Blender Geometry Nodes Beginner Masterclass: Create a Procedural Flower Field | Skillademia Academy | Skillshare

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Blender Geometry Nodes Beginner Masterclass: Create a Procedural Flower Field

teacher avatar Skillademia Academy, Creative Skills for the Future

Watch this class and thousands more

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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.

      Introduction & What You'll Create

      2:16

    • 2.

      Introduction to Geometry Nodes

      5:28

    • 3.

      Building Your First Geometry Node System

      9:01

    • 4.

      Working with Instances

      8:45

    • 5.

      Terrain with Scatter on Surface Modifier

      10:57

    • 6.

      Flower Center

      11:18

    • 7.

      Petals

      9:50

    • 8.

      Creating the Blooming Effect

      22:07

    • 9.

      Finalizing the Flower and Creating the Stem

      15:08

    • 10.

      Creating Growth Stages and Mild Wind

      6:12

    • 11.

      Add Simple Materials

      12:40

    • 12.

      Add Lightning and Camera

      9:42

    • 13.

      Class Project: Building Your Own Procedural Environment

      0:54

    • 14.

      Congratulations! What’s Next?

      0:47

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About This Class

Want to create detailed 3D environments in Blender without manually modeling and placing every single object?

In this class, you'll learn the fundamentals of Geometry Nodes by building a complete procedural flower field from scratch. Instead of learning nodes through disconnected exercises, you'll work through one practical project that introduces procedural modeling, instancing, scattering, animation, materials, and environment creation along the way.

We'll begin by exploring what Geometry Nodes are and how procedural workflows differ from traditional modeling. You'll then create your first Geometry Node system and learn how node-based thinking allows you to build flexible setups that can be changed and reused without starting over.

Next, we'll explore instances - one of the most important concepts for creating larger procedural scenes efficiently. You'll learn how to distribute and randomize geometry before using these techniques to scatter elements naturally across terrain.

From there, we'll build the flower itself. You'll create the flower center and petals, assemble them procedurally, and develop a blooming effect that brings the plant to life. You'll then complete the flower with a stem and create different growth stages to introduce natural variation throughout the field.

We'll also add subtle wind movement so your procedural environment feels more organic and dynamic rather than completely static.

Finally, we'll bring everything together with simple materials, lighting, and camera composition to turn the procedural setup into a finished 3D scene.

By the end of this class, you'll understand the core logic behind Geometry Nodes and have a complete procedural environment that you can customize, expand, and use as a foundation for future Blender projects.

What You'll Learn

  • Understanding the fundamentals of Blender Geometry Nodes
  • Thinking procedurally instead of relying only on traditional modeling
  • Creating your first Geometry Node system
  • Understanding and working with instances
  • Scattering objects efficiently across terrain
  • Controlling procedural distribution and variation
  • Modeling a stylized flower center and petals
  • Building a procedural flower
  • Creating a blooming effect
  • Modeling and integrating a flower stem
  • Creating multiple growth stages
  • Adding natural variation to procedural environments
  • Creating subtle wind movement
  • Applying simple materials to your scene
  • Setting up lighting and camera composition
  • Building a complete procedural environment from start to finish

Requirements

  • Blender installed on your computer
  • Basic familiarity with Blender's interface is helpful
  • No previous Geometry Nodes experience required
  • A computer capable of running Blender
  • A willingness to experiment with procedural workflows

Who This Class Is For

  • Blender users new to Geometry Nodes
  • Beginner 3D artists interested in procedural modeling
  • Environment artists wanting to create natural scenes more efficiently
  • Blender users interested in procedural vegetation
  • Digital artists wanting to expand their Blender skill set
  • Anyone curious about creating reusable procedural systems

Meet Your Teacher

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Skillademia Academy

Creative Skills for the Future

Teacher

NEW CLASS: Blender Geometry Nodes Beginner Masterclass: Create a Procedural Flower Field

Geometry Nodes can look intimidating when you first see a screen full of connected nodes, but learning it becomes much easier when every node has a purpose.

That's the approach we're taking in this new Blender class.

Instead of memorizing individual nodes, you'll build a complete procedural flower field from the ground up. Along the way, you'll learn how to create Geometry Node systems, work with instances, scatter objects across terrain, build procedural flowers, create different growth stages, and even add subtle wind movement.

