch this to bark, but we're actually
only using this. We're going to make sure this is basically the setup that we get with the node wrangler
by clicking control shift. And to get this mapping, all you got to do
is just shift and a search for mapping.
Vector mapping. So we're going to be a
using this one instead. Instead of that's going
to go from the UVs. We're going to be the mapping from our data that we
just created previously. Let's go ahead and
connect it right away and we're going to get
some weird results. For now, I just realized that for some reason I think I click control and it
undid my material. We'll just go ahead and create a new one. Suzanne.
There you go. Going to go ahead and
select this all object. Click a sign and there we go. That's an alternative way
for switching the materials. You go with an edit mode. You click a sign with
the material selected and that will assign your
material onto an object. Because everything
else is not a math technically yet, because
everything is in a, in geometry node,
it will not affect the assigned material that
we have within the binds. Yeah, let's go back onto
the material over here. For some reason I
still want to just switch like that
and I'm not sure. I'm not sure why
it's doing that. But either way, what
we can do instead, we can't go over here, just click on the mesh. Basically that's within
the resource pack and we can just work
from this mesh. Instead, it's actually
going to be way easier for us since we can just
preview the mesh. Yeah, we'll just grab
this, Click G, X. Just put it closer so we
could actually see the mesh and how it looks
like on the Suzanne. Okay, the next thing is that we need to grab ourselves
an attribute. Let's grab ourselves,
search for attribute, input attribute and we're going to make sure it's
set to type geometry. It's going to
search for the name from the geometry itself that's been applied
on our modifiers. Basically, we can now attach this to the vector,
the name itself. Let's not forget that
it has to be the same. The easiest way for us
to do that would be if we were to select
back onto the monkey, go onto geometry nodes and just simply select
this name over here. Click control C to copy it. Go back onto shading over here and just go back onto
the bark spaced in this name. And that's making
sure that we're not actually miswriting the name, making some human
errors, basically, we're just avoiding
that at all costs. Now, we should have ourselves something like this on
the Suzanne's head. We should have some bark texture already visible a little bit, although as you can see, it's still stretched out, it still has some
work to be done. The reason being is that by default the information that we provided doesn't actually
try to go 0-1 space, doesn't actually try to get the right proportions
from the texture, it just simply makes use
out of the coordinates, out of the points
that we stored. What we're going to do is
we're going to just simply get ourselves a vector
map node in here. Let's go ahead and just
grab a vector map. Just add it in here.
Change this to a multiply, change all the values from
now to one so we could get default value now we can see
what each one of them does. For example, changing this
value will stretch it out. It's not going to be
quite as easy to see, but it's going to be probably in this direction, horizontally. We need to keep this
as one for now. The next one is going to
be in regards to vertical. You can see it going in regards
to this area over here. The final one is also in regards value that's
going to be more visible, perhaps over here if
I were to change. So although it's not
quite as visible, we're going to basically
change both of these values at the bottom to two just
to get more resolution. Now in order to fix
the stretching, we're going to lower this
value on the vector itself. We're going to lower it slowly and doesn't seem
to want to work. So I'm just trying to figure
out why that is the case. Let me just go ahead and
try to rotate these around. Let's see, there we
go. Now it seems to be working. All right. By simply rotating this
texture over here, we're just making sure that it's positioned properly to
the way we want it to be. Yeah, we're just changing
this to the value of 90. Basically, we're going
to get ourselves this result which is
already looking very nice. I'm just going to check real quick the other sides as well. If we need to rotate them,
for example, over here, if we see them stretching
out a little bit, we can fix that
with rotating them. Yeah, 90 degrees. As for value, let's go ahead and check if that
needs to be rotated. That does not need
to be rotated. Let's go ahead and
keep it a zero value. There we go. The
vector over here, we can just basically control
the scaling of the park, leaving it as something
to a value of 0.2 is really nice already. Let's go ahead and
keep it as is. And there we go. We got
ourselves a nice arc set up. Basically all we need
is these three nodes. We can reuse them in
other areas as well. To reuse it in other materials, for example, in our
own custom materials. What we can do is we can simply well go
back on the material. We can copy these three
materials over here, Click control C. Go to
this one over here, Click control V. Doesn't
seem to want to pick it up, so I'm just going to go
ahead and select them all. Control C, put them in here. Control, there we
