Blender Geometry Nodes: Alien Worlds – Tentacles, Terrain & Lighting Masterclass | 3D Tudor | Skillshare

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Blender Geometry Nodes: Alien Worlds – Tentacles, Terrain & Lighting Masterclass

teacher avatar 3D Tudor, The 3D Tutor

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro Blender Geometry Nodes Alien Worlds Tentacles Terrain Lighting Masterclass

      2:11

    • 2.

      Navigating the Blender Viewport

      7:03

    • 3.

      Setting Up a Hexagonal Terrain Grid

      12:33

    • 4.

      Adding Peaks Using Color Ramps

      7:33

    • 5.

      Edit Mode and Basic Modeling Tools

      16:05

    • 6.

      Procedural Tentacle Geometry

      12:31

    • 7.

      Animating Tentacles with Curves

      10:43

    • 8.

      Trim Curves and Randomize Lengths

      6:29

    • 9.

      Curve Radius and Tip Instancing

      7:55

    • 10.

      Tentacle Terrain and Displace Effects

      6:39

    • 11.

      Finalizing Tentacle Controls

      5:27

    • 12.

      Texturing Rocks and Adding Glow

      7:22

    • 13.

      Create a Volumetric Glow Effect

      7:53

    • 14.

      Duplicating & Building the Scene

      5:03

    • 15.

      Creating Procedural Ice Material

      7:59

    • 16.

      Gradient Control & Emissive Ice FX

      10:21

    • 17.

      Volumetrics and Backlighting Setup

      15:03

    • 18.

      Adding Particles and Camera Anim

      6:52

    • 19.

      Animating the Camera with Constraints

      7:15

    • 20.

      Optimize Render Settings for Speed

      5:23

    • 21.

      Final Touches with Compositing

      12:44

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About This Class


Blender Geometry Nodes: Alien Worlds – Tentacles, Terrain & Lighting Masterclass

What if you could turn one idea into a full cinematic alien world—complete with glowing tentacles, cave terrain, and atmosphere that moves?

 

This is not your average Blender class. This Blender tutorial and Skillshare class will guide you step-by-step through designing a complete alien 3D environment. You will build a surreal alien cave world entirely with procedural tools—no brushes, no sculpting.

Just Geometry Nodes, lighting tricks, and modular node groups designed to feel like you are painting with math.

Together, we will walk through every step of the creative process: shaping terrain with noise fields, crafting animated tentacles that pulse and twist, layering up eerie fog and glow, and pushing your render through Cycles or Eevee for a final polished loop.


If you are looking for a beginner-friendly Blender 4.4 course or a geometry nodes animation tutorial—this is the one.

You will end up with a haunting, stylized 3D animation that feels alive—and learn to make every part of it yourself.

What You Will Learn

 

  • Procedural Alien Terrain – Use displacement, masks, and mesh tools to carve stylized landscapes


  • Tentacle Animation System – Build seamless loops that ripple and flow like living creatures


  • Bioluminescent Shader Design – Create layered glow and colour using emission and texture tricks


  • Atmospheric Lighting – Control the story with fog, gradients, and carefully tuned contrast


  • Render and Post – Learn pro tips for Cycles, Eevee, and compositing your final scene


Who This Class Is For

Sci-fi Animators & Stylized Scene Builders:
You want to make looping 3D animations that feel like tiny films—and you want to build every part yourself.

Curious Blender Users:
You are comfortable with the basics but feel stuck when it comes to combining nodes, light, motion, and materials into a cohesive scene.

Procedural Artists:
You love tinkering with Geometry Nodes but want to move beyond abstract shapes and into full, cinematic worldbuilding.

Why This Skillshare Class Stands Out

This Skillshare class is built for creative follow-through based on procedural worldbuilding. By the end, you will not just understand how Geometry Nodes work—you will have built your own moving, glowing alien loop from scratch. You will have a complete visual, from terrain to camera animation, that you can post, tweak, and expand. All the node groups are reusable. All the logic is explained clearly.

Think of it as a project-first Skillshare approach to mastering Blender 4.4’s procedural tools. A step-by-step worldbuilding bootcamp for the weird and wonderful.

See you in class—and until next time, happy modelling everyone!

Josh

Meet Your Teacher

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3D Tudor

The 3D Tutor

Top Teacher

Hello, I'm Neil, the creator behind 3D Tudor. As a one-man tutoring enterprise, I pride myself on delivering courses with clear, step-by-step instructions that will take your 3D modeling and animation skills to the next level.

At 3D Tudor, our mission is to provide accessible, hands-on learning experiences for both professionals and hobbyists in 3D modeling and game development. Our courses focus on practical, industry-standard techniques, empowering creators to enhance their skills and build impressive portfolios. From crafting detailed environments to mastering essential tools, we aim to help you streamline your workflow and achieve professional-quality results.