We'll finish by adding materials, lighting, and camera composition so you come away... See full profile

Level: Beginner

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Transcripts

1. Introduction & What You'll Create: Welcome to Blender Introduction to Geometry notes. Have you ever looked at a project with thousands of plants and rocks and nature elements and wonder how the treaty artists do it? The answer most often is procedural workflows. In Blender, the most powerful procedural tool is geometry notes. And with that, you can do motion design, illustration, architectural elements, and even build variations for an entire city. My name is Caroline Conde. I'm a treaty artist with over seven years of experience, creating stylized environments, architectural illustrations, and also game art. There has always been a reliable tool into creating scalable environments and animations that will take a lot of time building manually. In this class, you will learn geometry notes by building a complete flower procedural system from scratch. We will begin by understanding what procedural systems are and how they complement the traditional modeling. We will learn the fundamentals of geometry nodes, understanding the thought process behind a node based TD creation that has become such an important part of blender workflows. Next, we will create the base assets for our procedural system, creating the petals and also using plain shapes to create a blooming stage of a flower. Once you've learned the fundamentals, we will gather everything that we did into a complete flower system with different growth stages, natural variations, and density, and also with all of the controls that you need to quickly change the density, the randomness, and the distribution of your flowers in the terrain. Finally, we will complete the artwork by creating stylized materials, adding a simple light and a camera to create a polished final render. By the end of the class, you won't just understand how to use geometry notes, but also how to think procedurally and build reusable systems that you can apply to every ongoing project. Let's get started. 2. Introduction to Geometry Nodes : Welcome to our first lesson. If you are interested in geometry nodes, you are probably searching for a fast and procedural way to create and animate your three D models. I like to think of Geometry node as one step further from your regular modifiers in blender. So by using geometry nodes, you can access to a variety of nodes that you can modify procedurally your mesh in. You can extrude scale rotate as the simple examples, but you can also instance another object in your object and even use external attributes, for example, a vertex group to change the density of the instance objects. So you have a variety of controls that you wouldn't have in your regular blender modifier, so it's a step ahead. But it can be a little bit overwhelming. So for this project, you will need to switch from a traditional modeling way of thinking. To a more mathematical one. That's a lot of talking. Let me show you a quick example of how we can use geometry nodes. Here we have our default blender cube. Let's select it. Let's say I want to scale this object by two. I would just press S and press two, and I have it scale or I can go under edit mode and scale the same thing. But now I don't have much control over it. I already changed my mesh, so let's use geometry nodes. To add a geometry node, you can go under here. In our geometry node editor and click New. We already have a modifier here in geometry. Right here under properties, you can see that we have the geometry node modifier applied to this cube. So to navigate your geometry node viewport is the same as the TD viewport. You can just click the middle button and pen and you can zoom out and zoom in and select with your left button. Really simple. So right here out of the bed, you have two nodes, which is the group input and the group output. Let's hover over the group input. Here we can see the geometry components. We have eight vertex, 12 edges, and six faces, just as we can see right here. This is the input of this geometry. Let's add the scale elements node. Clicking this little ball and I'm going to let go of my left button and I can search for my node, scale elements. If I let go right here, it will automatically connect to the group output. So to remove a connection, I can press Control, click. Drag out of the selection and you can see that my mesh disappeared because now I'm scaling this, but I'm not connected to the group output. You can see how the geometry node works. You need to have an input, you do the operations and connect to the output. Now I have my cube back again. This is basically how the connection of geometry node works. Now I have one value right here. It's a float value. You can see if you hover this, we have value one type float, which means that this is a slider. You can basically slide right here and it will control the scale of the mesh. So this is how you can scale geometry nodes. And the cool part is that you can expose this value. So you can drag this and connect to the input, and you can see right here that the scale is exposed. So now you basically have a slider that is acting like a modifier right here for your object. So I could go right here. And add a cylinder. And I could go right here at a geometry notes and select the one that we just created, and you can see that this object is also being scaled. Okay, so there's one more cool thing that you can do for geometry notes is that instead of creating a modifier, you can create a two. And this is pretty great for your workflow depending on what you need. So right here on our viewport, let's change from modifier to two. Let's create a new one, and I'm going to name this scale by two. Same thing, scale elements and two. This time, let's not connect to the output. You can see right here on the viewport that I have unassigned two nodes. So if I click here, I will have my operation right here, scaling by two. So I I select, any object that I have selected at the moment will scale just like any other operation that you do. And you can also choose which mode this is going to be applied. So right here, I have under object mode. So if I press tab, I don't have the two right here. Let's add to this edit mode, and now I have my unassigned to here and I can scale. In edit mode. Okay, so now you have a quick overview of how geometry nodes works. In the next lesson, I'm going to show you a few operations that we are going to use in the flower, you have a nice base to follow along. 