go. Now it works. Let's go ahead and just put this in to this dot over here. Going back to our
geometry set up, we can change now the material
to wind by park mossy. And that's the result that
we're going to get all in all. It's already looking
really, really nice. But let's say we want to have a little bit more control in regards to the material itself. We can actually get that
control quite easily. We can go onto our
material set up, we can go onto the base
color and tweak some values. This is the wine moss. I will show you a couple of
ways for just a quick tweaks. Basically, if we want to have a brighter result out
of these wine set ups, what we can do is we
can click ship in a click search and search
for curve RGB curves. It is a very useful tool for
when we want to just have some quick adjustments for the contrast for the
brightness of the material. By simply clicking and
tapping just a quick tab, basically on the node itself, we're going to get this
thought which allows us now to control how bright
the material is. We can just use this
thought now to tweak it in. If we add another
thought by accident, we can just drag it out to
the very end over here. And that removes this thought
like so just like that, we can adjust this to
our desires basically. If we want to, let's say
change the color of it, we can also do
that quite easily. Actually, I will show
you how to do that. One of the easiest ways
for us to change the color would be to actually
use color mix. Probably that would
be the best way. There are multiple ways for changing the color,
to be honest. But I will show you the
most logical way, I'd say, in my personal opinion, if we were to search
for color mix, mixed color, that is, we can
get this type of a node. Now if we work to add this, we can see that this is
what we're getting. We want to make sure
that this is set as one, which will allow you to overlay two different information, color information,
at once completely. This is already
set with A and B, because B is trying
to be overlaid with the factor of one, It's just going to
give us this result. However, if we were to
change the mixing from just a mix to a
color, there we go. We can now tell
which color we want. Basically, we can use this
B to just change the color, any type of color that
we want, actually. And it's going to give us some very nice results
just like that. And yeah, that's pretty much it. In regards to the set up, I really hope you
enjoyed this video. And now in the next lesson, we're just going to get
ourselves a quick final set up a quick overview
of what we did. And of course, we
are going to need to clean up a little bit
in regards to this mess. So 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.
20. Final Overview and Spawn Point Debugging in Blender: Lone. Welcome back
everyone to blend the geometry notes
workshop for jungle vines. In the last lesson, we set ourselves up with a
nice material shade for the geometry node to be
used on the vine bark itself. Now we're going to continue on and actually clean
up a little bit. First things first, what
you'll notice is that every single group input is
now extended the more we add, basically, even if it is hidden. For example, I can click control H and hide it
even if it adds more. Whenever we add inputs,
when it's hidden, it just adds it as a bit of
an extra Over here as a list. It gets a bit of DS to constantly go through every single one of the group inputs. And just constantly
select and click control H to hide it or
every single one of them. The easiest way
to fix that would be to just select one
of the group inputs. We can write click go
on to Select Section, and then go on the
select Grouped by type, and then it's going to select
every single group input. We can now clear
control H twice, that's all it is, in order
to clean up this mess. Basically, we just do
that and everything is now orderly or minimized
with the group input. That's a very nice
trick to know. Now, the next thing
is going to be, in regards to all
of this set up. We can now go ahead
and go bit by bit in order to actually to
organize the set up. The starting point,
we already had an organized volume generator, Empty selection and random
selection we had set up. After we get the selection, either from empty selection
or random selection, we're going to go
ahead and then create a curve with this over here. And I'm just looking, this is going to be all the way
until Delete geometry. We're going to click control J to make sure everything
is grouped up. We're going to organize
it a little bit. Density can go underneath
this or actually on top. Now underneath it is better. Density can go on the top and maybe a little
bit more to the back. Just like that. Actually,
I'll just put it over here. The geometry can come closer. These are okay. This which is all
right. Noise is okay. This one, we can just
call it a path generator. Since this part
basically generates the path using the
shortest edge paths, then it blurs out using
the blur attribute. It basically creates random path using the non deleted geometry. Then we're going to
go ahead and just select this flick to write it as path
generation like. So after we're done with
the path generation, this part was set
to trim the curve. Basically we trimmed it in regards to the
length of the curve. Let's go ahead and
actually just grab everything until capture point. Here we go. Yeah, that