We're committed to fostering a supportive... See full profile

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Transcripts

1. Intro Blender Geometry Nodes Alien Worlds Tentacles Terrain Lighting Masterclass: What if you could build an alien cave world procedurally right inside blender, twisting tentacles to icy terrain and cinematic lighting or without touching a sculpting brush or normal polygonal modeling. Hey, I'm Josh. Over the past few years, I've been crafting surreal blender animations, Scifi landscapes, organic scenes, abstract blenders that push the boundaries of geometry nodes in ways I enjoy. Now I've distilled all of that experience into one focus course built to elevate your blender skills fast. Welcome to blended geometry notes, alien worlds, PedagalsTerrain, and lighting master class. In this course, you'll learn to construct eerie atmospheric cave environments from the ground up, harnessing procedural muddling, animation, and lighting to create scenes that feel alive, deep, and strangely immersive. We'll be using Blender 4.3, and this course is perfect for three D artists, animators, and creatives ready to dive into the weird, wild and wonderful world of procedural workflows. Here's what we'll do. Procedural terrain, generate alien landscapes with ridges, peaks, and crevices using geometry notes and procedural mose textures. Technical generation and animation. Design fully procedural tentacles that twist, pulse and animate endlessly. Lighting mastery. Create eerie cinematic lighting setups with lights, fog volumes, and layered gradients for dramatic atmosphere. Shaded design, build stylized ice and stone materials to bring your environment to life with rich visual texture. Learn optimized work flows and cycles plus pro level tips for post processing and final render. We'll also cover procedural animation, camera movement, and exporting a clean, impactful render, so your scene doesn't just look interesting. It looks incredible. You'll get access to all project files and custom node groups for instant use in your own worlds. Whether you want to master geometry nodes, great stand up renders for your portfoliir or explore surreal visual style. This course will take your skills to the next level. These are the exact professional workflows that I use in my own animations, and I can't wait to share them with you. Join now and blended geometry notes, alien worlds, and let's build something weird and wonderful together. 2. Navigating the Blender Viewport: Alright. Welcome. However, I know we're not getting into the interesting stuff yet. First, I'm going to play a delightful little video by the men upstairs. They've given me this to show you how to introduce just an introduction to blender so that, you know, we're all on the same page. Welcome, everyone to the basics of blender navigation. Now before we begin, it's important to understand how the axises work within blender. So we can see at the moment, we've got a green line going this way and a red line going this way. This is called the Y axis, and this one is called the X axis. We also have one that is the Z axis, which we can't see right now. It doesn't actually come in with blender viewport as default. But if you want to actually set it on, you just come up to the top right hand side, where these two interlocking balls are, and just click the Z axis, and now we can actually see 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 are over here, it's the zoom in and Zoom out. I can actually left click and move these up and down then to zoom in and Zoom out, or I can use the actual mouse to actually zoom in and zoom out using the actual scroll wheel. There's also another thing you can do with Zoom, which is holding control shift and pressing the middle mouse, and you'll see you have a lot more control over zooming in and zooming out. Now the next thing we want to discuss is actually rotating around an object. So how to do First of all, we'll bring in a cube with 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. 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 I actually bring in another cube, so if I duplicate this cube with Shift D, move it over, so bring in my move Gizmo. And now you'll see if I rotate around this cube, I'm not rotating around this one. So to fix that just press the dot button 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 how to rotate around an object and how to actually pan. We can also come up to the top right hand side here and use these buttons here. So again, remember we're looking at the Yaxs, the X axis, and the Z axis. If we come to our Yaxs 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. If I press one on the number pad, it's going to take me into that white 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's eye 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 YXs. So, for instance, if I press one, I'm going to be going into Yaxis. If I press Control one, I'm going to be going into the opposite side on the actual Y axis. Can also find these options just in case you forget at the top left hand side here under view. So if I go down to view and go across the 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, a number five button in blender toggles between perspective and autographic views. Perspective view offers a more natural realistic viewpoint with objects appearing smaller as they get further away, mimicking human vision. Orthographic view removes perspective distortion, making all objects appear at their true size, regardless of distance. Useful for precision modeling and technical work. The other thing that number five does, for instance, if I come to my cube, at the moment, I am able to actually zoom into the cube. However, if I press number five, I will not be able to actually zoom into this cube no matter how far I zoom in. I'll still be able to move around it by pressing 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 and we can click the left view, for instance, the opposite to what we had before. So instead of pressing one and three, we just press the little squggle line, and then we can actually view whichever side we need to. Now, we 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 B to zoom in. So I can grab this one, press the little dot B, and that then will zoom us in. The other great thing about this is we can also come in, shift select them press the little dot button, and then we're able to actually rotate around both of these cubes. Alright, everyone. So I hope you enjoyed the short introduction to the navigation within Blender, and I hope from now on, it won't be a struggle navigating around the viewport. Thanks, o, everyone. Cheers. 3. Setting Up a Hexagonal Terrain Grid: Welcome back to Blended Geometry Nodes Alien Worlds. Tentacles train and lighting master class. You watched the earlier video on Viewport Navigation? Welcome back. If you didn't, welcome anyway. Now, in this course, as you've probably seen, we're going to be making some cool stuff. And most of it's going to be made geometry notes. Very little actual modeling. So, you know, a bit of a saving headache there, depending on whether you like geometry nodes or not. Anyway, start off. We need two things, two add ons, which come built into blenders, so you don't need to go searching for them. Don't worry. Go do Edit preferences or Control comma, if you want. Search for node wrangler, make sure this one's enabled. Both of these you'll be able to find anyway. And node Pi this one, this one. Some people don't like this. So if you don't like it, you don't have to have it, you can follow it still, but I like this because it makes my life faster. I like going fast. Anyway, now we've done all that, we're going to go over here and we're going to add while we've got this object selected, we're going to add a geometry nose modifier. Great. Now, let's switch over to the geometry nose window so that we know what we're doing. And we're going to add a new geometry nodes modifier. Now, if you don't know what geometry notes is, very, very, very fast version, this side is whatever you have already. This side is what we're going to have after we've made it. So if you go through and you say, This is the node pie, it's super nice and fast. You transform job tree, so you can move it. See, you can move it along the X axis. Great. If I want to do it again, I can do it again. So, let's say I want to rotate it this time. Rotate it. Pretty cool. So it's going to, you know, it's going to have the original version. It's going to have the moved version, and it's going to have the rotated version. That's procedural mesh. Now, you've noticed here, control shift left clicking. We'll add a view node. That basically previews it here without having to see this node here. So anything when you don't have a viewer node, whatever you see in the viewport is whatever this group output is getting. Wherever if you have the viewer node, whatever you see in the viewport is whatever that's plugged into the viewer node. Pretty good. Now, you don't need that. Another important thing to know if we have oops, that's the original version. Um to laser connect nodes, you can hold Alt and right click and drag from one to the other. This is kind of nice because it means you don't have to, you know, grab this small ase. You don't have to click around here for like ten years to get this little thing, and then, you know, oh, I missed it oops then you go. No, you can just if it's not there, you can just alt right, click, drag it. Simple. That's a start bit. Now, we don't need this one because we're not, in fact, making a cube. We've already done that. We are going to add in a mesh line. Now, that will be up here in the mesh primitive section. Mesh line, you need two of these. Sweet. Now, we are going to basically, we're going to make a grid, and we're going to have all of our hexagons instincts on that grid. But because hexagons aren't squares, we need to make sure it's not a square grid, which is why we're using all this instead of just a grid note. So what we're basically going to do is we're going to get this mesh line here and we're going to make it go sideways, and it's going to have a whole bunch of points on it, you know, Great. Then we're going to instance this mesh line going sideways out here. So we have a whole bunch of lines going sideways. I think you can see where this is going. And all of these are going to have their own little points on it, and then we're going to instance out objects on those points and, you know, grid. But the fun part is we're going to offset each of these, so, you know, one's not so far, one's further, one's not so far, this one will be further. That way, when they instance, they'll be offset like this so that we can fit them into a hexagonal grid. Pretty good. Sweet. Now, start off. Yeah, we're going to set this one to if we're going to control shift glapClick on this, that way we can see it. You see, here's our mesh line. Pretty good. But problem is, it's not going the right way. It's a bit of a problem, I tell you, unless you want to, you know, vertical terrain. Great. We don't want that. We're going to set this on the Y axis 0.866 meters on the Y axis. Kind of a funny number. I'll tell you about it later. My favorite word later. Now, we're going to have this one here. Unfortunately, it's also going straight up. We don't want that. We want this one to go on the X 3 meters. Pretty good. Now we're going to get rid of this. We're going to control A to open our Pi or Shift A, and probably should tell you this as well. Shift A opens up the search, and so you can start typing search for instance on points. Oops. Instance on points or if you're using this one, it's up here. Now, we're going to plug the top one into the points and the bottom one into the instance. If we control click on this, you can see where we're getting there, you know, we're getting there slowly. Now, the problem is, this is not a very square grid. Now we don't want that. Also, I'm going to link this up to the end just to be nice. Now, that's because this count will basically control how long that line is. So we're going to make it suare. Pretty good. Sweet. Now, here comes the problem. We want to move every single one of these lines to the right a bit, but we only want every second one, so we don't want every first one. So we need a way to go, you know, one, two, one, two, one, two, and then select all of the second ones and then move them slightly to the right. Well, if you're not aware of this, there's a lovely node called the index node, which is up here. Oops that's the image. My bad. Index. Oh, sorry, it's down here at Read. Now, if we preview both of these at the same time, you'll see every single point on this curve slowly gets longer and longer. It says 35 points, and there's 35 numbers. It's zero to 34. So that's pretty good because if we manage to make a way for this to go instead of going zero, one, two, three, four, it goes zero or one, two, one, two, one, two, one, two, that's great. There is, in fact, a way to do that, otherwise it wouldn't be here. It's called the rap Rap function on the math node. Math wrap function. We're going to stick it in right here. In a set this maximum zero and the 22. This is going to do the one, two, one, two, one, two, one, two, as you can see right here. It's going one, two, one, two, one, two. The Wrap function, basically, it goes up and then it goes backwards. So it's like a sawtooth function, which if you don't know, it looks like this. Oops. No bad. So what's going to happen is every time it's going to go one here, two here, and then instead of three, it's going to go back to one again. And instead of four, it's going to go back to two again. That's how the rap function works, which is pretty cool. Now, of course, we only want, you know, two because we can't just have every first one. And so we're going to use a compare greater than one. So if it's greater than one, you know, it's nothing. And we're viewing this as integers so we can left click on this one again, and you'll see it's true and false. That basically means every first one is yes, and every second one is no. Pretty good. So now we have the mask to move every second one across. Now what we're going to do is we're going to grab a set position note, which is right down here. And we're going to plug the result into the offset. Now, that's not going to do anything because it's moving them all the axes at once. What we want here is we want a vector math, and we want to multiply by 1.5. There we go. Every second line is moved over. Pretty cool. You know, I can't believe this actually worked, but it did. Do you actually noticed it's 99% pain, 10% or 1% pure enlightenment. So if you're trying out geometry nodes on your own, don't be disheartened if it doesn't work, come back a year later, and it probably will work. That's what I do anyway. Alright. Next, we need a realized instance point node because this isn't real yet, and we need it for doing fancy stuff later. Pretty good. Alrighty. Now we can do the fun bit. We can put the hexagons on it. So we're going to grab another instance on points. That's where we put the realized instances here. And we're going to grab a cylinder, set the segments to six so that it's a hexagon you can see. And we're going to plug it into the instance. There you go. Hexagon grid. See, if we didn't have this set position, they'd make this really goofy, like, line grid, and, you know, you'd have to, like, move them all over the place. But since we have this cool sideways grid with the offset lines, we have a hexagon grid. That's pretty good. At least I think so. Also, one thing to quickly note, add a self transform geometry and move them up on the Z axis by 1 meter. This basically means they're going to all be flat on the X axis instead of being, you know, not flat. I like. It just allows for the terrain to look better later. Alright. Now we get to put a This is basically what we're gonna do. We're going to add combine XYZ, so we're going to add it combine an XYZ, so that we can access each of these individually instead of having to Oh. You're going want to set these all to one. I forgot about that. Otherwise it's disappear. So now I can access the Z on these like on their own, you know? It's not going to scale, and we're gonna have holes in our mesh. That's not good S sponge. Um, now, we want to move these up and down and make it look like rain. Now, I bet you know what you're thinking. We're going to add ourselves a noise texture and color ramp. I'll just press C for that. Color Amp for some reason is not on here. I don't know why. It's especially like that, so you're just going to have to search up color ramp like that. We're gonna add that in here, plug that into the Z axis. And because this noise texture is so fine, we won't be able to see the terrain until we turn the scale down to, like, 0.00. So there we go. There we go. Now we're cooking. I also like to add in a divide note here. I probably should just duplicate that one and have it divided by five. That way, we can really accurately change the scout. I could probably actually do it to like ten. That way, it just makes it much smoother to change it instead of, you know, having to screw around with really small values. Now, this is great, but it's not big enough. It's not terrain. So we're going to increase the count on both these to, I don't know, something like 100 let's see, what's that? Square square is about there, whatever that is study for. And now you can see we have that train. However, unfortunately, this train is not very interesting because it's not very tall. Tall things are generally more interesting, at least that's what I'm told. So I'm going to duplicate this divide node, and I'm going to switch to multiply, and we're going to multiply it by ten. Oh, no. This is a little, little too too big. There we go. Another thing, turn the detail all the way out. That's just makes it more interesting. Look, there's the train done. Sweet. Next video. You can move on now. Yep. Bye. 4. Adding Peaks Using Color Ramps: Welcome back to Blended Geometry notes, tentacles Train and lighting master class. In our last lesson, we made a cool terrain using rap and incidencing and a noise texture. Now, this would be great. Unfortunately, we're not actually done yet. I know what you thought thinking. This is a train. You could leave it here, and you could, but it would be boring. We don't like boring. We're three D artists. We want to do it the hardest way possible. So instead of doing the easy way, we're going to come over here and we're going to duplicate this with Control Shift D will allow it to maintain all its connections, or at least upstream, which is the node it's connected to. And we're going to add in another multiplayer node, and we're going to plug it into here. Now, we're going to look at this node on its own. Now, if you look at the original overview images of what we're creating, you'll notice there is lots of, like, spas, spiky peaks. Well, we can achieve that by clamping in the noise texture like this. Oh, you also want to set this to Bastblin. Otherwise, things are going to go sideways. Like that. And then we got those. However, we've got one issue. Now, it's an interesting thing to know about the beans bespline mode of color Ms. This value all the way down here is actually zero. It's actually 0.00 0001. So very, very small value. Like up here on the white, it's actually one. It's zeroin nine, no, no, no, no nine. So if you want to actually get it all the way to black, you've got to add another color style and we're going to add in. Now we do want to actually go black here. That basically means that it's perfectly flat and it's intersecting with each other, which is good because we don't quite need it yet. It does look a bit goofy, but it also means that we can quite clearly see where the where the peaks are going to be. This one, I'm going to set it to black also. Just go to screw around with these until they provide nice peaks like that. Oops. That's a little much. This is a tweak to your own liking to taste, as they say in the culinary industry. Just go to screw around with that a little bit Whoops. You can see it's hitting one there. Set it back down to here. Then I can just increase this value to make them go higher. Hm. Pretty good. I make mine a little more bulky. I like it that way. Wait. Now, as you can probably tell, there's a problem. These things are perfectly flat, which means, you know, they're going