3. Building Your First Geometry Node System: Welcome to our first lesson. Welcome. In this lesson, I'm going to show you how to do basic math operations with the values of our cube. Here I have the modifier that we did last lesson, and I add a new default cube to the scene. So just so we can understand how a field operation works in geometry node, lets you move the scale right here. I'm going to press Control and left button. Drag out of the selection and let go. If you hover right here on this diamond node, you can see that it's asking for a type float, which is basically a value slider, so we can drag and select value. Now we have the input of a value of two. This is important because now we remove this slider from here. So this part of the geometry node. Now we can drag from here and add a math operation. So just type math and the first one that pops up, it's Ed. I'm going to let go right here and it's going to automatically connect. And now I'm adding 0.50 to our value of two. You can see what happens if I drag right here and add a viewer, you can see the value being changed. Et's delete this. Okay. Now if you click here under Ed, you have Ed subtract a bunch of operations that you can do to change this value. So all of this, I'm going to press F just to create a frame. What I have here is a field operation that is being applied into the face of our mesh cube. Bear with me. Now, let's drag the output right here. And I'm going to add a transform geometry and connect. Right here, you can see that we have translation, rotation, and scale. If you move around these values, you can see how we can alter our mesh. Let's reset by pressing back space. So when you have a blue node right here, this means that we have three values like we mentioned before, the X, Y, and Z. This is a vector. You can see right here on the center that we already have a blue node, but it's a diamond one. The difference is that this is a field, a three D float vector field, and this one it's not a field. It's because of what I've mentioned before, this diamond one represents that it's changing on every pace or every vertex or every edge of my mesh, and this one is changing just the position of my object. Okay, so if we drag the value from here to translation, the mesh is going to move, but as you can see, it is moving in all of the directions. It works, but let's add a vector right here, we can drag from translation and add a vector. Now we have all the X, Y, and Z values right here and we can change. Isolate it on the X on the Y or on Z. The same thing for scale. Let's reset these values. And remove this one. Now I have zero scale, so my mesh disappeared, so let's do one. I can control the scale on Y on Z. Okay, so let's set this to translation. I'm going to set this to zero. And let's say I just want to change the Y vector right here. I want to create a operation for this. So what I can do is I'm going to direct this, and I'm going to select separate X, Y, and Z. So now I can add one math operation, and I'm going to add a value of two, just like this one. Okay, so now I have my X value coming from this vector that is 000. I'm separating it. I'm adding two, and now if I connect this is going to translate on all of directions. I need to combine the vectors again. Okay, this feels like a little redundant, but this is going to be useful later. So now we are combining this operation right here. So I'm grabbing just the X. I'm multiplying by two, and I'm joining in my three value vector here, again, now we can connect this to the translation. And now if I multiply this value, it's only affecting the X axis. If I do this on the Y and select this on Y, it's going to change this right here. Okay, so this seems like a lot of nodes that are not doing anything, I can just move my cube around without all of the nodes right here. But let me show you a more fun and practical example of how we can use this. So you can see that we have a vector right here, but it's only 000. I could use another input to change these values. I'm going to press F three. And search for scene time. Now we have seconds and frame right here, but it's only a single value, a value that goes from zero to, in my case, 250. We don't need to separate X Y and Z. I'm going to delete both of these, and we are going to use this value to create an animation. From here, I'm going to grab frame and go to Ed, but I'm not going to use Ed right now. I'm going to use divide later. So let's see what happens when I press space. My cube starts to go in the Y direction all the way until my timeline ends because it's grabbing 0-250 and then it goes back. So we have a little animation right here. But it's going to fest. So what you can do right here is divide by two. So you can see now it's going slower. If I divide by ten, it's even slower because as we know, but let me just pause the timeline before you add the viewer. Divided by ten, we have this value right here, five instead of 53. By dividing this value here here, I have control over how fast my cube is going to go. Let's say I want to make it move in this direction. And let's say I want to change the direction. I can divide by manus tube and it will go down in the Z direction. We can use this field right here to change the rotation of this cube. Let's say, I'm going to duplicate the combine instead of changing the Z direction, I'm going to change the X direction and the Y. Let's connect this to the rotation. Now my cube is going crazy. So let's divide by a different value. Maybe we need to divide by a higher value, so our value can be lower. Now, it's kind of falling and rotating. Basically, we have an bine cube. If we do by scale, You can also connect by scale. You can see how it can go crazy depending on the value that you use. Okay, so this is how you can randomly rotate and use different inputs in geometry nodes to create different animations. In the next lesson, I'm going to show you one node that is pretty popular, which is the instance on points that we can apply instances of another object in our origin mesh. 4. Working with Instances: Welcome. This is where we left off at Less lesson. We learned how to do basic math operations to control the translation and rotation of our object. So from here, let's create a new geometry node. You can duplicate this one. Let's name this biting cube. And I'm going to press right here on new geometry node group by duplicating this one. Okay, so now you can see that we have another geometry node right here. And for this one, I'm going to name this Suzanne. Instance. In our geometry node, let me just move this up because our notary is starting to get pretty big. Right here under scale elements, I'm going to delete this node. You can select with your left button and press Control S. It's going to basically dissolve like we have dissolve