seems to be all right. Let's click control J. The box click to call
this curve trimming. So again, this is
based on length, with a bit of randomness
added on top of it that we multiply. And that we multiply with the length randomness added
in through the mouth node. Based on that, we
trim it. There we go. All right, we can just move this a little bit more to the side. We'll actually just hold
shift and just move this a little bit up higher,
just like that. Collect them both. Y zero. There we go. When that part is done as
well as we move further, we get onto this part, which over here we
set ourselves up with merging curves to
make sure we don't have multiple meshes going
through the same place. Basically, we turned
it into a mesh. We merged it by distance and
turn it back onto the curve. We can go ahead and just
join them up together. The call them merge
overlapping curves. Put them off to the
side like that. This part over here, it's
actually going to be, I will combine them all. This is responsible for offsetting it from
the original curve. We're again grabing ourselves, the normal from the mesh. Yeah, and offsetting it. Let's go ahead and just
grab this entire section. Click control J two
and we can call it offset from original. Original surface. There we go. Just going to move
it up a little bit. Yeah, we can actually
remove this over here. This entire line is not needed. I'm going to go ahead and just make a duplicate out of this. Click old to make sure I take it off from the box and
just attach it over here, making sure that we are
removing this entire line. I'm just going to go ahead
and just re route it. And this point as
well. There we go. And that looks much cleaner. All right. This is that part upsetting
from original surface. Then we had this set up
or creating bind mesh, turning the curvature into mesh. We were then using
the set up UV's. This can be set as UV
base UV coordinates. We'll actually
remove this as well, O P, just remove
it from the side. Just go ahead and just grab
this all. There we go. It's going to move it
a little bit more to the right, just like that. This is responsible for giving us material
and UV coordinates. Let's go ahead and just
control J two UV and material, that's the bottom piece, is set for leaf generation. Just going to make this
actually a little bit larger from the set curve
radius, from wide mesh. We went ahead and grabbed
ourselves the curve, then we generated some
points along the side of it. We finally grabbed the
collection from the leaves, from the leaf collection and
output it into our geometry. Before that, of course,
we realized instances. Yeah, that's pretty much it. We now got ourselves
a nice geometry. I do recommend you checking and making sure it
works properly. Go into modeling
mode, for example. Going and checking how this geometry works is
really recommended. I will go ahead and do that
on another type of set up. Going to go ahead
and click Shift and a new object that we'll actually let me go
ahead and use O sphere. This has a really nice shape, will actually make it
a little bit smaller. It doesn't really
matter at this point, but we do want to just see how it looks like on different
shapes basically. All right, now I
have this. I can go ahead and just click
Add a modifier. Select a geometry
nodes within here, we should find ourselves
a vine geometry node. Now we can go ahead and add an empty, Let's go
ahead and do that. We can go ahead and just
add a simple sphere on the side here. We can use empty, we can just change this up
to be this empty over here. We can now go ahead and
increase the length density. There we go. It
starts growing now. It seems like everything
is looking pretty nicely. Of course, we need
to make sure that the material is also set up. Let's go ahead and do that. We can either use white
bark or white bark morse. We can change the density
a little bit more. Change up the scale, make sure the randomness
is also there. There we go.
Something like that, maybe is a little bit too big, will increase density instead. Yeah, everything
seems to be working. Let's go ahead and
now test out the use. Without empty, we need to make sure that the start
points are set up, seem to be working, but it's only within this one
point over here. I'm not sure why
that is the case. We're going to
increase the length and see how that behaves. Now it will decrease the length in this case for some reason really wants
to be closer to this area. I'm just wondering
why that is the case not being affected by
this object over here. But if I were to use empty now, still still want to go
within that one spot. I will go ahead and check why that is the case real quick. Back within a random selection, if I were to maybe take off the subtracting more doesn't
seem to want to work. If I start spreading
random value, that seems to want to work. If I do change the seed,
let's see what happens. No, it doesn't want to change. All right, quick thing. This doesn't seem
to want to work. Let's quickly try to debug it, see what's happening with it. I'm going to go ahead
and click onto Points over here just to
see these points. Basically grabbing the
geometry of the points. Grabbing the position value
of geometry, proximity, increasing the star count is not giving us much of a result. We can, for example,
change the B. Let's see if that works.