to look horrible. That's where this one comes in here. If we switch this one back to here, and we also say this to Beast Blaine beast Blaine. There we go. And we move it all the way to the side like this. But on this mouth blight, we set it to, like, you know, two. Maybe a little much a little upwards like that. There we go. Now it's nice and flat. So we want both this tall version and the flat version on the same thing. Well, it's quite simple. We just add it together. Literally, that's simple. Sometimes, you've got to think smarter and not harder. That's what I tell myself anyway. Now, we're pretty much done here, in case you know. You can just tweak these settings here, all these color ramps. You can, you know, increase the height, make it more interesting. Yada yada, yada. That's a little much. You can screw up the noise value scale. There you go. See, this is what happens if we hadn't changed the scale on the noise texture. It looked like that. We can make it really big. We can make it really small. For now, we want it about that size because we're going to make it eventually a whole lot bigger bigger is better. Now, last thing to do is we are going to realize instances again, and we're going to add in a set material node. Now, we don't really need this right now. That's just for later because we're coming back at some point. Now, to make this really easy to access and not like, you know, lose brain cells on later, we are going to add in a group input node, or you can just go input. So we're going to add the count on both of these. Now, open up the panel by pressing N. As we'll open up the group node, which allows you to see all of the inputs here and rename them. Which is what we're going to do. Now, this top one here goes on the YXs, so we're going to go count spell it right. Count Y. And this one, as you guessed, is going to be count X. Probably could have just left the name there. Now, the other important thing we're going to do is we're going to go down here. I'm going to plug into this value here. This value here is going to be the noises Noi scale. Now, we're going to set the minimum of this one to zero, by the way, just go to make your life a little easier. Out, we're going to plug this one and this one, these multiply nodes into into the group input that way we can control the scale and like the height of the terrain from outside. Also, good idea to save. Please just save also. Trust me, not saving geometry nodes is the most painful thing you're ever going to do. Now, if we have a look, this one up here, this first one is the flat height. So we're going to call that the low height. And this bottom one here is going to be the sparse height because it's those sparse peaks, so we're going to call it sparse. Mm. Good. Also, would suggest setting the minimum of these both to zero. Alrighty. We're pretty much done here. They're done and dusted. So a quick recap. What we're doing is we're making a line where giving that line a whole bunch of numbers, we are basically wrangling the numbers into one and two, or you're going to turn that into not and on and off. Going to scale it by a bit, so you can see here, this one's scaled and that one's not. Then we're going to instance a whole bunch of hoops we're going to instance a whole bunch of lines on that line, other lines on that line, so we have this lovely grid. We're going to offset the grid by that number. We realize it. Then we're going to instance a whole bunch of points on it and make this wacky noise setup that will, you know, make it look cool. Last order of business, add yourself in a value here and plug it into both of these, set it to one. This just for later, save us some headache because we're going to get enough of that from other things. Alrighty. Here ends this lesson and starts the pain and suffering of procedural animated tentacles. Good luck. 5. Edit Mode and Basic Modeling Tools: Righty. Now, I know what you're thinking. Fun stuff? Not quite. So remember that last video? Well, we're now going to have another video by not yours truly, to explain how to use the Edit mode in Blender so that you can actually do stuff. Welcome everyone to the basics of modeling in blender. And this is a short introduction just to get you started on a few of the basics in modeling. So the first thing I want to do is bring in a primitive. So the way that we're going to bring into primitive is press Shift and A, and then what we're going to do is open up a menu, and you can see that we've got all of these things along this actual primitives menu. But the one we want to focus on is the actual mesh. And from here, you can see we can bring in many, many things like cylinders, cubes, planes, and the one we want to bring in just for now is going to be our cube. That we brought our cube in the next thing I want to discuss is object and edit mode. And you can see at the moment, over the left hand side, we're actually in something called object mode, and this means basically we can manipulate this whole object. So if I press G, I can actually move it around my viewport like so. If I press S to scale, I can actually scale the whole of the object in. But the thing is, we don't really want to work in object mode necessarily, and a lot of the time, we're actually going to be working in edit mode. So we can come up to the top left hand side and put this in edit mode. Or we can actually press the tab button and jump into Edit mode that way. You will notice once we've actually gone into Edit mode, we have a lot more options to use, and more importantly, we have a lot of the topology now to play around with. So the first thing you'll notice the difference being is that we have now these three options up at the top side. And if you have over them, it will say vertex, edges, and faces. Now, vertex is going to be these little points here. The edges is going to be these edges of my cubes or any of the edges. And finally, we've got the faces, which is actually the whole polygon face. Now, you can also, instead of clicking on these, press one on the keyboard, and that then will jump you into vertex select. If you press two, you can go into edges, and three is going to take you into faces. From here, we can actually manipulate any of these parts. So you will notice at the moment, I've got a gizmo here. Now, if you don't have the Gizmo available, coming over to the left hand side, and you'll have this little button here that says move or you can press Shift Spacebar and bring in your move tool like so. So now because I'm on faces, I can actually pull out this face like so if I go to edges, I can actually grab one of the edges and pull this out like so. And if we're on vertexes, I can grab this vertex or grab the second vertex with Shift Select and then pull this out like so. Really, really easy to actually manipulate things once you know how to select each of these parts. Before we go too much in the weeds with actually modeling in this actual Edit mode, let's just jump back into Object mode for now. What I want to show you is how we can actually move this actual cube around. So as well as moving it with the actual gizmo here, we can also press G and actually free move this object around or we can press G and Y, too. Let's put it along the Y axis, move it around or the X axis, for instance, and move it this way, or even the z axis and move it up and down. To drop it back where we started, let's just right click like so. So that's actually moving the location of it's not a cube anymore, but let's just say it's a cube. We can also scale this in as well with the S but so we can scale it in or scale it out like so. Now we can also press the S but, hold the shift button, and then we have a lot more finesse on actual scale. You can also scale this up by, let's say, a factor of two. So S, two, enter, and there we go. And of course, we can scale it down pretty small as well. Now the next thing I want to discuss is rotating, because if we rotate it with R and just rotate it around, we haven't got a lot of control over how this rotates. So what I want to do instead is, I always want to press R, then attach it to an axis, which might be the Y, so the green one, and then rotate it either by freehand. Or by actually inputting the value under our number pad. So if I want to rotate it, let's say, by 90 degrees, press the end button, and I've rotated this round by 90 degrees. Now, if I want to rotate it back, I can press O Y, the little minus button on the number pad, 90, and then we can rotate it back. There is something else that you need to know. We also want to reset our transformations, and this is one of the most important things within blender, because if you don't reset your transformations, Blender still considers this a cube, even though it's not really a cube anymore. So what we want to do to reset the transformations is press control. A all transforms, and then you'll notice that the orientation has moved over here because it will always move to the center of the world. From there, then we want to actually reset our orientation, as well. So we want to right click set origin to geometry, and then it's going to put the origin right back in the center of this object. Now, it's also important to know resetting the transformations will also impact things like UV mapping, things like modifiers. Basically, if you ever have a problem in blender, always make sure that you reset your transformations, and then most of those problems will definitely go away. Alright, the next thing about resetting our transformations, it makes it really easy then to get something back to how we had it before. In other words, if I press S and scale this down, and then let's press R and Z and rotate it round this way, because before this, I actually reset my rotations. What I can now do is press lns and put it back to the scale that it was before I did anything and then ln R and actually reset that rotation as well. So really, really handy, once you've actually reset your transformations in what you can actually. Moving on, we're actually going to be looking now at duplication. So if I come round here, I'm able to actually duplicate this. If I press Shift D and then press the Enterbne, it's now a duplication, and I can move this over to the right hand side. So now we have actually two objects. Now, what if you want these two objects actually combined, and you didn't mean to actually duplicate it in object mode, for instance? Well, that's easy. We can just shift, select the other one and press Control J, and now they're both actually join together, as you can see. So if I press tab now, we're able to come in and actually work on them both at the same time. What happens if we want to actually split them up, so we don't want the objects to actually be together. That's also easy. Just make sure that you select one of them first, and then all you're going to do is press L, just to select everything. So all of these faces, then you're going to press P. Come down to where it says selection, and now if I press Tab, they're both actually split off. Now, of course, using the same command, if I press tab, I can actually come in, grab a face, for instance, press Shift D. I can actually also duplicate things with inside Edit mode as well. So we might want to duplicate all three of these. Shift D, I can actually come in then and actually duplicate them like. It also means, though, is that these, when you duplicate them in edit mode will be part of the same object, of course, because in edit mode, they're not actually classed as an object. They're clustered as the same actual part. Now, for the next part, I'm going to bring in a brand new cube, and I'm just going to show you some of the basic modeling techniques within blender and go through a few of the options. So here we have a brand new cube, and the first one I'm going to show you is, if we come into Edit mode, we'll always be working in edit mode to show you these things, make sure you're in edit mode. I'm going to grab the top face. And what I'm going to do is press E, and that then is going to extrude this out. Now, sometimes you will need to extrude something out, and it will need to be along A axis, for instance. So all I'm going to do is go to Edge Lect, grab this edge, and then what I'm going to do is press E, and you can see, because it's not tied to an axis, it's floating around everywhere. However, if I press the Xpon, you can see now it extrudes out, following along that actual axis, which then makes it really, really easy to manipulate it where I actually need it to go. Next one we're going to look at is something called beveling, and then all I need to do is come in and I'm going to grab my edge. So I'm going to press two on the keyboard, grab an edge like so, and then I'm just going to press Control B like so. And you'll notice now it's actually bevelled off that side. You'll also notice down on the left hand side here, we have something called an operator panel. It will be closed. Just open it up, and from here then with the actual bevel, we're able then to turn the bevels down, for instance, turn them up, move how the shape of the actual bevel is going to be and all that other good stuff. Pretty much anything you do in blender is going to give you an operator panel like this. We're not going to go too much into this, but basically, the moment that you press Tab button to come out of Edit mode, this is going to disappear, and then you're locked in with the actual shape that you've chose or the insert or the extrusion. So just bear that in mind. So the moment I press tab, that actually disappears. What about if we want to bevel off vertices and not edges? So, for instance, if I come to a vertice like this and vertice like this, press Control B, you'll see that it bevels off like this. But if I come to one that are the opposites of each other, press Control B, you'll see nothing actually happens. However, if I press control shift and B, then we're actually able to bevel off the actual verts like so. So that's another handy tip for actually bevel. Now the next modeling technique we want to discuss is actually edge loops. So how do we get more geometry onto this? So, for instance, I want to bring some edges on here. I can press Control, and that then will bring me one edge in here. If I left click then, you can see that I can put this either this side or this side. But let's say I want it right in the center. I'm just going to right click on the mouse, and that then is going to put it right in the center. Now, the other thing I can do with the operator panel again is then come in and turn all of these up to give me more actual edge loops, and I can even move them to the on the right. Now, I can also, if I press Control Ed, come in, press control law. I can actually scroll up on the mouse wheel to give me as many edge loops as I actually want. Or if I want a little bit more finsse, I can actually type it out on the actual number pad, so I can type out 120, for instance, and have 120 edge loops. To cancel it at any time, just press the escape board, and then that will cancel it out. Now the next modeling technique I want to show you requires two actual blocks or two cubes like this. And all I'm going to do is I'm going to come in, and I'm going to select opposing faces like so. And then I want to actually join these together, for instance. So all I'm going to do, I've selected them both. I'm going to right click and come down to where it says bridge faces. And now you can see I can actually join those together. Now, if I press Controls dead and just go back a minute, you can also do this by coming in and let's say and grabbing this edge and this edge. And what I'm going to do instead is, I'm going to press the F bone like so and come down to the bottom, as well, and then grab both of these and press the FBne like so. Sometimes bridge will not work because bridge has to work with two edges and nothing in between. In other words, nothing selected there. If I come into this one now and try right click and come down to it says Bridge edge loops, you will see select at least two edge loops. So we can't actually join over from there, and that is when it's a good idea to use the FBN instead. Now the final modeling technique that I actually want to show you is something called insert. So what I'm going to do is I'm going to grab this face here. I'm going to press the ebonne and then you can see you can actually insert this face in, and from there, you can actually extrude it out if you want to. You can also then press Control B and bevel it off if you want to. And you can see now it's really easy to use all of those techniques that I've actually showed. Now, lastly, the last thing I want to show you is the insert again, but this time we're going to grab this base and this base, and if I press I, it's true you can actually insert them both at the same time. Now, the best thing though about insert is, if I press the I and then press I again, we can actually insert them separately from each other like so. Now, I see a lot of renders on Facebook and other social media that kind of look really, really blocky. For instance, if I press Tab now and go into object mode, you will see this actually looks pretty blocky. But there's a really easy fix for this, so it doesn't actually have to look like that. All you need to do is once you've actually finished, right click, come up and where it says, shade auto, smooth, and that then will shade it off based on the actual angle. So really, really easy to either shade flat, shade completely smooth like so, or shade auto smooth like so. If you actually are struggling and you actually want it to shady a little bit smoother than what it is, you can come over to the right side where this little triangle is, go down and open up the normal, and from there, you can actually increase this and shade it even more smooth based on a higher angle. The default is always set to 30, just make sure you set it to 30 in case you actually overdo. The last thing I want to show you in this introduction is the actual cursor, because I think it's very, very important to actually modeling. So what I'm going to do at the mono is I'm going to make another cube with Shift D, and then I want this cube on top of this cube, for instance. Now, if I move my cursor over here, so shift right click. And then what I can do is I can press Shift desk, and I'm going to go selection to cursor, keep offset. And that then is going to move the exact center of this cube, all the orientation to my actual cursor. Now, how would I get this then on top of this cube? I would literally grab this cube. I would first of all, right click and set the origin to geometry just to make sure that origin is right in the center like. So I would then press Shift Desk cursor to selected, and that then is going to put my cursor right in the center. And then I would grab this cube, and from there, I'm able to go Shift Des, selection to cursor, keep offset. And now that cube is right next to this actual cube here. From here then, I can actually bring this up, and let's actually just have a quick play around of everything that we've learned. So you can see now if I pull this going to join them both together then with Control J. And then the first thing I'm going to do is come in, grab this face and this face, and we're going to right click then, and we're going to come down to bridge faces. And then going to bring in some edge loops. So let's bring in two or three edge loops. Left click, right, click. And then what I'm going to do is I'm going to press Alt Shift and click just to select all of this edge going around here and press the S but and pull it out like so. There, then what I'm going to do is I'm going to bevel off both of these tops. I'm going to grab this top, shifts like this top. I'm going to press Control B and actually bevel them off like so. From there, then I'm going to bring in an insert, so I'm going to grab the front off here. I'm going to insert this with the eye button like so. And then from there, I'm actually going to extrude out. So I'm going to extrude this out like so. Now, let's say I want a bigger piece on the next bit, I'm going to press Shift D. Pull it out. So this is a duplicate of this face. I want to press the S but to make it a little bit bigger, and then I'm going to press E and pull that out along the axis. Finally, then what I'm going to do is grab this one and this one and going to right click then and bridge faces like so. And you can see just how easy this really is now to actually start building out some really, really complex models with everything that you've just learned. Alright, everyone, so I hope you enjoyed that, and I'll see on the next one Cheers. 