vertex. When you're modeling, is going to remove this node, but keeping the connection to the next one. It's pretty cool to use. I'm also going to delete this w. And let's remove this one. I'm just going to leave this to the side because we're going to use later, but forget this for now and let's also dissolve the transform geometry. So we are left with our group input and group output. And we have our default cube right here. As we already know, our input, we have our regular cube coming. We have eight vertex, 12 edges, and six faces. So when we drag, we can search for a node that is called match to points. And if we connect right here and let's go closer and let's activate the geometry just so we can see the wireframe or you can go on the frame mode, you have points located in the position of the vertex or you can change to edges or to faces. So sit is better let's create a joint geometry node and connect the geometry to this and also the match the points. Now we can see the geometry and also the points together. So vertex, edges and faces. So this means that you can use your default mesh to create points to add another object onto it. You can also use. So I use this just to show you an example of how you can place points in your object. It's not just on faces. You can place it on edges on vertex, whatever you like. But let's remove this one. And geometry node has another node that is called distributing points on faces. Now this is specifically to place points randomly on a face. So let's add right here. And now we can see our object, and we have a random placement of points. So this is pretty cool to create organic scenes like grass and what we are going to do flowers. We can adjust the density on this slider right here. Let's leave it more or less at two. From here, we need to add something to this phase and we want to add instance. Instance on the points that we created. Now I'm going to connect this to the joint geometry. And if I want to remove a connection, I can press control and my right button, and we'll have the knife too. Now, everything that I pass is going to disconnect. Okay, so now my point disappeared. It's because we need to connect something in this instance node. So I can go ahead and add a cube mesh or a default sphere that we already have here, and we can adjust the size or, and this is what we are going to use, we can add an outside object. So you can drag and search for object. Or you can even use a collection, but we will see this later. So now we have this field right here where we can add an object. So let's say, let's add R SSN, our monkey. Oh, it's a Szen mesh. Photos. R SSN mesh. Okay, so now I need to go over my cube again, and I can go to the dropper and just select it from here. Okay, so now every point that I have has SSN. It's a little bit big, so let's change here on geometry notes. So right now the scale is one by one. We can adjust the scale right here. Something in between, just so we can visualize this better. I'm going to disable the SN. Right now, this S N is being replicated. It's being duplicated into all of these points. So that's why geometry nodes is extremely procedurally and optimal to create these animations because now we have everything randomly assigned to a point here and it's not different meshes. It's the same mesh. So if you don't go overly crazy with the density, you can go crazy. This is going to be pretty optimal and it's going to run smoothly. Okay, so let's disable our instance of ZN, and let's focus on this one. Now we have our cube geometry is being distribute points on its faces, and we have an instance on these points. Under our instance on points, we already have a rotation. If you change this lighter, you can see that all of the instances are rotating in the same direction. Usually, you wouldn't want that. You want some scattering randomness. Let's drag this node and search for random rotation. Now we have a mint of zero and a maximum of 180. So each of these instances is grabbing a random number 0-180 to rotate, and you can control the amount here. You can also choose some seats that is basically some alterations to each instance, and now you have a random rotation. Okay, so what if you want to add the rotation that we had on our previous cube into this rotation. So let's go back to our sent. So if I connect this one to the rotation, I will remove the random rotation. And all of the objects is going to rotate in the same direction. So what we can do is let's go back. I'm going to assign random rotation right here, and then I can add another node to rotate instances. Let's check this, remove this one. Connect right here. Now, if I go ahead and connect this to the rotation, we already have stored the random rotation right here and now they are rotating in different positions. If we remove, same position. As I mentioned before, the rotation here is under a little diamond, which means that each point has its own position and its own information of the vector of X, Y, and Z. That's why it is rotating each instance individually. F fund, let's also subdivide our mass subdivision surface. You can control the amount of levels right here. Let's remove origin. Okay, so the note is getting a little bit bigger. Right here, I added a rotation based on the timeline. Here we have the random rotation of each instance. We have our object that we are pulling to the instance. Right here, we have the distribution of our points in our base mesh. Right here, we have the subdivision of our cube that is turning into a sphere or instance on points that is basically the center of all this operation, the rotate instances and the joint geometry. Let's add our circle. So this is all of the basics that you need to know the geometry nodes. In the next lesson, we will start creating our own instances so we can create the flower. 