Actually, I'm going to go ahead and click on equal to
see if that would work. That doesn't work, let's go ahead and move it
out of the way. We can also try maybe changing the subtract value by it
seems to be offsetting it, but not in the right way. Probably the reason is
that it's not giving us the right maximum values because of the low
topology of the mesh. If I was to click and hold
control and I take this and then in start increasing the amount
of vertices over here, you can start seeing that it's actually getting into
the shape that we want. For example, if we were to
try to remove this over here, we can start seeing
that it's actually going around the mesh. The quick thing
that was happening was because we were using
the original geometry, he was just trying to grab
those couple of points. But the geometry itself
that we were using was not simply from the geometry
of the original geometry, it was actually from
the volume to mesh. So what we actually need
to do is we need to grab this volume to mesh and just simply put it into the group
instead of the group input. I'm going to actually move
this upwards like so. Yeah, I will just click and
hold control to remove this. Move this to the side, place it as a
country start count. There we go. Just remove all of these re
routes over here. It's going to be way
easy to set it up. Then I'm going to
grab the volume to mesh and place it
in the main size. And this should give
us the right value. Let's go ahead and put it
into the max. There we go. We now got ourselves
the nice set up that's actually going
around our mesh properly. That is exactly what
we want to see. All right, so that was
a slight debugging. Now that everything is working fine, that's
going to be it. From this lesson, we got
ourselves everything sorted. We can even check a little bit more in regards to the density, the length, and see if everything
is working and whatnot. We can also see a random length. We can see the surface upset, which is always
good to have like. So the material we
already checked, the radius, is
always nice to see. That's the radius
and radius offset. Of course, for these
actions at the back, all of them seem to be
working quite nice. We already tested out the
leaves so that it's fine. Yeah, we're more or less
done with the node. I really do want to show you the extra capabilities of it. In the next lesson I'm
going to show you how to actually make use out of
this with, in animation. It's actually quite simple. All it's going to take
is just one lesson. That's going to be
it from this lesson. Thank you so much for watching and I will be seeing it a bit.
21. Animating Geometry Node Vines in Blender: Hello, welcome back everyone
to Blenderful Geometry. Node Workshop for Jungle binds. In the last lesson, we
set ourselves up with the final debugging of final touches to
the geometry node. Now let's go ahead and
talk a little bit in regards to certain
different uses. For example, other
than we can just apply it onto a mesh
for visual effect. What we can do also, we can make use
out of it and get ourselves a nice set up
when it comes to animation. So how do we actually do that? Well, first of all, in order
to go to Animation tab, we're going to go onto
the upper section. We're going to click on
Animation tab itself. And that's just going to
change and reorganize our windows and
we're going to get ourselves at the very
bottom, a timeline. Timeline is important when
we want to play animation. So we can click Spacebar
to just start playing, but at the moment we don't have anything. So that's all right. Another thing to know
is that if we want to expand it or
make this shorter, the overall animation, we
can change it over here. So in this case I'll
just change it to 200 and that's going to
be the maximum amount. So once it reaches 200, it's just going to basically either stop or repeat itself. That's pretty much the
basics of the animation. Again, we don't have anything. But what we can do is we
can go onto our binds Jomichi tab and we can actually set ourselves up with
any value that we want. Within the that up itself, I will actually go
ahead and firstly turn on the material so we could
have a nice visual feedback. I'm going to go ahead and click
on this parton over here. If you're not seeing
it, you can scroll your mouse while
sobering over this area. And you should be able to just scroll to the right
side and just get yourself a viewport
shading that has material was going back to this. If we want to change, what we can do is just simply we can change up the length and
we can see how it works. Like we'll notice that
there is a bit of a lot of randomization with
the leaves and they start like just
popping in and out. The reason being is that to
keep the consistent density, we try to basically
change the value. And that often gives us much more trouble when we
are animating it, basically. So we're going to
go ahead and dig that For doing that though, let's go ahead and actually get ourselves and ice animation. So what we're going to do
is we're going to go at the very start to the
value of the frame zero. We're going to then
hover over the length, which at the moment
we have set as well. We can set it to zero. Actually, that's
going to be better. We can click while
severing over. And then we'll see that we
get ourselves these dots. Basically, they show where
the animation key frames are. Then we can just crawl all