6. Procedural Tentacle Geometry: Welcome back to Blended Geometry Nodes, Alien Worlds, tentacles Train and lighting mask class where I teach you how to lose brain cells and sanity by staring at something that looks like this for way too long. In the last episode or whatever we did lesson. Sorry, S TV, if probably could be Enough pain and suffering in this one. Any kind of tragedy. Last episode last lesson, we made this delightful terrain. Yes, that's what we did. We did it. And it was minimal minimal amount of sanity loss, thankfully, quite simple, but quite interesting. Now, we're going to do exactly what I never do, and we're going to name it. We're going to name this the hex terrain. That way, if we come out here and we can also name this hex terrain. Ing. Now we actually know what we're looking at. Hm. Pretty good. Sweet. Now, we're moving on to that aforementioned pain and suffering of procedural animated tentacles. And yes, you are actually going to need luck to do this one because this one is even worse. Okay. Now, I know I said we weren't actually gonna do any modeling. But we are going to do a little bit. So we're going to add in ourselves UV UV square. This is in fact a square people. If you didn't know, this is a square. This is in factor square in case you didn't know. Anyway, sorry, my bad UV sphere, UV sphere. You don't need any extra subdivisions. What we're going to do right now is going to go press tab and go into Edit mode. Oh, I've got something on here. And we're going to right click and go subdivide. And we're going to open up this little panel on the bottom left, increase the subdivisions to three and increase the smoothness to one until it becomes smooth instead of being horrible and blocky like that. Great. Amazing. Now, we're going to switch to vertice mode by pressing one. Yeah, going to Whoa, something went wrong here. I'm going to completely ignore that like every artist ever. And I'm going to come down here. I'm going to grab that bottom central vertice. To come up to the top year and turn on this proportional editing. Or you can press if you like that. And I'm going to press G now and Z and move Mica up making this kind of bell shape. It's a bit flat. Looks a bit like a mushroom or a pancake. Weird looking pancake, I tell you, and then I'm going to press G again and Z, and I'm going to scroll inwards upwards, so that the sphere of effect gets a little small. Basically, what the proportional editing does is that it does whatever you're doing to this singular vertice. So if I move this one up and down, you know, I'm not moving the rest. But if I turn on the proportional editing by pressing O or clicking on that, everything within a certain range is going to be moved up and down. Pretty cool. Good for pretty much everything. And I'm going to grab this and drag it down a little so that it's not so, you know, it's not completely flat on the bottom, because that would be dokey. Okay. Well, by the way, if you want to go into Flat View, press number one on the number pad if you have a number pad, and if you don't, that's just some skill issue, and you need to get yourself a better keyboard. Yeah, anyway, now we have this lovely bell shape. We're gonna right click and go Shade Smooth. You're done. Congratulations. Wait, but we're not actually done yet, because I thought about this one beforehand for the first time in my life, actually thought about it, and we're gonna do it again with another sphere. But this time, instead of subdividing, we're just going to grab the bottom and we're going to drag it down a little bit, so it makes this weird *** edge shape. So just so you know, you can increase the size of the circle by scrolling. Kind of neat. Sweet. Eggshape, grab the top and switch this mode here, which is a little dropdowns, changes how it, like, registers which points to move the most. And we're going to move this one upwards to make this lovely teardrop shape. And cheese meat and scale down. Now we are finally done with the modeling. I know that was such hard work. Never gonna recover, I tell you, mental trauma for the rest of your life. Alright, let's switch back to my geometry nodes, where I'm going to immediately do something I probably should have done before and double click on this sphere and name it to creature. And double click on this sphere thing and the teardrop thing and call it a tentacle tip. Oops. I'm a master of spelling. Alright. Now, let's come back and have a look at this. A, let's just ignore the tube now. And if you want, you can just name it terrain. And then completely ignore it for the rest of the lesson. Pretty nice. Right. Now onto this part we actually care about geometry notes. So we're going to click the plus, add ourselves new geometry nodes. Then promptly move this one. We're actually going to use the input this time, unlike every other time ever, and we're going to move it all the way over here because we are, in fact, going to be doing a whole beefy bit of noting. Alrighty. Now, this is going to be a rather long and complicated tree, so bear with me, but don't worry, you'll only lose 90% of your sanity. You'll still have 10% left. Alright. First out of business, distribute points on faces. I'm going to drag this in here, and we're going to hold Alt right click case you missed it, that's the node wrangler from last time. We're going to laser select this into here. We're then promptly going to control right, click, drag and cut that, and alt right click and drag and laser that back in. So, basically what this note does is it takes all the faces here and sticks a whole bunch of points on them. You can have more points or less points. You can have different points using the seed. You can have fancy possion disc poison disc. Yes. I love three D. They always name things the most pronounceable things you could ever imagine. Great. Lovely. Right. I've already got some preset numbers that I can plug into this one because I know it's going to work, and it's going to save me all that headache that I'm going to be gaining later. We're going to set the distance min. What the distance min bas is basically, it tells you how close these can be together. So if they say these things can't be closer than 0 meters, so right now they're not. But if I increase this, you'll see everything actually evenly gets spread out. So Pssian disc is actually cool. Nice. Great for trees. It gets you wondering. 0.53. For now at least. And we're going to have the density max, which is the maximum amount of things we can have on it to 16 and the density factor to one. Right, start off. We're going to do a lovely little setup that I like to do when we're doing organic things. Basically, it is a way to randomize a number based on the location of something. So every time we move this, it's going to get a different number and plug it into the seed, so we'll have a different set of tentacles. Every time we have different this thing is in a different spot. That could be a problem if you're animating it. But I don't care about that, so we're not going to do that. Anyway, we're going to add ourselves a self object node, which is down here, if you're wondering, self object. And we're going to add object info, and we're gonna plug the self object into the object. And we're going to add ourselves a lovely little multiplier math. Plug that into the location. Set this to 1,000. Yes, that's 1,000. Now we're going to add one more, which is the integer math, which is just add, and we don't really care about that yet. Plug it into the C. So now if you move this, the placement of the points changes. Pretty cool. I like it. So we're going to call this into a thing. We're going to press Control J and then click on the frame. This is called a frame, by the way, press F two, which is to name things. And we are going to call this let's go location C. 'cause that's what it does. Yeah, I'm calling my thing something sane people, not whatever this is. Alright. Now, unfortunately, if you have a look at the original, jellyfish do not, in fact, have tentacles on the top or whatever this tentacle thing we are making is. So, we are going to do some funny stuff using the position node. Now, I know what you're thinking. We could just use like, Oh, my goodness. Uh let's completely ignore that for now. As you know, position node. Basically the texture coordinates from hada Node. And yes, we could separate the XYZ, but that's boring. And we could do it this way, which is 50% harder, but it actually does more stuff, which is pretty cool. So what we're going to do is we are going to have the position. We're going to grab ourselves a vector math, which is going to be an ad and a vector rotate, which is going to be a vector rotate because that does not, in fact, have multiple modes. Pretty good. And the last piece of resistance that we're going to do the super dumb brain way, we're going to add ourselves gradient texture. Yep, it's a gradient text. That's literally how I'm going to do it. Yeah, I know you're going to roast me and tell me I'm really bad, but it's going to work, and it's going to be better. So ha. On that note, let us angle this because, in fact, this is not going up and down, which is kind of stupid because we want to go up and down. So with this lovely vector rotate, we're going to set the Y to one on the axis. That way, we're actually rotating around the Y axis. And we're going to set this tube -90. That way, we got this little my bad, little white bit on the bottom, which is going to be the selection. We're gonna plug this color into the selection. So now if we have a look at these points, they're all on the bottom. And if we move this up and down, we can control how far up our points are. I'm actually going to increase this density max and decrease the distance mean just so you can see it really nice. E. Pretty cool. Now, to save some headache later because I love doing that. We're going to add a combined XYZ so that we can access each of these individually. And we're going to add a math divide. Now, you remember that lovely precision value from before? We're going to do that again. So we're going to set this to ten. And then we're just gonna drag this until it looks something like that. It's just on the bottom. Now, we're going to organize these because I'm a boy. I like organizing things because that's what boys always do. They love organizing. I know what you're talking about. Come on. Anyway, we're going to Woops my bad PtJFrame it, and we're gonna call this our bottom Oops mask. Pretty good. Alrighty. That's enough for now. I know. Go find yourself a pillow. We're gonna scream into it for about 30 minutes, and then you can come back. I promise it. We'll make you feel better. Um, yeah. Until the next episode. See ya. But 7. Animating Tentacles with Curves: Welcome back to blend geometry nodes. Tenles train a lighting master class. In the last bit, we stuck our points on. We randomize them based on the location, and we basically made it so that they can only be on the bottom because we don't want tentacles on the top. Alrighty. On that note, let's increase this backup again so that we don't have 1 million tentacles, unless you particularly want that, though I tell you, it doesn't quite look as good as you think it's going to be. Are we going to get into the meat of this geometry nodes, Instance on points. And we're going to grab ourselves a lovely curve primitive called a quadratic Bezier. Mm, lovely naming. I can't believe it. And we're going to stick that into the instance. Now, of course, this is wrong because it's wrong. So we're going to set the segments to Oops ten, 20, sorry. My bad 20. Ooh expert at typing today. We're going to set the start to zero, the middle to zero, and the end to zero, so they're all zero. Then we are going to make the and Z value ten. They're all going to go straight up. Mm. Pretty cool. I think you can see where this is going. We're getting our lovely lovely tentacles. So they're a bit straight, they're not curvy, not fun looking tentacles. But we're going to deal with that later. Later, my favorite word. If you were here last time, you'd know that. Alright, we're going to realize this because nothing interesting is going to happen unless we do that, and we're going to go up and resample curve so that they can actually do something fun. Now, instead of going to count, we're going to go to length. So basically the difference between count and length is if I grab a preview. Don't ignore this, completely ignore this. This just allows you to see it. So if you have a look, these are all the points on our curve points, yeah, points on our curve. And if we increase the count here, they get more. However, if we set this to length, and we like, sorry, my bad. But if you increase this, you know, it's only ever going to have ten, no matter how long it goes. But if you set this to length, we can have it so that they have a point every 0.59 meters. So if you increase this, it's still going to be every 0.59 meters. Pretty cool. Ignore that. That's just for visualization purposes. Alright, now, we're going to set this 0.02. So that's going to be a lot of points. Right. Now, the last piece of our meat is the set position node. As you know, this is very useful. It's used in, like, 90% of geometry nodes. I'm pretty sure. It's a very educated opinion. And now we do the fun stuff. So basically, what we're going to do is we are going to make a gradient going from start of the tentacle to the end of the tentacle, and we're basically going to make it displace it and make it go sideways. Based on how far it is from the top because this is the wrong way up right now. In fact, we should do that 180 degrees on the Y axis. So now they're going down. So it's going to be really scaled up down here, but all the way up here, there's not going to be much that way they, you know, don't stray away from the head of the jellyfish. Alrighty. Now, that's all good saying that. Let's actually do it. And if you use geometry nodes before, there's this delightful node called the spine parameter. If you want to preview it using these two, you'll see, Oh, my God, it's actually just there. We don't have to do some painful math. It's just a singular node. Oh, I would I tell you this node is like the savior of most curve based geometry nodes. Anyway, as you can tell, we're going to have this make it scale up at the bottom and not at the top. But to do that properly, we need ourselves a math rage, man Map range. I cannot speak today. Alright. Instead of linear, we're gonna set this to smooth the steps. This is basically the Bast bline version of, you know, map range. And we're going to set this to five because, yes, right, stop previewing that now. Now, we've got this delightful scouting, and we should probably add ourselves a vector math and set this to scale so that it actually scales our vector. L in the offset, by the way. I'm going to stick that down here. Now, what we're going to do is we are going to stick a noise texture in here, noise texture that's going to have some delightful vector math for the position so that the noise goes down the lines instead of just moving around randomly because that looks cool. And we like cool things. Those are, in fact, good. So, let's add ourselves that noise texture. And let's set this to 40. I'll explain this later. But for now, we want to set the details of zero and the roughness to zero, even though it's completely irrelevant and the distortion to one. Great. Now we want another map range. We want to reset it by pressing backspace. And we are going to set this from float to vector, a whole lot more things. There's more beefy node. And we're going to plug the color into the vector. Now, it is important. I'll probably put up something on screen now. If you put the factor into the vector, this is what you're going to get. It's kind of dokey because it only goes in two directions. Whereas if you use the color, which is like three D, it does all the cool stuff. So make sure if you've got this problem, don't do that one. Don't do the factor. And we're going to stick that vector in the scale. And now you can see this sort of working. You know, it's doing stuff that looks like something you'd find in your shower drain. Unfortunately, it's going sideways, which we don't like. So we're going to set all of the two men Oops my bad by clicking and dragging to minus one. And all of these 21 and this 12 minus one. Pretty good. I still looks like shower drain here, and I'm sorry, but you're going to have to look at that for now. What we're going to do now is we are going to go up here and reduce the density because that's way too much to look at. As you can tell, these are getting a little hectic down here. So we are going to promptly do nothing about it as every true artist should leave their problems B. We are going to add ourselves in this normal into the vector. Because if you think about it, this normal for the ops my bad, is all of the normals are the points and which direction the faces. So these faces all have normals. If you don't know what a normal is, basically, it's a whole bunch of lines sticking out from the let me how do I turn it on again? Somewhere here. Basically, all of the normals is basically a whole bunch of lines pointing out from the faces, basically dictating which way the face is facing. Lovely thing of this note here is it actually stores that. So when you have these points, if you have, say, connect that normal rotation in this case, into that, they'll all point out from the direction that the faces were facing, which is kind of fun. Now, we're going to use the normal in this case because when using a vector. This could work, and it will, but we can't just have that. See, we need to mix it with the position. Now, the position, if you don't know in geometry nodes is basically the texta coordinates. I think I said that before. It's the texta coordinates of geometry nodes. And so we are just going to go vector math and add these together. Now, in theory, this would work, but the scales too high. This should be about 0.75. Right now, it's we're previewing it, by the way, so you should you shouldn't There we go. See? Look, it's working now, so it's getting scaled up, and it's nice and small. But the problem is, it's not animated. If you press space bar, it doesn't play, and no messing with the W value does not look good. See, this is what we're doing right now. Instead of doing this kind of strange random movement, we're going to have them move slowly undulating down along the direction of the curve. And we're going to do that by adding a Well, that's this vector math here. That's what it does. It dictates that the noise should travel along the curve. But of course, there's no movement. So we're going to grab ourselves a scene time node, which basically all of these values, they increase over time. So every second this one goes up, every frame this one goes up, pretty good. And we're going to grab ourselves another multiply because we're going to change the speed. And we're going to plug seconds into the value and the multiply. Now, the problem is, we want to multiply these by that. Now, we could add another multiply behind it, but there's a multiply add so that you can save your sanity. Yeah. D know what I'm supposed to say to that. It's there. It's good. So do it. And by the way, because this is going forward, we don't want to go forward because Ford will actually be going upwards if you have a look out. So you can see how the noise is moving. It's moving along the curve. Pretty cool. But that's bad because it's going the wrong way. So, you know, -0.3. Maybe a little much less than -0.6. A, that's it for now. Uh Yep. Bye. 8. Trim Curves and Randomize Lengths: Welcome back to blend geometry notes, tentacles, terrane, lightning master class. In our last lesson, we made tentacles. I know. That's nearly one third of the whole course. And if you didn't, you're gonna have problems. Anyway, in our last lesson, we pretty much just made tentacles. We made them move. We instance them. We turn them upside down. You know, you name it. We did it. Right? Now, you can screw around with these values. We'll dictate how spread out that thing is. Pretty cool. I think I'm just going to set mine to minus one for now because I know that's going to