5. Terrain with Scatter on Surface Modifier: Welcome to the second part of the geometry notes course. In these next few lessons, we will be modeling these meshes that we will use as instances for the flower procedural system. We will be creating a terrain with simple grass. We will also be creating petals with blend shapes to create a blooming effect and also the flower center. In this first lesson, we will start with the grass. Here I have a new window of blender 5.1. Right here at the bottom left, you can see my mouse being mirrored and also everything that I type, just so you can follow along. So I'm going to start by deleting the default cube I'm going to add a simple plate. This is going to be my terrain. Now, don't be mad at me. We're not going to add a geometry node. Actually, we are going to add, but it's a butane geometry node of blender. Let's go here to add modifier. Instead of geometry node, let's search for scatter on surface. You can see that this is based in geometry nodes. If we go over here in the workspace of geometry nodes, you can see this huge note tree. That we have for this modifier right here. We have density amount and this we already have in blender, masking. Imagine if we need to do this by hand. We don't need to touch any of this. This is already programmed for us to use. Going back to the layout, here you can see that the points being scattered here on the plane represents the points that we saw before in instance on points. It's the same process. We're going to apply an instance right here at the modifier and it's going to appear on those points. We can also control the density and we have other transforms that we can adjust just like the scale, and we can also randomize. But first, let's create our grass base math. I'm going to name a new collection graphs. I let's rotate by the treaty cursor in the other direction. And from here, I'm going to grab just this top corner, activate proportional editing, and let's see I think sharp and move this to the selected active element. And I'm going to create just a simple grass. From here, I'm going to shade it smooth, let's see. I'm going to add a subdivision. And add one containment loop right here. Let's remove the optimal display, and I'm also going to activate the Geometry wireframe just so I can see the amount of vertex that I have. Okay, so from here, I'm going to ject this to the side, copy shifty disable the proportional editing, and create another iteration of this in the same object. For this, I'm going to scale it down, and I'm going to select right here to connect it only. And I'm going to add a third one, but I'm going to make this a little bit thinner. Tree them. A So now, this is the grass instance that I want to replicate into my terrain. So let's enable plain again. And let's see. Let's adjust the scale. Right now I have 2 meters by two. I'm going to make just a little terrain. So I'm going to make this one, and I want to make this circle. So I'm going to add another subdivision surface to the terrain and make sure that this modifier is on top. I so this grass is too big, I prefer to adjust the scale before instancing this object into terrain. Let's do that. Now let's scale this grass that is too big for this Intri decorser. Now let's apply the instance to the scatter on surface modifier. Can just go here, select the eye dropper and select the grass. Now let's increase the density. Now, this doesn't look very good. But the magic of scattered on surface is that you can randomize the instances. So let's go here under the modifier. And activate randomize. Open. So the values that we want to change here are the rotation and also the scale. Focus right here on scale. If we drag here to one, you can see that now we have a random value, just like we added before 0-1 for the scale. I'm going to leave this at 0.8. Now let's adjust the rotation. I want the maximum of my rotation to be on Z. So for Z, I want 360. And for the X and Y, since that this makes my grass tilt, just a little bit of variation. Okay, so now I'm going to show you one property that we have here on scatter on surface that we can activate by just activating one bullion right here, but we will use this later to create our own procedural system. So right here under transform, we have align rotation. That is aligning the rotation of my object with the Z of my instance object. Right now, you can't see it too much because we have a flat surface. So let's change that. I'm going to add a displacement. And make sure that this is after subdivision and before scatter on surface. Let's create a new and I'm going to change this to cloud texture. Link tense, more or less like this, controlling the sides and now we can go here under my terrain. Let's increase the subdivision. Five is enough. Let's shade this move, and also reduce the strength just so we have a little variation right here. Now we have ways. Now let's notice the difference that aligned rotation does. Let's reduce the density. Let's focus on just this little grass right here. Those three. And let's disable rotation. So basically, if you disable a line rotation, your instance is going to point in the Z direction, which is your main instance that we have right here. And if you activate a line rotation, print it, it's going to match the Z of my instance with the normal of my math right here. We can see right now because we are under displacement, let's I'm just going to apply just so you can see. So if we activate the normal of the face, you can see that it's pointing in the same direction of the grass being instance right here. So this is really important when we are scattering our instances. So we want to leave this on and increase the density again. One last thing that I want to do is to adjust the normal. Here under grass, I'm going to isolate this and I'm going to that data transfer from a plane. And I'm going to transfer the constant normals just because I want the normals to face in the z direction. I can delete the plane and we are done. Terrain grass. Instance. Okay, so this is a quick way that you can scatter objects into another object. And now we have terrain with a little grass. In the next lesson, we will remodeled the petals and using plain shapes to create a blooming animation. 6. Flower Center: Welcome. If you made it this far, you already know the basic fundamentals of geometry nodes, and we already have a past terrain. Right now, it's time for a search for some references of the flower that we're going to build. Take a step back and analyze how you are going to construct this system. I just opened a new blender file and I added some images of the flower that I'm going to build. So this is a daisy flower, and we can see its components right here. We have the flower center, the petals coming from it. And we also have this receptacle right here, like the support for the petals and the stem. But let's focus right now just on the flower part. I also grabbed some references of its buttom closed and open because we are going to do the bloom animation. So from here, I started sketching what I'm going to build and the geometry components that I will need because this will help a lot when you are actually modeling. So on this first image, I separated in two parts. So we have the stem coming into that green part and also the petals closed. Here is the animation when it starts to open, and this is where it's fully open. By analyzing this, the first thing that I need to do is the flower center because it's going to dictate the size of the whole flower. So I'm going to focus on this lesson on this center part