the way to the upper end. Actually, I will put it at
something like 100 over here. Then while over length
I'm going to click I, then I'm going to
change the length itself to something of
a reasonable amount. Maybe 1.6 looks pretty nice. Maybe even more if you want
to, something like that. That looks really nice,
actually, quite like that. Let's go ahead and click
while severing over. And now we have a
couple of frames that will be changing whilst
animation is working. So we can click space par and
it starts growing like so. Again, the leaves themselves are a bit all over the place, and the density
being trying to be consistent with it being based on the length
gives us that result. What I recommend you do in this particular case is
go to geometry node, go back onto its editor like so. I will just expand it, then we're going to find
ourselves the leaves. Since we cleaned up
our geometry node, it's pretty fast to
do leave generator over here as you
can see over here. We multiply density with
the length and that causes a lot of leaves to just pop in and
out of existence. So we're going to fix that. And the way we're going
to do it is first of all, we're going to grab an input. We're going to, we can call
this consistent density. And I'm going to drag
it all the way down to the leaf section
right next to density like change this consistent
density to be a bullion, either on or off
switch basically. Now we can turn on or off. Now that we have ourselves
the consistent density input, we're going to go
ahead and actually add it over here with the
help of a switch. Let's go ahead and search
for a switch like so. We're going to make use
out of this switch, since this value
is a float value, we're going to
change this up to be a float value as well. Let me just go
ahead and find it. There we go. Now I'm
going to, basically, if this switch is on with
the consistent density, which I'm actually
just going to go ahead and duplicate it
over here to get it closer consistent density
once it gets turned on. We want to make sure that
when it's turned on, it's going to give us a
true statement from this. So it's going to be
multiplied with the length, if it's not multiplied
by the length, if it's set us falls, we're going to have this as just a normal density like so. Now that we have the
values plugged in, we can just plug it over
here into the count value. We can just tick on and off and see what
it does and we can see the difference it makes with the consistent value we can change is the length over here. And that's going to
be trying to keep the density of the leaves in more or less the same regard, but with this ticked off. And actually I will increase
the density over here, so by quite a large margin, just like that, we can
start changing it. And you can see that it actually starts by getting clustered up. Then we're going to be
getting ourselves spread out, like the leaves themselves.
It's very fast. They're going to be moving in a bit of a randomized
pattern because of the rotation of the curvature of basically their placement. But all in all you can see that they actually will
solding shift, I can actually do that
will solding shift, you can see that
they're actually being kept in more or
less the same location. It's actually going
to be much easier for us to animate them.
That's pretty much that. We can now go back onto the animation and
actually not only set ourselves up with the
leaves that are just being grown from
the length itself. Like I'm going to go ahead
and just go back here. We can also set up the scale of the leaves to also
help us out with, in regards to this
growth of the vines. I'm going to go past 100 point. I'm going to basically click eye on the desired result
for the scale. I'm going to go back a little
bit and set this to zero. I'm going to go right before when it reaches
the maximum point. Then I'm going to click
over here as well. Now it starts growing out like this and then
starts picking up the leaves and growing out once it's like slowing
down with the growth. We can even increase the
density by quite a bit. I'm going to set this
to quite a large value actually something like 300. I think that's going
to be quite all right. Maybe 400 even like so, yeah, that's pretty much it. We're going to get ourselves
a very nice type of a growth that concludes our journey through creating a wind geometry note together, I hope you found
the techniques we explored in both the
geometry graph and materials set up
to be enlightening and valuable for your
future projects. We've crafted a comprehensive
geometry note set up that's versatile enough to apply
to any object you choose, complete with custom leaf
planes and bark materials. For those of you eager
to continue learning, I highly recommend
you our course on creating a staircase
generator of geometry nodes. It's a fantastic next step for deepening your understanding
of geometry nodes. If you're more inclined
towards the modeling aspect, our latest course on creating a Victorian scene as a free die environment
could be perfect for you. It's our most
extensive course to date designed to teach
everything blender has to offer from ground up for environment artists.
That's all for me now. Thank you so much for
joining and I hope to see you again soon
in our future courses. Until then, keep experimenting, keep learning, and most
importantly, keep creating.