look cool later. We're actually going to chop it off probably about here. Yeah. So what's happening is we're getting like this we're putting all the lines on. We're gonna making them curvy. By the way, if you don't do this, um, yeah. Just so you know. So we're getting this lovely noise texture, using the normal to go down down the curve with this funny math and position. Then we're scaling it so that it doesn't go, you know, sideways like before. And then this here, this scales it based on how far it is from the top. So we're going to go with that lovely frame again because I've been told I need to organize this. Control J. F two. And we're going to call this length. Oh wait, Length. Yeah, we're going to call it bad spelling. Length, leg length Lang L. Length. I'm master of spelling, I tell you. Length scale because this scales up based on the length. We're going to call this here, and we're going to call this Uh, Yeh funny noise, because that's basically what it is. Literally, yeah funny noise. Don't question my naming conventions. Anyway, that's it for now. And now we have this funny, funny, cool stuff. Don't worry if it's doing funny things down here. We don't care about that. Yeah. Alright. Welcome back to Blended Geometry nodes. I forgot the name because it's way too long. My bad. Anyway, last time, we made all of our lines. We made them real. We sampled them, and we set the position. We're using Y funny noise and length scale, which I probably should named something goofy because I like it. Anyway, that's relevant because we've done all of the left hand side now, and we can move on to the right hand side. Now, I know what you're saying. This is looking kind of stupid down here. That's great. Now we're going to do what every great person ever does just remove what we don't like. There's a lovely note in here called trim curve. And basically what this does is it tells you how much of the curve you want. I think you can see where this is going. So we are, in fact, going to trim the curve. But instead of having them all the same length because that would be kind of boring and I don't like boring. That's boring. Boring is boring, did you know? We're going to set as a random value. By the way, we're going to set this to length, too, just so you know. Alright, now we're going to set this to 4.5. Oh, that's three. My bad. 4.5 and 15. And now we have these nice random length tentacles. Hmm. Look at tentically. I'm kind of pissed at this noise scale. It's kind of looking strange. Interesting. Alright. Anyway, back to the fun stuff. We are going to randomize the tangle length here so that they look interesting. And then we're going to yet again, resample the curve using shifty. I'm going drag that over here. But this one's going to be actually count because yes, and this is going to be 100. This will basically save your PC like calculating stuff later because if I whip out that preview points thing again, show you, that's a lot of points. Was if I stick it over here, you can see it's not so many points, which is good, you know. By the way, if you're wondering about this node, it's basically just an instance on points with a single vertice, if you really, really want to do it. I just have it just for visualization purposes. Alright, now we're going to do something to save ourselves time later because you know I love that. We're going to move this using the transform geometry, we're going to move this up 0.4. Whoops my bad four on the z axis. Okay, great. We're going to hide this now because we're never going to use it again. Sweet. Now, if you don't know what a reroute is, reroute is basically a little basically a node that does nothing that allows you to modify where these noodles go. So you can get it by shift right click and dragging. And yeah, I don't know what you want me to say. It's a reroute. It goes from here to there. So we only want one right now. It's great for spitting too, 'cause we can split it off. That's good. It's good. Trust, it is good. Right, that's it for now. You can go. You can pack down. You can go. You can go sleep, you know, rest, go walk outside, touch the grass, 'cause this is it for now. See you later. 9. Curve Radius and Tip Instancing: Welcome back. Learn Geometry notes, tentacles, Train and lighting master class where I teach you to make tentacles, terrain and lighting in a masterful fashion, I hope. Anyway, in our last lesson, we improve the tentacles by making them better and cut them and randomize them and stuck them on points that are better. Oh, what we're going to do first is we're going to do the unfun bit first. We're going to grab an instance on points. Gonna hold right click and drag down here. See it splits. Mm. Amazing. And we are going to get a Instance on points. Oh, sorry. Object info. My bad. And we're going to, actually, cool thing. You could actually go and click on this eyedropper and click on the tentacle tip here to get this is here. But also, you can just click in the outliner and just drag it straight in. Fun. Also just a note that also selects it in the viewpoint. And we're gonna stick that into the instance. Yippie. Now we have that thing we preview here? Oh, my goodness. Um, y, so these are way too big. 0.05. Please, 0.05. Now you can see the point. See, this is the points, yeah. So this is how you do the preview points. Now, unfortunately, we only want the ends because we want these to be like little lights on the ends, like, you know, deep sea things and have because it's not real, we can creative license, stop telling me I shouldn't do it. Ah. Anyway, I'm going to want to only put it on the ends of the tentacles. And like the spline parameter, there's this delightful little node called endpoint selection that literally selects just the endpoint. Also, so you know, it does actually select the start as well, so you should just set the start size to zero. And now they're on the on the end. Happy. Problem solved. I love that. Endpoint selection and curve spline parameter are so useful. Now, unfortunately, if you look, Oh, my goodness, we might want to decrease the length of that. That's a little long. It's going all over the place. Anyway, the important thing to note here is they're only facing upwards, and that's kind of dokey. So we want them to face, like, the direction the end of the tentacles go because that would be cool. Oh, that's why I said this to way too high. 0.03. Oh, my bad -0.3. There we go. I'm legally dumb. Anyway, if we come back over here, you can see, they're not actually facing that direction. Now, only if we had one of those normal things that worked on curbs. Well, we have one of the normal things that works on curbs, basically the normal normal thing, but for curbs. I love this. Anyway, let's grab ourselves a vector math so that we don't do this the wrong way because I promise you I will do it the wrong way. And we're going to grab an align rotation to vector. If you're using before whatever version does an added rotation stuff, this is called align ulta vector. But of course, we're not cave men, so we don't do that. We make sure you plug this into the vector, not the rotation. Otherwise, bad things are going to happen. Alright, we're going to set this two minus one that way, 'cause if you don't face the wrong way. They just face the wrong way. So just minus one and set this to multiply. And now they're facing the way. Yippee. Oops, that's a little far. Yeah, of course, LF two. Control J. Grab this F two. We're gonna call this ten call tips Oops. Mashing. Alrighty. And oh, okay. Oh, I accidentally bunt one of those. No. Now, for the fun bit that actually makes our tentacles do something cause right now, they're kind of just lines. If you rendered this, nothing would happen. We're going to do curve radius. So we're going to grab a set curve radius. This basically sets the curve radius. Right now, it doesn't do anything, but you'll see. You'll see. Trust Trust me. We're gonna go curve to mesh. And grab a primitive curve circle. Now, just so you know, this doesn't work with a mesh circle. It has to be a curve circle. As you can see, this curve radius set curve radius chooses how big these radius of the tubes are going to be. And yes, you could just use this one here, but this one actually works on the curve. So if you do that spine parameter, which we're going to grab and you stick the factor into the radius here, it's going the wrong way, but we're going to fix that. You see it works, but if you do it into the radius on this one, it doesn't just doesn't an invalid link. So let's do that. And there's a few things we need to set up for the curve radius. First off, we need to move this up and out of the way so that it does it doesn't bother us. It's over here. And I'm going to set this somewhere over here. Right. Now we need three notes. We need the display parameter, which we've got. We need a math multiply because we can't do anything without it, can't even leave home without it. We're going to grab a float curve. Now, I know, float curve looks a little intimidating, but it's not. Basically, it's like a color ramp, but it's just, basically, it's just a color ramp, but a different way of looking at it. If we flip these, this is basically just like reversing the stops on the color ramp. So I'm just going to add this multiply. This multiplier is just going to choose it's going to make how overall thick it is. We're just going to leave that there. But it's fun thing we can do with the curve is we can curve it. Yes, we can curve the curve. And now these things have like, you know, they're thick at the top, then they slide slowly taper and then they get really thin because that's how the curve goes. Although, I would suggest moving this up off the bottom so that the ends aren't, you know, perfectly zero. See, I'm going to add in a little bit of flair at the bottom to accentuate those tips we have below. Drake, that's too much. Just a little matched tip. There we go. And I'm going to increase the scale of these by doing that. Now, if you want really thin tentacles, you can drag this all the way over here. If you want thicker tentacles, you drag it up here. I'm going to put it somewhere a little bit in the middle where it's like, chunky, but it does, like, fall off and get thin at the end. That's how I did it originally, and people want that. So we're gonna grab this. We're gonna go Control J. F two, and we're going to call this curve radius. Great. That's it for now. Yeah. Until the next episode. So yeah. 10. Tentacle Terrain and Displace Effects: Welcome back to blended geometrre notes. Tentacles train and lighting master class. I teach you to make tentacles, train, and lighting. I hope it's masterfully. I think I've used that one before. Oh, well, anyway, we made tentacles last time, and we made them thick because otherwise, you wouldn't see them, which is unfortunate because I want to see my tentacles. Anyway, if you have a look, I know. They're kind of doing stuff. But that's good because we want that. Now our last lesson, we did tips the tentacle tips, which we can now control shift right click and drag and join with the curve to mesh as this lively join geometry. Now if we have a look, Yahoo. Look at that. You have tentacles, and they have little glowing gonna be glowing tips on them. Pretty good. And everything's organized. But that you can not lose your sanity later and can only lose half of it. Use remember, geometry nodes is your free way to insanity. Trust me, I know. Help me. Anyway, we're going to add some things now. They're going to be completely irrelevant at this point in time, but we're going to come back to them later. We're going to add an object info. We're going to add a collection info and a transform geometry, and we're going to duplicate it. We're going to plug the geometry from both of these into the geometry. We're going to set the as instance on on the object info, and we're going to set separate and reset children on on the collection info. We're now going to drag both of these with the right click. You can't see, my lovely little screen cast keys down here. If you ever get lost, probably should have said that before now, but, you know. And we're going to do interesting cot key that I learned recently, Control Alt and right click and we're going to drag and we're going to turn these off, basically. And we're going to leave them. Yeah, that's it. And I think we're actually done here. All we have to do is grab this group input, right click, drag it all the way over to this input. Oh, look at that. Oh no. Old mates gone a little too high. Right. Now, the problem here is that we kind of have our thing too high. Remember here, there's this precision value. It's a little too high. Yeah, that ain't gonna work, brother. Alright, so I'm just going to bring that down, increase the density. That's better. Yeah, this guy, this guy, he's looking a little bit smoothained. He's looking a little bland. So we're going to go back to the layout admire our hentacle dude tentacling away. And we are going to turn off geometry notes. Now I'm going to pause this now. Is this animated. Okay. We're going to add ourselves a modifier. We're going to add a subdivision surface. If you don't know what the subdivision surface is, you've obviously never done three D before. Basically, it makes more. If you ever look here, if I turn on and off the subdivision surface, it subdivides. So basically, it just makes more geometry. And the nice thing is, is it does it smooth. Like remember back when we Ratclick subdivided, and we get the smooth value. Well, this does it with the smooth value. We're going to set the viewport to two so that they're both nice and smooth. And we're going to ignore that geometry there. We're going to add in a displaced modifier now what the display does is it takes a black and white map or image, and it moves the geometry up and down based on it. What you want to do now is you want to click on New, and you want to click on these little slider things all the way on the right here. Show texture in texture tap. It'll take us down to this texture thing down here. I'm going to switch this from image and movie to clouds. And as you can see, he's getting a little spiky now. And this is crazy site. So you can make cool terrain using this. I don't know if you know about height maps. There's some really, really detailed way of creating terrain. You do it like this. But because we don't want this wobbly thing, we want those lovely rounded sort of protrusions from the original. We're going to set this noise basis from original, two VoroneF one, and now it looks like a rock. Valid rock shape, okay? Just you know, valid rock shape. We're gonna set this to two because we want it nice and big. And down here under the collars property, we're going to turn on the color ramp. We're going to do this little drop down thing, we're going to flip it, and we're going to set this from linear to Bes blind. Eight. And now Mr. Bob has his patricians. That's actually a little bigger scale for me. I want a little bit smaller. He's a little he's a little chunky. Let me good. Let me turn it down. There we go. He's kind of lumpy looking. Looks a little weird. Just like me. And now, if we make sure that we move this up past there, you probably drag it up past the displace. You can now go turn on geogometry notes. And we have our tentacle boy. Now, I'm looking at this, and this is looking a little bit long. These tentacles are looking a little long for me. I don't know what happened here. Got some steroids. Back up a bit. There we go. He's cooking now. He's chelin. Lights. Now, last order of business, we're going to add in a set material. Choo this one, this one, and this one. Now we are actually done with all the geometry nodes, I think. Probably going to regret saying this later, but we're done with geometry nodes for now. But 11. Finalizing Tentacle Controls: Welcome back to blend of geometry notes, tedaclestrain, and lighting mask glass. I teach you how to do stuff. Really good. Alright. That's all I got. Anyway, you know, in our last lesson, we made our tentacles better, and we instanced on them to give them the little glowing tips. Vardy call? I know. You remember how I said we weren't doing any more geometry notes? Well, you guessed it. I lied, but it's only a little bit more. Now, what we're gonna do now is we're basically going to hook up all the important things into this input so that we don't ever have to look at this geometry nodes ever again. So, first of business, distance Min and density max. Now, if you don't know, you can press N, open up this side panel here. This side panel is where we have our group. Make sure you're on the group tab, your group input. And if you remember the train, we're going to basically do that for all of this. So this distance minimum, we're going to keep that as that. We're going to keep this as density. We are then going to go down here and we are going to go to the Y funny noise multiply value. And this is noise speed. Basically controls how fast these go. Pretty good. The only other things I can think of we would need are, yeah, the noise scale. Name every one of these funny noise, but it'd be a little long. And I'm going to grab this bottom two max value on the map range as well. And I'm going to leave that as to max. Alrighty. Now I'm going to duplicate this group input and press backspace to reset it. That doesn't work. Never mind. I'm going to put the minimum and maximum into the random bay. I'm going to grab them over here. Minlk I spelled it right the first time. Let's go. And we're going to call it tentacle, sorry. Minimum tentacle length. And you guessed it maximum tentacle length. Oops. There we go. This basically controls how far those go. Sweet. I'm going to grab this and we're going to plug this into the multiply. And this is going to be t tackle width. Whoops, width, with with with width. WIDTH because it's wide and not Y. Mm. If you're questioning what I'm saying, so am I. I'm pretty sure. You probably could plug the tip scale in, but I don't really want to. Now, if you go out, you've got all of these lovely parameters here, which we can tweak on the fly. It's something interesting to know is, if you duplicate this and move it over here, if you change one of these inside the geometry nose, you want to change the length using this, which don't the way, don't do this. They'll affect everything every single thing that has that jumpture nose. I actually looks kind of cool. I want to just drag that down to make it look like that. Mmm. Improvisation people. Um yeah. Oh, my goodness. Why didn't I not do this before? Yes, I'm a certified professional people. I'm certified, certified, bad. Anyway, if you do that, it affects everything. But if you do this thing where you plug it into the top and you say, want to change the tentacle length, maximum tentacle length, it will only affect that particular one. Pretty good. So you can actually tweak each individual one, which is funny. Kind of nice. Alright. Now, we probably also should grab this multiply because if you duplicate these now, you duplicate multip. If you actually watch us say play over, they're actually all using the exact same noise pattern, which is not good. I mean, you don't really see it because there's random tedacle placement. But if you ever looked, they've all got this bulge on the left hand side right here where that noise is pushing out sideways. Whereas if you grab this multiplier from our location C, which randomize based on the location. And you see it into that W that I was talking about before. Now each one has its own noise seed. Smart smart, smart thinking. Alrighty. We've done this? Now one. Now we completely dish geometry nodes, and we move on to the joys of texturing. 