and also in the support right here. This is where we left off. Let's listen. Let's disable the rain and add a new collection called flower. I'm also going to name it sub collection flower center. For this, I'm going to add a plane and set a smaller value p zero, two, and I'm going to add a subdivision surface. I'm going to apply. Now I have this primitive shape right here. From here, let's see. The top is a little bit flat and it curves down. Let's recreate this shape. I'm going to apply a subdivision later. I'm just going to roughly create the shape of the flower center. I think only this diamond shape will be enough. Now I'm going to add another subdivision. Let's disable optimal display just so I can see. Before subdivision, I'm going to add a cast because this way, my shape is going to be round right here. You can see if I disable it and enable is rounding my shape. I'm going to activate and then subdivision. The shape is a little more circular from the top view. Let's create these edges right here by pressing J, just so we can close off this bottom loop too. And from here, I'm going to add another subdivision just to create a more narrow part right here. Okay. I have a simple flower center. Now, let's shade these two autos move and increase subdivision one more. Now let's create our geometry node. I'm going to leave this at one because we are going to add another subdivision in the geometry node. So let's go ahead and add our geometry node and create a new one. Let's go to the geometry node workspace. I can also add subdivision inside geometry nodes. So let's do that. Jack and type subdivision surface. And I'm going to expose this value. So now I can control the subdivision from here. You can also name the subdivision. If you press N, this side tab is going to open right here and you can see my exposed value called level. I can double click and let's assign subdivision. Now I can control the subdivision from here. Let's also activate the wireframe. I'll leave this one at zero at first, then we can adjust. Let's add instance on points right here. Coming from the subdivision surface, let's transform mesh to points. This is different from the one that we use distribute on pass because this I'm going to trasform the vertex on points. So if I so mount, you can see that the radius is 0.05, so it's too big, let's reduce this. Also let's join the geometry. And let's grab the geometry. After we subdivide it. Now we have the correct math. Okay, so by using math to point, you can control positioning the points on vertex, edges or faces. I'm going to use vertex. And now if I go and increase the subdivision, it will automatically follow the amount of points in my verdict. After match to points, Jack, and let's add instance on points. Everything disappeared. So we need to connect the instance, node, and let's add one sphere. We don't need to create a separate object for this right here on the radius, reduce it to 0.0 005, and I'll reduce the resolution two. So from 32, we can set to 16 and ten. And we also need to make this move. After UV sphere, drag and search for set Shade Smooth. Let's increase this to 18 and 12. Now we have a UVsphere being mapped on all of the vertex of our mesh. Right now, I want to control the density of these points. I don't want to have points right here at the bottom because it's going to be reaching the stem part of the flower. I want to concentrate the instance just on top and we can do that by using attributes. We can use the vertex group to assign some certain vertex and use that in the selection of this node right here is the ansonPoint. Let me show you. Under points, we have this node here called selection, which is a boolean. Let's go ahead and expose this value, and I'm going to name this density. Now, right here on our modifier, if I disable it, I will remove all of my instances on points right here beside, we have the attribute Tuggle. If I activate this, I can select my vertex group attribute to control the density. So let's go here the data and create a vertex group. And I met density. Go to the modifier and assign, right here, point density. Nothing happens because we need to assign our vertex group. I like to do that by using weight paint, especially in this case. I'm going to go to Tm fill. Go just here on the 00 of the world and press one time a few more times. And all of the points that are red is going to be dense. It has a weight paint of one, and black is going to be zero. Let me disable geometry notes so I can see better. I want to increase this and you can go to weight and levels, and now I can adjust the gain and the offset. Now, I can achieve a black part right here at the bottom, and I can increase this and achieve a red value here at the top. Now I have a nice gradient that I can use to position my instances. I'll go ahead to object mode, activate geometry notes, and you can already see how I have spheres just on the top part. Let me read this. Okay, so now every point that we have a value weight above zero is going to have an instance. But we can use that nice gradient of the weight bank that we did to adjust another value, which is the scale. So right here on instance on point, drag scale and connect right here in the group input, and let's also toggle the attribute and select point density. Now, when the point starts to reach zero, the scale also reduces. So now the only thing that we need to do is to adjust the subdivision I'm also going to do a little match rotation. Let me go back. I'm going to add one subdivision right here outside the geometry nodes, and I'm going to disable geometry nodes for now. Go to top view. And I'm going to apply the subdivision. Now if I go to edit mode, I have more vertex to control. Now selecting the top vertex, I'm going to activate geometry nodes again, and I'm going to activate proportional editing right here or pressing O on your keyboard, and I'm going to disable overlay. I'll press R, and I'm going to do a little rotation here. Just to create a nice effect of the instances. I'm also going to increase a little bit of the size of the UVsphereT is the result for the flower center. Let's rename this. Let's wrap it up for this lesson. In the next one, we'll just create some instances of the petals and also the support right here and do some blend shapes. 