12. Texturing Rocks and Adding Glow: Welcome back to Blended Geometrnds tentacles train and lighting master class. In last episode, we randomize stuff. We made it cool. We made it work. We plugged everything in so that you don't have to go through your spaghetti, trying to pick out your olives and onions, okay? Don't worry. I saved you the time there. Anyway, we are now going to texture because that is important if you don't want everything in your scene to be plain white, I would recommend because it makes your renders just a little bit more interesting. Now, what we're gonna do is we are going to hold Zed and drag down to use the material preview. See, look at this white boy, kind of white. I don't know, if you so desire, you can leave it white. I don't like white because it looks dull. And I'm going to do something better because I like better things than just dull, plain diffuse white. Alrighty. So to start with the chatting. I want to make these look like a sort of like a rocky texture, like a rocky skin, you know? That sounds pretty good to me. So, of course, we're going to maintain with the principal BSDF because that's how you make it look cool, where just can increase the roughness all the way because that makes it like, less shiny and more rocky. Now, we are going to grab ourselves a noise texture. Control A. See, the node pie actually works here, too. Pretty cool. And we're going to set this two ridged multifractal. Fancy. I love how people cannot name things like something that you can say easily. It's always a mouthful. Also, object just because it's better. And we're gonna plug the energy here. Now we're going to move all of this all the way over here, and we're going to add ourselves a color ramp. Color ramp, and we're going to stick the factor this time into the color ramp and control shift click on the color ramp so that we see it. Now, remember how all of this is done in geometry nodes. Well, none of the materials actually apply unless we stick them in those apply material nodes that we add. But there's currently nothing in those. So we are, in fact, going to stick it in the material nodes. So we're going to call this rock skin real quick. Rock skin. That way we know which one we're talking about. I know IL back to the geometry nodes, and we're going to stick both of these as rock skin. Back to shading. There we go. Now we can see it. Also, would recommend saving because you will actually want to literally not ever do blender again if you crash during geometry nodes and shading, for that matter. Shading is usually a little less involved unless you're doing some crazy math. But yeah, now, there is some funny funny funny numbers for this one. Feel free to copy, change, modify, would suggest because, you know, then it's your own thing. Also, set this to four d so that, you know, we can engage our brain better. 0.88 on the scale, 12 on the detail, leave the roughness, leave acurin. Yes, I naming. Thank you three D world for giving me whatever that is. Acurinanic. I'm not even going to try anymore. I'm going to set the gain to 1,000 and leave it like that. So now we have this kind of weird *** fractal pattern, which is, you know, multifactal. Ah, I probably could increase the scale bit. There we go. Pretty cool. Now, this could look like a good rock texture if we change the colors. So we do, in fact, want to make this not perfectly black. We want to make this like gray, something like that. Make this like light gray instead of white. Like that. Pretty good. And just move the server slightly. Alright, we're going to plug this into the color? Now, unfortunately, if we look at this, as much as gray as it looks, what's it loads in? It doesn't look like a rock because, like, there's no detail. It's just, like, flat. So we can grab one of my favorite nodes and shading the bump node and plug our color into the height. Make sure you do the kite here you can't laser connect it. Or if you really want to be funny, like control shift right click, there's some chalk Oh Shift Alt, and you can choose the we can choose the factor into the height. But that's funny stuff. Just just ignore that for now. Just do it the old fashioned way. I'll stick this sent to the normal. And now, who, detail. Go. I like detail. Oh, by the way, you don't want the strength all the way. So it's like 0.5 or so. There we go. Now, it looks like a rock. Bro Brow stoned. Ever so slightly. Nice. Now, come down here onto the left hand side or yours will probably be over here. I've set up mine like this because I like looking at it like this. Now, come down to the material tab, which is the kind of circle with the checker thing that's weird and add in a new thing and click New. And we're going to call this tips because you guessed it, it's going on the tips. We're going to delete the principal BSF because we don't need it. And we're going to add an emission shader. Drag it in. I'm going to do mine's orange because yeah, why not? Drag it all the way out. Now, remember that last set material node Yep, I think you can see where this is going. Alright, now, yeah, it looks white and not orange, but that's because we have no bloom enabled. Now, blender was Dokey when they added EV next, and they removed bloom from EV. So now you have to do it through compositing. So we're going to switch over to the compositing tab up here, and you're basically just going to check's nodes and add in a glare and then switch it to foglow. Now you might have bloom, I'm going to say mine to bloom, actually. And my strength was strength to something. I can't remember. You should probably just set yours to fog low and just drop it on. I'll just work automatically. Yeah. That's all folks. Then if you come back to the shading, you scroll all the way over to where the render options are. Set this compositor, two always. Now you've got your bomb. Yippie. We have light. Alrighty. That's it for now. 13. Create a Volumetric Glow Effect: Welcome back. Blended Tomsu notes, tentacle strain and lighting master class where I teach you how to make cool stuff, hopefully. In our last lesson, we textured the tedacle boy. He now looks like he's made of stone and has little glowing tips on his tentacles. That's pretty good if you ask me. Now, if you ever look on the original render, there's this, like, sort of glow thing down here. Now, I originally did this by just when I duplicated all of these, I just placed a whole bunch of spheres on them. But that was super unintelligent and really dumb, which is basically the same thing, but I'm saying it twice because it was extra stupid. And I figured out a way better way to do it. So what we're going to do is going to go to layout, add ourselves just a normal sphere. UV sphere. Right click, Shade Smooth. And while we're here, we're going to add a light point, and we're going to move it over to the side. Now, we're going to do something really goofy. We're going to go while we have this light selection, selection, and we're going to set it, call it creature light. I have issues talking and typing at the same time. I'm sorry. I'm gonna call this sphere, B, bog, sphere. Great. Now, we're gonna grab this sphere. We're gonna go back to shading. And I know it's gonna look really terrible and evy, but I'm going to do it anyway. I'm going to grab Oh, my goodness. What did I do? That's okay. There's some noodles here. We are going to add a volume scatter note. This is basically a volume. If you don't know, it's a volume. It's volume. It's basically not It's like folk and smoke, basically. You know, I love to turn on cycles to show you, but take too long. What we're going to do is we're going to add in a gradient texture because we don't want it to be like you can see, it's got a hard outline. We make sure you do this control by the way, if you press Control T on one of these gradient textures, probably should have taught that earlier. Oh, well, make sure it's object and set it from linear to spherical. Now we're going to add ourselves color ramp and stick the color in. Yeah, we're going to get funny here. We are going to set this du best plan. We're going to drag this all the way over, and this ever so slightly over. We're going to plug this into the density. Now, if you see, it's no longer a lock but now no longer got that hard edge which we don't like. We're going to add in a math node, by the way, multiply. So just control how thick the fog is. Now, I encountered issues down the track, so I'm going to solve it now. We're going to add ourselves a volume absorption with the same thing into the density. And we're going to add an add shader, not a mix, add shader. I'm going to add them together. We're gonna make this orange and this ever so slightly orange. Sweet. Now we have this ugly looking orangy brown smudge and this light. Also, the settings for the light. It's 5.5 0.5 watts. So 500 milliwatts, and it's going to be super orange. Pretty good. Right. Now back to geometry nodes. I know. I told you we were finished with it. You actually believe me. And who's the fool here? Not me. Anyway, we're going to set this to creature light. Now, something really stupid. You can't actually instance or use lights in geometry nodes. At least not with the object info. If you put them in a collection, they work. They just work. It's like, what you can't use the object info and use you can select the light. It just doesn't do anything. Like if you grab this point line, a point light. It just doesn't do anything. It's like, What? Anyway, it's blended. It's quirky. It's funny. Anyway, we're going to grab the sphere, as you guessed. And control Alt and drag, right click, drag. So now we have this lovely sphere right here. Now, we're going to input the numbers into here. Now, you can modify these if you so desire, but I would suggest copying just to start with. Now, we're going to set this as -1.11 on the Z axis. We are going to -0.75 on the z axis again, but on the, that's the wrong. That's the wrong button. We are going to do all of these scale are going to be scale to four. Oops, I pressed four, didn't I? There we go. So now Oh, my goodness. That's a little big, actually. Never mind, ditch all the numbers, move it so it's on top of the thing. Should be Oh, my goodness, should be ever so slightly down. So you should probably just see the top of the bulb of the thingamajia imdble up there. And this light, it should be just below. You go press seven on the number pad here. This light should be just below. Just below the Let's use Y frame like intelligent people. Bloody see it. Let's turn off the tentacles real quick. That's the wrong one. Let's turn off the tentacles real quick. Now let's move this so it's just below the bell. And then we would control up. Right click, turn that back on. Righty. Now we're done for now. So now we have this setup. And if I switch to interview, nothing happens because Oh, yuppie. Anyway, let's try. This is troubleshooting, troubleshooting and real time people. We're going to increase the strength of this light. Well, there we go. Set this to 2000. Let's set the radius a little bigger. Set this 6,000. There we go. And there's a jelly machine, jelly jelly thingy, jelly jelly, whatever we call it. We'll probably move the light up a bit too. This one up. I like that. And we bring back to chatting. E. And there's a tentacle creature. Now, I'm gonna end here because my brain power is at an all time low, as you just witnessed. And next lesson, we're gonna get on to setting up our scene so that it looks good, which is a good thing. I hope. Alrighty. That's it for now. We're gonna get onto the fun stuff later, though. Don't worry. But 14. Duplicating & Building the Scene: Welcome back to blended Geoman shows, tentacles, terrain and lighting master glass. I teach you how to put some random things together to make them look good, because guess what? We're on a scene setup in case you didn't read. In our last episode, we finished texturing. We added our little effects using the cursed part of geometry nodes. And yeah, we're ready to start cooking. Alright, we're going to move these away because we don't want them in our scene. Now, if you remember from last time, I said, we're going to set up the scene. Setting up scene is nearly as painful as geometry nodes. Nearly. So we've got our little guy here. We're going to move him all the way over to the right. He's there. He's just gonna chill because we're not actually going to use him. We're just going to duplicate him every time. That way we have an original one to mess with, which has all of our settings saved. And I'm going to unhide our terrain real quick. Oh, my goodness. That's big. Okay, we're going to move all of these over here. I lied. All moving. Right. Now, if you look at the original rendu there's one on top. And can you guess how we get the one on top? I can't hear you because I'm pretty sure you didn't get it right. Because if you didn't say, we're gonna duplicate it and flip it upside down, you're wrong. And if you did, well, I don't really have as much to say that's alright. Alright, we're gonna rotate it by 90 degrees -90 degrees, apparently. Oh, that's not, in fact, the same. That's unfortunate. 180. Oh, my bad. Don't rotate. Okay. Anyway, here is out for rain. Now, I'm not, in fact, enjoying this being not very bulky. Remember, I think I remember last time I said I liked it being bulky, something you change down here. Increases interest. There we go. Taking tweaking time. There we go. I know, you're probably bored out of your brains by now. Go watch some YouTube or something interesting because this is definitely not I tell you. This is definitely not content. This is true insanity we're delving into right here. Now, remember that lovely value. Guess what? We're gonna set up 2.9. I told you it's gonna save us headache later because now every one of these has got a little gap in it. We're just going to do some funny things later with our lights. Now, this is small. This is way too small. I know you've probably never had that one before, but it is too small. Our environment is too small. We need to make it bigger. We're gonna do that by grabbing. Both of these holding Alt and increase Alt and Shift Alt will basically copy what we're doing to all of the available things. Both of these things have this noise scale parameter, so it's going to move them both at the same time. Pretty cool. And oh, that's how I did it. Okay, never mind. I'm supreme dumb today. We're going to duplicate this, and we're going to go Control M and then press E. Ah. And now everything's exactly on top of each other. Just like in the original. Huh. I tell myself I'm smart. It doesn't mean it's true. Anyway, we're gonna hold Alt and Shift to make it go slow, and we're going to decrease this no scale. You make that larger terrain I was mentioning before. I'm gonna hop back in geometry notes and you guessed it tweak it. Intense tweaking. Intense tweaking time. Right. I might increase this roughness. Yeah. Nah, that looks dokey. Alright. Remember the count? We're going to grab it and we're going to go count. Oops, my bad. I forgot like those. Count. We're going to more count, way more count in both directions. Now, warning, do not drag this a whole way because it will crash blender and possibly get a computer. Now you go. Now we can see our scene. Pretty good. Right, that's it for now. 15. Creating Procedural Ice Material: Welcome back to blend geometry notes, tentacles train and lightning master class where I teach you how to turn this into something better. I hope anyway, in our last episode, we started the train. We started placing things, you know, we started getting somewhere. Now, what we're going to do is we're going to add ourselves a mesh cube. You scale it up, press one on the number pad, or if you don't have a number pad, that's just your problem, and we are going to scale it up and yeah, so basically so it goes from the top to bottom. That way, it's, you know, interesting. It covers, and then we're going to go S shifts there. Now what shifts there is basically going to do. It's going to scale it everything but what you press. So if I go scale shift Y, it'll scale it on everything but the Y axis. If I go scale, shift Z, it won't scale it on the z axis, which is important. Now, we're going to go to the object properties, viewpot display and set it from texture to wa. That way we can just see through. Makes our life a little easier. All righty. Now, something I probably should have got covered first. We're gonna grab one of these terrain pieces, and we're gonna press slash. And yes, it's the same one that has the question mark on it. Not the backward slash, the forth. One right next to shift. Oh, righty. We're gonna switch this too. Render view. Now, if you go to the drop down here, you can turn off scene light and Scene World. That way, we can use the Rendevie in preview mode. Pretty good. Now, I built this super cool like ice texture thing, but someone didn't like it, so I modified it, and it's now way, way less less cool looking and more complicated. So what we're going to do is we're going to add a new material. We're going to call it ice, and we're going to change the color to like blue, and then we're going to go back into geometry nodes. And in this material right here that we put in way back when, we're going to set it to ice and then go back to hating. Hey, and now we have our thing. Hey, look at. It's blue. It's done. There's our ice. Do you have a problem with that? I don't know. Anyway, start off with our roughness is going to be 0.123. That way, it's nice and shiny. As you can see, it's going to be reflective. Oh. Now, I would suggest adding a camera here. I'm going to just shift A type camera zooming in somewhere here. Press Control Alt number pad zero. And then press G, Z, or just zoom backwards. That way you can you can look at it in a consistent direction. Is good. Alright. Now comes the fun bit. We want a noise texture, but we also want it inside the ice so that it's like no, it looks good. So what we're going to do is we are going to grab a Voronoi texter because we have that in here. And as you can see, you can probably guess once we press Control T and set this to object, I think you can see where the ice is coming from. It's going to be icy, lovely, lots of ice looking shapes. All right. Now, if you want the specific numbers for this, the numbers I use were 0.2, but it's nice and big, probably just move down a little. I don't think I used any detail in that, and it's pretty much just that. Now, just to note, use the color because the distance looks like this, and the position looks like that. Anyway, the color is the one we want. So what we're going to do for here is we are going to plug this into a color I set my colo ramp hot because I use it so much, but you can always just go Control A Clams up there. Color ramps under converts because it's a blue note. Now we're going to set this two blue colors. Blue, that one, and blue that one. I'm going to set my too. It's probably just a deep blue at the moment. And we're gonna stick this into the base color. Hey, look at that. We're like, 5% closer to being ice. Nice. Nice. Now comes the trouble. We're going to do some funny things later. And one of them is going to be we're going to us transmission to make this look like, you know? It's transparent now. And, trust me, this will actually look a whole lot better once we, you know, do stuff. But something this has reminded me, looking at this black stuff, if you go to the render settings, 'cause you're going to be using cycles. Don't do this Eve. You pain, pain. Trust trust me, it will be painful. You want to scroll down to your light path bouncers. You want to make sure your bouncers for transparent and transmission are set to 32 as well as the total. This will just make it so that you won't get any black clipping in transparency. It just causes bad. It is certified, not good now, what are we going to do? This is a little too perfect for me. I'm going to move these all the way over here. I'm going to add myself a noise texture. G to use this same thing because it's not going to actually change, the object coordinate. We're going to grab this noise texture. We're going to grab a color ramp, plug it into the color ramp. It's a little big, and we are going to clamp it in. So it's just little little bits. And these are going to be scratches on the ice. You increase the detail all the way and a bit of the roughness too. And add in one of my delightful bump nodes and make sure you plug this into the scout. Otherwise, it's not going to Oh, this is displacement, my bad color into the hight. No, look at this. So now we have these little I make sure you invert it too. That way, it goes inwards. Now we have these lovely little dents in the ice, but I want scratches. And remember that ridged multifractal from before that looks like a spaghetti. Yeah, you guessed it. We're going to set this to 1,000. Use this to clamp it in. Oops. Actually, we're going to have clamp this one in all the way on the right hand side. Is that where we get the black lines that do stuff. Now, if you look at this, see, you got little scratches on your eyes. There we go. I'm going to go to detail all the way scale, much bigger. That way, our ice isn't like, you know, perfectly flat, which would be kind of bad. Right, we're going to duplicate this bump and post it here and you can notice the normal can go in. You can stack bump nodes even better. We're going to plug this RNI texture into the bump. That way, it gives us lovely little lines. I think we're gonna probably stop here for now so that you can go and scream into a pillow for 5 minutes. Yeah. See you soon or later, depending on how long you can put up with me. 16. Gradient Control & Emissive Ice FX: Welcome back to blended geometry nodes, tentacles, drain and lightning master class. I teach you how to use Shader nodes to decrease your sanity by 80%. In our last episode, we did exactly that. We started our ice texture for our landscape. Hopefully, you've screamed into your pillow by now, and your sanity has hopefully returned somewhat. I pray. But yeah, moving on, we are going to do some funny things with gradients now. So due to some lights that we're going to do later, we can't have like the bottom, these flat bits being transparent. They need to be opaque. So we're going to grab ourselves a gradient texture gradient and a color ramp because what will we do without colourm? Now, we're going to move this texture coordinatet all the way up and duplicate this mapping node, and we're going to Ops mob. Object into the vector and stick it into the vector here. Stick that into there, and now we have a gradient texture, which is bugging out because why not? Well, my bad, this is supposed to be generated. Oh, there we go. Anyway, we are going to rotate this so that it goes up and down, just like the other texture we were talking about. We're going to rotate this 90 degrees on the yxs and then we're going to use this to clamp it in so make sure that only the black, yeah we go. There we go. So all those black bits are not going to be transparent. And we basically want all the flat flat parts of the train to be not transparent. Yeah, there we go. That kind of looks cool. I like the gray. The white and gray black kind of looks cool. Anyway, that's not important right now. What's important is that we plug this into the weight on the transmission panel. If you have a look now, you can see these bits are transparent and these bits aren't don't worry. You won't actually see that that much, especially once we turn down the value on that color. Pretty good. Is a little bit. There we go. Yeah, it looks like water almost pretty good. Now, something else we're going to do just to make our lives a little bit easier is we're going to plug this into the fino texture here so that we don't get this really weird light effect. So we're going to add ourselves a mixed color, and we are going to set this as multiply. Oh, that's where I can multiply. We're going to plug this down here. There we go. Theres the factor all the way. If we have look at this, see how it's like it's blacking out parts of it. And so it'll make, there we go. And now it's all dark down here so it doesn't look so much like water. Pretty good. Um, I think that we need to do funny stuff because funny is better piece you didn't know. I like funny things. Funny things are good. So we're going to make a volume. Why not? Why not? Why not? Why not add volume? Yay. Volume volume's good. So we're gonna add in a volume scatter node. Actually, no, not the volume scatter. Emission. And we're gonna plug the emission into the volume so that, oh my goodness, that's way too bright. You might want to set this to something nice and small so that you don't get over flash banged while you do it. So basically what this does is, if you ever used a principled volume node, this is basically the emission strength for, like, the principal volume, but it's just the emission, and you don't have to deal with all the volume density. But the cool thing what we're gonna do is we're going to make like little prisms inside this piece of ice so that it looks funny. And so you're going to see it by the emission texture. So we're going to grab this color amphia. We're going to grab this color here. And this directly here, we're going to set this to best spline, because we like bestblin. Bestplnes really good. Ga set this to black so that we get that effect again. And we are going to add ourselves a new Vorono texture, we're going to control shift D so that we retain that extra extra thingy magic I should probably turn on screen cast key so that you're not scratching your head too hard on what I'm doing. Thought it would carry over, but it didn't. Anyway, uh, we are going to set this one from F one to distance to edge. Now what distance to edge does is it makes this super cool crack texture. Yes, this is the cell fracture in case you're wondering. What we're going to do is we're going to reverse it. Now, we're going to reverse it on a very large scale. So we're going to grab this noise and we're going to stretch it so it's dummy thick. Now, we're going to flip these, flip these over, so it's the white parts. Yeah, we go there we go, there we go, there we go. And we're going to clip these all the way. So if you're wondering, you can click one of these and you can actually manipulate the position using this slider here. So we're going to hold shift and get really, really, really close using that. Sweet. Now, we're going to plug this into the strength. Oh, by the way, you're going to add in and multiply because yeah, multiply it more, more, multiply. Now, if you have a look, there we go. It's probably probably a little right. You can see there's all these kind of, like, you know, inflections inside the eyes. Pretty cool. Now, I'm going to disclaimer here. Doing this and not just having what we had before will slow down your rendering by a lot. So if you're having issues with render times and you're happy to sacrifice the cool looking ice refraction inside, just disconnect the emission from the volume. Fortunately, that's the only way you can do it. Right. So we're going to now duplicate this, multiply, stick down here, add this one to the bottom. We're going to plug this die one up here. We're going to plug this one up here into that one, into A, and then we're going to put that one into B. We're going to plug that one into the value. So if you have a look now, they are now randomly randomly colored whereas before, and it was just this one, they'd all be like really bright and even. Now they're like, colored based on that, which is fun. And don't forget set this to blue. Ice blue. Right, I think we're done. Now we just plug this back in here and increase the emission in here. And we look back in here, and we've got this super duper cool looking. Ie. Now, if you're wondering, yes, you can actually increase the detail on this. I think I did, did I? I don't think I did, anyway. You could increase the detail in here. It would look funny, though, be aware. You'd get absolutely no difference. That's Oh, there we go. Oh, that looks cool. Ms a e. Ms a likey. Now, if you look back at here, oh, yeah. So, here's the difference. That's rendering with the denoise occurs at ten samples. So that's this is how long it takes to get ten samples rendered. And if I disconnect that, that's ten samples instantly. Just just so you're aware of the downfalls of this. Now, I don't like having these really dark spots, okay? I'm going to be honest with you. I don't like that. So I'm going to set this to multiply add just like before, and I'm going to add in ever so slightly. Oh, that's a little much. That's not ever so slightly. A little bit of omission to this volume. Big time. There we go. And now, it's there. Pretty good. Alrighty. There's our ice. Now, just so you know, this multiplier here. I'm going to set this probably about four. This is how bright our ice is. Oops, that's two. Two, no, no, two. There we go. So now we have this ice, and you can't really tell the difference between the opaque ice down here and the transparent ice up there. But it's definitely not 11:00 P.M. And I'm definitely not losing my mind, but, you know, everything for the sake of geometry nodes. Yeah. There we go. I think I'm gonna stop here so that you guys can Oops. Oh, no. Oh, no. Not good. Not good. So that you guys can enjoy your ice? Um, yeah. That's probably a little much. Our week. There we go. Now our ice is better. Alrighty. I'm gonna stop it there for now, and I'll get back to you later. Which is probably actually gonna be about 30 seconds. 17. Volumetrics and Backlighting Setup: Welcome back to Blended Gem, you know. Das lighting master class where I teach you how to make ice look like actual ice and slow your pieces render down by 3,000%. In our last episode, we did exactly that. We made ice, and we made it slow our render down by, like, way, way, way, way, way too much. It has actually been 30 seconds, but I'm better now. Now we're going to move onto the volume metrics and the lighting part of the lighting masterclass. That's so masterful. I can't even believe we called it master class. So you've noticed the giant *** cube from before, I'm sure. This giant *** cube. Well, we're going to give it a funny texture right now to make it bright and actually do something. No, it's only three nodes, so don't worry. It's not some crazy *** volume metrics. It's only going to be a scatter, an absorption, and an add chatter. That's it. That's literally it. You can sigh in relief now. You can mop your brow. Anyway, volume scatter. We're gonna keep this as Henry Greystein because I'm Henry Greenstein. Mm. Thank you, three D. Mm. Anyway, we're gonna set this as some lovely light cyan blue. And the density is gonna be 0.7. Uh and the T search 0.6 for the Nsostropi if I remember correctly, and 0.3 on the density for the volume absorption. We're going to make this blue as well, not as blue. Right. Now, these are actually quite big. So make sure that setting your objects are scaled correctly. These are absolutely mind bogglingly huge, so it's probably going to be perfectly fine. Now, what we're going to do next is we are going to add the lights in. We are going to add in a giant R point light. Now, I was just area light my bad. We're going to add this in the layout, by the way, just so that you don't have to look at that small screen. We're gonna shift right click to place the cursor, and then shift left click Shift S selection to cursor. That's gonna pop out light right up here. By the way, I did add it. That's just to move it upwards. We're gonna scale all the way up. Bigger bigger, bigger, bi and bigger have this large light. We could probably scal it down a bit. We don't really need a humongous. Make sure it doesn't go past the edges. Right, we're gonna leave that there for now. We're going to duplicate this one though and move it over. Shift Z so that we don't move it on the z axis. Going to scale it this way so it's rectangular. Going to rotate it on the y axis, 90 degrees, rotate it on the z axis, 45 degrees. Pointing straight in like this. This is going to be the backlight, basically. Honestly, we're going to scale XX, which is osorry scale YY, which is going to be it pressing Y twice basically goes from instead of going on the Y axis like that, it's going to go to the Y axis of the object instead, just makes it whiter. Now, both these lights have some funny parameters in their light settings. Of course, this one's going to be blue because it's ice, you know, blue. This is going to have 180 degree spread. However, this one over here is, in fact, not. I never mind. It's actually, in fact, going to have 180 degree spread, whereas also going to be light blue. Mask glass, I tell you, mask blast of two lights. Alrighty. Now comes the fun bit rendering. We're gonna turn up this. And we are going to grab this back light. And we're gonna crank it up? I'll say 5,000. 10,000. Not enough. 100,000. Right. Now, I think this is getting a little large. So we're going to press A, grab everything, and we're going to scale them down. This is getting just a little bit too big. Some of the volumetrics probably won't work. So now everything is much smaller. Hopefully, my tentacles didn't break. Sweet, they didn't I would suggest never applying scale or rotation to this thing. Otherwise, things will go sideways. That is quite literally will go sideways. Anyway, we're going to switch this back on. We're going to grab our light. Why help, can't see the light. We'll see the light. Okay, there we go. There's our light. It is, in fact, not bright enough, so we're going to grab this area light two, which is the one we should we should call this the back light. And this is going to be the top light. We're going to call this backlight, I should probably be enough. For now, it'll get better with the volumetric. If we have a look up here, we can increase this top light strength to something like 10,000. Maybe it has to be 100,000 as well. And there we get that delightful little effect where you can actually see the roof. So we might actually go 1 megawatt here. Just just so you know, this may be modified once we get that volumetrics working. Alright. Back to the shading because something went horribly wrong. Our volumetrics did not in fact volumetric. Oh, I'm smart. There's our volumetric. Zero gravity. Oh, God. Oh, yes, would suggest turning this down to like ten now. So it doesn't get ugly googly large. Whoa, that's a lot of density. Back to the shading. It looks like it's underwater now. Where's our cube? Is it called cubes Del? Yes, it is. Okay, we're going to call F two and go to call this volume. Let's just put this to 0.1 and 0.05. You're way too much. What the hell? 0.05 0.005 question Let's put this one to 0.00 s. This 10.003. So like that. Okay, now, back up here. Remember those two scene light and scene world. Let's turn them off. We'll back on. Sorry. A, now we're cooking. This is W again. To bloody. There we go. Now we're starting to cook. We are starting to cook with gas. There we go. Now we're getting our delightful lighting that I cannot see because it's so bloody small. Okay, camera time. We're going to click on our camera? We're going to go down here? We're going to change the focal length to something. Oh, that's way too small. Something like 20. Basically, you want to get as far as you can without seeing the edge of the thing. You know, zooms in by pressing G, and then Z twice. Press twice, so I can aim the camera. Let's get back into solid V so I can see what I'm doing. There we go. There we go. Let's just let this render out. Oh, if you have a slower PC under view port display, turn pass part out all the way up. Here we go. Here's where it's coming interesting. Alright. Now, of course, again, that emission strength on the ice is now way too low, so let's turn it back up to, like, seven. I think our volume metric isn't good enough. It's all the way up. Off. Let's put this back up to 0.3. Oh, God. I forgot about that. Yeah, 0.2, and we turn this bone back up slightly. Ah, wet one. As you can tell, this is where we tweak for way too long. I'm going to start actually tweaking. 0.02. I'm just gonna sit here screwing with these values until I find something that's actually good. Feel free to skip ahead until I actually do. Maybe it's his thing. Top light for now. Back light. Let's crack this up on a notch. There's a green. Yes. Might be contributing to it, at least. Always turn the Alpha on this down a little bit. Just make it completely transparent. That'd be funny. Right now, I'm trying to figure out why these are not transparent. They should be. Oh, that rendering is abysmal. Okay, I'm just gonna abandon that for now. This would be a good time to have Lux Cor still available. Save save my sanity with real time for physically based light tracing. Point 0.1. Green, though. Oh, that's way too much. Okay. Alright, we're going to turn top light back on 500,000. There we go. Alrighty. It's better now. Basically, the top light was way too bright, and it was lighting up the scene way too much, meaning that you didn't have nice contrast. I did try to screw around with the ice material, but I didn't get anywhere. These are the final values for the the volume. I know they're not exactly like the original, but, you know, I think this looks cool, too. Same idea. It's got that lovely back light. It's probably This one's a little more dark than the original. You know what I think it is? I think it's the scale on this spas height. There we go. Rest, go walk outside, touch the grass, 'cause this is it for now. See you later. 18. Adding Particles and Camera Anim: Welcome back to Bland Geometry nose Data Volt rain and Lighting master class where I teach you how to use volume metrics to lower your sanity, all the way. Not just half, not 80%. This one's all the way. In our last lesson, we did the volume metrics. And so now you have to put up with them for the rest of the course. Now, of course, you got to position all the camera and stuff correctly. That way you don't have just random stuff everywhere. Right. Now we have all of this part of the scene set up. We are going he duplicate this little dude and stick them all over the place. So chef deep. I want one of these right in the way of the camera so I can look at it and admire it since I spent way too much time working on them. No one can go over there. Maybe it's a bit bigger. That's where one can go in the background. It's a bit smaller. I'm going to add my camera. My camera is gonna probably go somewhere through, like here like that. It's a horrible color to the Oh, God. Anyway, so I'm going to have more things over here on the right. Oops. That one's clipping into the ground now. I have one all the way up the back. It's gonna be like, really big. Cool like that. Oh, that seems it's a little bit empty on the left. So that guy's behind a wall, so we don't see him clipping into the ground. Do we have a look at this now in the reterview? Oh, yes, we forgot to increase the strength on our little point light here. Increase this to like 100 maybe. Enough. Yeah, let's make this 1,000. Ooh, now we're cooking 5,000. We can now see it in the side. Probably want to move this all the way off to the side somewhere. Just send it. There we go. Probably turn this off in the rendview so it doesn't cause problems. Yes. Yes. Looks good. I'm happy with that. Now we're just gonna add some particular particular little details. We are going to add ourselves a cube because what else would we do? We definitely didn't delete the default one. We're going to increase the scale. And we're basically just gonna stick it right in the camera. I remember my camera is gonna go over here, so I'm gonna get over here as well. Now, particle system. I know. I'm literally doing everything in this course. Like, the only thing I'm not doing is physics and quantum science because, yeah. Volume, source volume. This basically means all the particles will spawn inside the cube instead of randomly, you know, anywhere. And we're going to set the frame start and end to one. That way, they all spawn on the first frame so there we go. Now we're cooking right, so that I can actually see what's going on. Viewport display, show a miter, turn it off. Same with the render. Render, show a miter, turn it off. Now, if you press play and wait for your PC to lag out, yeah, gravity, we forgot about that. Field weights, gravity all the way off, shift Shift left arrow. Yeah, left arrow. We'll send it back to the start. There we go, but they're still moving, and I don't like that. So we are going to go in and under velocity, we're going to set this to zero. So they just sit still. Righty. I'm going to grab all of these creatures. I'm going to go New collection creatures I'm going to turn them off using this one. Now, if you can't see any of these symbols, under this option here, restriction toggles, you can turn them on and off here. This is going to make my viewport run much faster now it's only simulating one of those. Now, we are going to add ourselves a force field turbulence. I drag it over here. This is gonna make my particles do funny things now. Oh, also, also note lifetime thousand. That means they won't disappear. Won't vanish into thin air. Just like my sanity. Oh, that's a little. They're going a little too far. I'm going to set the flow to one, two, there we go. So now, if you look at it through here, Hey, they're like little little firefly kind of particle, ember, ash, whatever you want it to be. Now, how are we going to see these? Well, they're obviously not going to show up like that in the render. Let's just add ourselves in an