7. Petals: Welcome to the third lesson of creating base models for our geometry notes. In this one, we're going to create a little support of the flower center and also the petal variation, and we're going to use blend shape. For the petals, you can see here under our references that we have oval shape with a little detail at the outer edges. Let's try to replicate that. I'm going to go to top view, and let's add a plane. I'm going to more or less adjust at the same size. Let's see. 0.0 25. And from here, I'm going to model the petal shape. So I'm going to disable flower center. But first, let's move this to another collection. So with my plane selected, I can press M on my viewpoard and go under collection, flower, and add a new collection. So flower petal, and this one is going to be an instance that we are going to use in the geometry nodes. So petal instance. Let's also name this. Daisy petal. Now go ahead and Disable Flower Center, and let's model. I have proportional editing and going to disable. And to do this little detail at the top, I'm also going to add two subdivisions. I think I need three, actually. I can grab both of these vertets right here and drag it down. For this, I'm also going to add a subdivision surface as usual. Okay. So right here on this reference, even here, we have this quiz on all of the petals coming from this little detail right here. I slide both of these and bring this down. I'm also going to increase the us for the subdivision. Leave pretty strong. To leave it like this and shades move. Okay, so this is the base petal. I'm going to adjust the origin point because this is going to be important for the geometry nodes. Okay, so this is our petal. Now let's create the convex and the concave shape of the petal by using blend shapes. Under data, I'm going to add the shape keys. This is going to be the basis one. Let's do the concave one first. Under edit mode, I'm going to select this vertex just at the middle and with proportional editing, I'm going to add sphere. I'm just going to grab this vertex. I'll try not to get the orange one because I don't want to move this dot right here. First, let's do the closed version. Really simple. This is going to be the base shape. Now let's add one marque into the inverse. We have just a small variation right here to basically complement what we are going to do with the flower system. Let's activate the flower center. I'm just going to see how this looks. Let's imagine we have the closed right here. This is the closed version. And we'll have a bunch of them all around, and we'll have this rotation right here. At the same time, this is going to invert. This looks good. Let's. Actually, let's use this to create the support right here. I'm going to create another collection. So for the flower support, let's use this match as a reference. I'm going to set the bottom faces right here and wrap up until this point, Shift D to duplicate and B to separate. I can move to the right collection and rename it. I'm going to disable the geometry notes because we're not going to need it, and I'm just going to add a subdivision surface on Edit mode. I'm going to go and fatten a little bit just so we don't have any intersections and already try to see how this is going to cover the petal. Okay. From here, I'm also going to grab this vertex right here and I'm going to delete actually this phase, and I'm going to delete, select this and press Shift on S to make it to sphere. But let's disable proportional editing first. And from here, I'm going to extrude and create a base for the stem. Going to close this off because we are going to do the stem with another geometry node. Add a contenta look here, another one here. Make this bigger. Now, I want to mimic this part right here. We have only this reference. Let's select the vertex extrude and see how I want them to look when it's closed. So when it's closed, let's more or less follow the pedal, the way that we have right here. We have this nice curve. In Vertex mode, go to select and check her D select. And I can create this detail right here. And since we have some division surface, I need to really exaggerate this. Maybe I will use even two. Okay, so this is going to be the base. So let's add one shaped just like we did before. Let's select all of the stop ones. Wireframe. Let's call this outwards. And down Okay. Let's see. Let's duplicate this and rotate and use the value of one. Maybe we will need to position the petal a little bit more here right here at this base. We are already planning how we can do the geometry node animation right here. I want the rotation of my petal to reach even this point. I need to make this lower. We are going to do random rotation in this petal. I don't want this to intersect the petal at any moment. This is just a detail. I give some support to the flower petal without making it look like it's flying. If we can do something like this, it's even better. Maybe I don't need to make this so big at the Okay. So this is it for this part of the course. We constructed all of the base measures that we need to make our flower system. In the next part, we will do the blooming animation with the petals, and we're also going to do a grow animation using curves with geometry nodes. 8. Creating the Blooming Effect : Welcome to the third part of building our procedural flower system in Blender. So far, we already have all of the base models and the base fundamentals of geometry nodes. I'm going to leave in the description all of the nodes that we are going to use in this and next lesson so you can follow along and also the links to the documentations so you can see in depth what each node does. So if we take a look at our references, we have the pedal already. So what we need to do is to create a circular curve right here to attach all of those petals with and to an animation. We can also notice a few scale variations on the petals and also a few position variations right here. Some of them are in front and some of them are at the back. So we can achieve all of these variations using geometry nodes. Let's start by applying the petals in the circular first and adjusting the rotation. So from here, let's go to the top view. And I'm going to add a curve a circle curve right here. Let's adjust the size. I'll go to Edit mode, the front view. And let's move this to the flower, and I'm going to name it GM for geometry nodes, petals. Now I'm going to disable the flower support just so I can see better and adjust the size. I want the base of my petals to be really close, maybe not intersecting, but really close to the flower center that we have. This is going to be the base geometry for the geometry node. Okay, so now let's adjust the petals. We have these two petals here that we tested in the last lesson. Let's exclude the second one. And for this one, I'm going to set the location to zero again because this is going to be important. And let's adjust the rotation. For this one, we are going to align the Y rotation, this one right here to the Z of the tangent of this curve. So let's go by steps. First, let's adjust here. I'm going to