atmosphere. Right click, Shad smooth and under the materials, we are going to add a new material. But instead of clicking a new one, we're going to drop down here and we're going to select the tips because we already have that lovelier orange emissive material. Now, we unfortunately cannot see this right now because we haven't, I've clicked on this cube. You can actually click on it. You can't click through it. It's kind of funny like that. It's still there. But anyway, click on this to get your particle settings back under render set two object, ZllZoomO and click on that circle sphere down. And now you have a whole bunch of spheres. Scale randoms, all the way up, scale down, render view, go. That's way too big. Still a bit too big. 05. Hey, look at that. They're pretty cool. They're gonna move around, too. You can't really see them right now, but they're they're doing stuff in there, okay? Trust me. Right? We are nearly done. I know what you're thinking. How? But we are, in fact, nearly done, and I am nearly ready to fall over. 19. Animating the Camera with Constraints: Welcome back to Blended Geomet nodes, teeuls rain lighting mask class. I teach you how to use particle systems, which are cool and volumetrics, which are cool, but painful to make your scene look better. In our last lesson? Yeah, we did that, in case you noticed. We use particle systems to add our little glowing particulate lights and volumetrics so that we can run around screaming with pulling our hair out because that's what volumetric does to your computer. For the home stretch, we're going to animate the camera using some constraints real quick. I'm also going to hide this because I don't want to spend my life clicking through it. We're going to add ourselves a curve Bayesia. Bring it up. Move it over. And we're going to go into top view by pressing seven on your number pad, and I'm going to make the quip about not having a number pad, so just know that I'm thinking it and you should be getting one. And I'm just going to move this curve all the way over here so that I can see it. There we go. Move it over. Well if you don't know, you can press G and hold your middle mouse button and drag and also snap to one of the axes. It's kind of useful. I actually don't want that middle vertice. I'm gonna go Control X to delete it. Curve it that way. And now comes the fun pit. I'm going to click tab back into Edit mode. Sorry, my bad. Click on this camera, go under the constraints option and add the constraint follow path. All this follow path is is basically it's going to stick the camera on the path. I know, revolutionary. By the way, because it's got offset right now, it's going to send it somewhere into random space. So just click on the camera and press Alt G, and then you can, you know, go back in. Alrighty. Now, this is still looking over here, and that's great. Unfortunately, it's not going in. If you see, it's not animated. So what you want to do is this offset here is how far along the curve it goes. So if we press this little button here, make sure sorry, make sure that we're all the way at the start of the timeline and click on the little dot, go all the way to the end of the timeline and type in -100. I know it's a bit strange, but that's what it is. You have a look? Yep, we're all the way over here now. So over the course of the thing, we're going to move through our scene. And because the cameras still separate, I'm actually going to animate some rotation here. I'm going to go K because this is blender, 4.3, and I'm going to press for rotation. And I'm going to go to the end, and I'm going to rotate along the z axis to over here. K R again. So now I'm going to have a pan dolly. If you don't know what cinematic set is basically moving forward and rotating at the same time. You get a nice close up of that thing, and I want, I think I actually want for framings purposes, I want a creature right there. You're going to have a friend right here. But big friend. Yes. What would you recommend hiding the rest of the creatures so that you don't lose sanity over them. Also, probably a good idea to hide the original creature, just for ease of use. PC starting up bloody jet engine in the background. There you go. And if you want to Easy Ease, because you're special character, go into animation, change this to the graph editor. Click on your camera, and you will see this, all of this stuff, press A, and then the full stop on the number of pad to frame it all. And there's this offset one here. You can grab that shift, grab that and press is interpolation. We want Baysia. Now, we don't want anything in here, so we want to scale all the way down, and now it's smooth. So if we go back here and we look again, it. There we go. It's going to be nice and fast. Going to slowly slow down. Then right at the end, instead of jarring to a stop, it's just going to come smoothly to a stop. Hey, that's pretty good. Okay, people, ladies and gentlemen, I think we are officially done. As all of my official things are, there's going to be like three more hours of tutorial. So yeah, we're done. If you unhide everything with LTH you can pull back the creatures, grab the rest of the creatures. All the creatures, open up the rende Look at that. We have ourselves a delightful, spooky alien scene. Why does that eye look like a pancake? I don't want to know. I really don't and we have a lovely little animation going through now. I'm going to have to skip through this because I know it's not going to survive using all of those creatures at the same time. The best part is you're not actually going to see past the end of the world there. If you do end up doing it, grab the X and Y thing and take it up or increase the density on the volume. I'm going to turn on bloom on this one so that we can look cool. Send it back. Now, look at that. There we go. Now, I'm going to stop here because I think I'm pretty sure that's everything now. Help. Hold up, let me step a few frames forward to get our little particulates in there, little orange specs. Alrighty. That's it for now. We're gonna get onto the fun stuff later, though. Don't worry. 20. Optimize Render Settings for Speed: Welcome back to Blend Geometry notes, tentacles rain and lighting master class. Alright, in our last lesson, we did it. We did the big one. We put everything together. We animated the camera. We put all the little tentacle dudes everywhere. We positioned the camera. It's good now. You could say it's done here, but it's not because, you know, as I'd like to say, we're ready at us. We don't do it the easy way. Why would we do that? Why, why, why? Alright, I'm going to go over some really fast. I'm going to go over some render settings to make your renders go faster because I know this one is going to suffer because volume metrics. Volumetrics are like, we're going to add 50% more than whatever you thought was more to the render time. So it's like if you thought it was going to go from 30 seconds to 5 minutes, well, you're going to go to 10 minutes now because volume metrics. So, a good thing to do is always to have a preview setting. So 0.5 on the noise threshold will make it go really fast, along with 128 samples. Oh, late. And check D noise. Open emiss denoise accurate high, use your GPU. If you have one, if you don't probably aren't going to undo this. And, yeah, that's just a nice super fast render so that you can preview whatever you're looking at. You can check it for issues, for objects that are floating around for no reason, you know, problems. There we go. And there's your preview render. It's not brilliant. You can see there's some dithering over here. There's some questionable sampling over there. These things these things are not lines yet. They're kind of broken into pieces. Anyway, I would suggest you do this first just so that you, you know, don't have any problems. Also, to make it go faster. You can turn these back down to whatever the lowest setting is that you can't see a difference with. Turn off the core sticks because we're not using casticks and that will kill your PC as well. Come down here to performance. Now, this is my favorite part. Tiling. Tiling makes everything better. I know you think it doesn't it does. 256 is just the best runner that I found out. If you're wondering what tiling is, it's these buckets, these little squares where it does it at single bit at a time, instead of doing a whole if I do the 2048 it will render the whole thing at once. No, I know what you're thinking. Yeah, this is actually is faster. This will render it faster, but it will render it at a lower quality. And I found that using buckets at 2:56 will go faster for the quality, the better quality than doing a large scale. The large scale will go faster, yes, but you'll get worse quality. Use the buckets will go slightly slower, but you'll get much better quality, quality that you would have to crank up the samples a whole lot more too to get better. Anyway, persistent data, that's for when you do animation. This will just make it faster. If it's not animation, it really doesn't matter. Also, just so you know, these increase memory usage. So if you have horrible PC potato and you don't have good memory, don't turn this one on. Right. Now, for the final render, I have a final final perfector. This is the settings I use for my final render. Two k. Why is this 2048 should be 2048. 0.01. This basically is as perfect as you'll get without setting it to zero. 2048 a whole bunch of samples, use the optics albedo and normal denoiser. I will end up doing compositing later. In fact, there probably will probably be one more lesson with compositing in it, once I've rendered this out. But yeah. You could set it to filming. That could be fun. I don't know. I just like AGX. AJX basically how interesting the color goes. And if you're wondering what that is, I have absolutely no clue, so you should definitely not ask me. Right? That's it for now. I'll see you later. One more more one more episode tomorrow. Because one more episode on Alien Worlds, I can't remember the name because it's way too long. And it's, like, nearly 12:00 P.M. So I'm suffering right now. But I hope you enjoyed it because, uh I put a lot of work into it, and you better. So, yeah, uh, last tutorial is compositing. 21. Final Touches with Compositing: Welcome back to Blend Geometry knows tagles terrain and lighting mask class. This is actually the final time I'm gonna say this. So you better soak it up. In our last episode, we did everything. It was finished. It's all finished. You can go home unless you want the secret sauce. Because, yeah, episode of this week's special Alien Worlds, Kennels Dream and Lighting master class where we go through the way to turn this blend *** image into this super cool looking extra modified image using compositing. And, no, we're not actually using a lot of compositing. It's just a little bit. They don't worry. You know, I ain't rocket science until you make it a rocket. Alright, on that load. Let's get into it. Alright. Something important to know is you won't have these. You'll basically have nothing. You'll have nothing, like literally nothing. If you want to click on Use nodes and these will pop up, you'll get your composite and your render layers. Now, the render layers is basically the image that you just rendered using the render, okay? So this image here is the one that you get in there. Yeah. And if you control shift left click, you'll get your view a note. And I like to stick it all the way over here and use shift right click and drag to join these together. That way, we're seeing what we're seeing here in the background is what the actual final image is going to end up being. Righty. Now, I did some testing, and this is actually using that super low res preset because it would get pretty funny and have lots of dots on it if I used one of the higher sample rates. So this one is just using standard open image denois. I could probably switch it to optics if I wanted. And, yeah. So, we are going to improve it using the power of compositing. Now, first of business, we're gonna color correct it because, you know, Color cricket makes everything look better. Now, you're going to get this color balance note, and I know it looks big and chunky, but it's quite simple. This lift, this is the shadows. Okay? So these are all the dark parts. I make this brighter and preview this. Oh, I forgot to turn on my notes. And I look at it. S. What you don't know is it's only affecting really the dark parts of the scene if I go down here, you'll see these are still quite bright here. Whereas if I modify the Gamma, which is the mid tones. You'll see it makes the mid tones darker and lighter. And the same goes for the top. See, this one only really affects the light parts of the scene. If I use this one, it kind of does all the dark parts, which looks really y. And these color wheels, just if you want the dark parts to be red, say. Oh, that's a bit much. The dark parts here seem to be red. Now, all my shadows are kind of red tinted, and I want the light parts to be green, say. I can move this over here, and lo and behold, the light parts are green. Probably got to strengthen up that red down here, though. Anyway, that's what that does. But I basically use it as just just the values here because I can adjust the contrast of different parts of the scene more easily. Right. Now, what we're going to want to do is we're going to want to make it so that these shadows here, they're going to be dark but not like, you know, too dark, that they're black black. We want them to be, you know, mysterious. Like, you could hide something in tweak it a bit. Now, compositing is like 80% tweaking, like 20% actually knowing what you're doing. And for me, that's just 100% of not knowing what I'm doing. So don't worry if yours looks different. This is tweaked to taste. So whatever you pull out that you think looks good. I'm going to take this one up a bit, this one down a bit. I'm going to increase this one because I want it to be, nice and bright in the background. There we go. This is the difference. It looks slightly lighter, slightly darker, you know. It's interesting. Now, let's stick this back over here. Alright. Now we are going to add in bloom because these tentacle tips, they're kind of, like, just sitting there looking white, which is not correct because they're actually orange. So we're going to add ourselves a glarode. Now, if you're not on 4.3 and before, this will work with the fog lo option. But for me, I'm going to use the bloom option because I'm cool like that. Now if we have a look at this, basically what this does is it finds the bright parts of the image and it adds the bloom to it. Yeah, no, pretty self explanatory. And if you want to see just the light parts, you can take this mix all the way to one. So this is actually showing you only the parts that it's applying the bloom to if you set the size all the way to zero. So these are all parts of the image that are going to get the bloom. Now, that's great. Especially considering we're about to mix it back in using Control Shift right click. We're going to drag it back to here. We're going to get a mix node. We're going to set this to add. Now, unfortunately, these here inputs are not in the right order. We want the glare to be on the bottom. That's bright. There we go. So now, using this slider, we can control how much bloom we have. Hm, look at that. Pretty cool. Oh, we go. Something like that looks pretty cool. I say, if you want more, add more. If you don't want more, don't add more, you know. All of these numbers should be relative to what you want. Now, I'm going to set my high. And another thing to know about the glanoT threshold basically dictates how bright something has to be to get the bloomofleque applied to it. So if I take this all the way down, you get more of the image because more of it's, you know, that lower color. So at 0.2, it's getting a lot of the image because, like, a lot of the image is actually bright. Whereas if we set this up to, like, you know, six or seven, we're only getting the super, super bright parts of the image, which are right here. So it's just something to know. I'm going to set mine to one, one, because I like the stuff that's coming out of it right now. Sweet. Now that's done. We are now going to add in a distortion. Lens distortion, note. Now, lens distortion is basically chromatic aberration. So if I crank these up to like 0.1, you'll see, you get this super super light, you know, it's the rainbow effect that you see in, like, horror games or super cinematic stuff. It's the where the light splits, and there's a distortion as well. So I would suggest click check in the fit. That basically means you won't get horrible black edges. I'm going to set these 2.01. That way we get the slight bit of the chromatic aberration effect. You probably can't see it right now, but trust me, Oh, I can probably just zoom in. Ooh. Look at that. I'm being intelligent today. There we go. You can see the chromatic aberration effects, like, ever so slight right here. Just so you know, the distortion is like the fish eye effect. Oh, that's trippy. Mm. Interesting. And the dispersion is the chromatic aberration. So, the more dispersion, you know, the more it's going to disperse. That's pretty cool. Lovely little bit little bit interesting. And vignette. Now, if you don't know what a vignette is, it's basically the dark area around a picture which focuses your attention in the center. And I remember when I first discovered this and implemented it, everything looks so much better because, like, the whole image wasn't quite so bright. I was like, directing your attention to certain parts of the image. Um and I discovered a way to just build it in blender without having to import an image or do some photoshopping or some crazy stuff like that. You can just go down here. You can grab yourself an ellipse mask, a blur node, and duplicate this ad node and set it to multiply. If you ever look at this ellipse mask by control shift left clicking, it's basically just a circle. You know, it's just a modifiable circle. So we're going to make this really wide to the edge of the screen and really tall to the edge of the screen. And we're going to plug it into the blur note. Now, make sure that you plug it into the image. It doesn't work in the size. If we look at this and we set this to 512 pixels, there we go. There's our vignette pretty good. Now, you can of course, adjust the width and the height more depending on what you like. You know, you might want the tops to be a little more dark than the edges. Yada, yada, yada. And then we're just going to plug this image into the image down here on the multiply. Preview this. And there's your vignette. It does make quite a bit of a difference. Probably can't see it. Trust me. I'm going to set mine to something noticeable but not completely dark. Like that. That might be a little much. There we go. Wait seven, it is. Alrighty. Um, that's pretty much it. You know, let's just stick our nodes back together. Now, it's kind of a short one. I could go all into the compositing using all the view layers and stuff. But to be completely honest with you, that would be overkill and, like, you know, it would make a whole bunch of things that you could tweak and crazy stuff like that. You could adjust the colors of the lights after you've rendered it, which is crazy, I know. But some people want to do that. And if you're one of those people, then you really don't need me to explain how to do it because you already know. It's like, if you want to do that, you already know how to do it. So I'm not going to explain it, because that would make me look stupid because I don't actually know what I'm talking about. But yeah, this is just the little bit of extra sauce on the end to turn this kind of dull render into this, you know, pops. It's flashy, looks cool. And yeah, we're done. You actually made it. I know. I didn't think you were going to make it either. I didn't think I was going to make it, to be honest. With the amount of brain cells I've lost, I've lost at least 50% of my IQ over the making of this. So I hope that you, in fact, have gained some mileage from this. Yeah. It's kind of cool. You made it. Congratulations. You made it to the end of the course. You can pat yourself on the back, and, of course, you know, get back to geometry notes. That's the only thing we can really do from now. But, yeah. Um, I guess till next time. See you around.