make this 90 and rezp the rotation on the Y and Z. So it's pretty aligned with the X and Y here. I'm going to apply this rotation by pressing control, A, and scale. Oh, and rotation. Now, you can see that my pedal didn't move, but the rotation on the X was reset. Okay. So this is everything that we need to prepare. Let's go to the petals and add the geometry node. Let's go to the geometry node workspace. Let's add this modifier. And I'll call it just the same as my curve. Let's also add daisy because this is going to be daisy petals. Actually, let's adjust petals. Okay, so now if we hover above group input, let me just make this closer. I'm going to adjust a little bit of the window over here. We are not going to need this spreadsheet. You can leave it if you want, but it can be a little confusing. So we can see our viewpoard from here. Let me activate the screencast cads and our geometry nodo right here. I'm just going to move this down. We're not going to use it right now, but we are going to use later. Okay, so now we have a curve. Let me activate overlays, and for now, let's disable the flower center too. This is all that we are going to need to construct the petal system. So we over the geometry input, now we have a curve with four points. So instead of using the match to points, we're going to use curve to points. So dragging and click. If you zoom out, you'll see the point right here. Let's add one set point radius, just so we can reduce the size of the points and see them. Okay, so now we have points position in the curves that we have, and we can use count to increase or decrease the amount of points in this curve. You can also use length. Let's say every each 1 centimeter, you have a point, but I'm going to use count, and I want to expose this value because I want to be able to control it. So over here count. I'm going to write number of petals because that is what is going to control this amount of points, the number of petals on my flower. Okay, let's move this to the side. You can remove this if you want, but let's leave it on, and I'm going to jack in the same node that we already used before, instance on points, and now the points disappeared. This is going to be the base for everything that we are going to construct in this Vower system. We are going to use the instance, peak instance, the index, the rotation, and scale. So basically, your group output will be connected with the instance on points right here. Everything else that we're going to do is going to be filled on this side. So let's start with the most important one, which is our instance. So from here, you can drag and you can search for Object info, and we can select the eyedropper and select the Daisy petal. Now we have all of the petals positioned in the points. But you can also delete this and use a collection. A collection info. And now I can go over here and choose my flower petal instance. Now, everything that I have inside of the collection is going to be distributed right here. So let's go ahead and duplicate this petal. And I'm going to just names two. Now, I'll go to edit mode and scale a little bit on the Y, a little bit on the X, to create another variation. Let's make sure that we are changing also the basis so let me go back. Let's make this one thinner and also just rotate. So we have a different petal. So now going back into the points. Okay, so now you can see that each point is grabbing the two objects that I have inside this collection. So I want each point to choose one object only. So here under collection, info, you can choose separate children. And here on instance on points, you need to activate pick instance because this way, the point is going to choose between one object and another. Now you can see the variation right here. So now we have the curve two points. We have our instance. We don't need selection for this one, and we can use the instance index. If you go here and assign a random value to this, 0-1 because we only have two objects, we don't need more. You can adjust the seat right here and you can see how it changes the position of the petals right here. It's intersecting between one and another, and you can choose what you prefer. Let's adjust the rotation. Going to select these ones and move to the side. We can also connect our collection to the input. So if we do this, you can see that we can choose a different collection. So this is going to be my petal selection. For this one, I'm going to name it Daisy. Then I can create another type of petals and duplicates and use the instance to create different flowers. We already have two controls here, the number of petals and and the actual geometry of the petal. Okay, now let's adjust the rotation. From this, remember when we did the terrain and we aligned with scatter on surface, the grass to the normal of the object. That means that we can grab properties from the geometry that we are using, in this case, the curve and grab properties that will dictate how the instance is going to move. Right here on curved points, you can see that we have the points, but we also have a tangent, normal and the rotation. We are going to use tangent to rotate our instances. So let's see here. We have the circle. I think I can do better than that, and we have the different points distributed along circle. And each of the circle has its own values, the X Y Z position, and also the tangent. The tangent is kind of the slope of the curve. Is that little axis that detts the movement of this position of the circle. If I go ahead and in this circle, let's say, I grab a point and I pull this, the tangent of the points are going to change. This one is going to be a little bit the tangent is going to be more like this. This is a little bit of mathematical concepts, I'm not going to display in depth, but basically, we can grab this tangent to align our instance. Let me hide this. To do this, the node that we're going to use is the align rotation to vector. Let's drag from rotation. Align rotation to vector. Which vector the tangent that I just mentioned. Dig this and connect to the tangent of this curve to points node. Now we need to tell this node right here, which axis are realigning. Since the tangent is this direction right here, this direction, we need to align the X alignment of this petal, we have it right here to this line right here. See? So let's go ahead and select the X, and we are aligned. So if my petal was rotated into this direction, I will need to use the Y or does it depending on what you want to rotate. Let me just disable these nodes right here. Confusing. So now we have all of the petals facing inward, which is all that we need. Now we have the rotation of the petals aligned with the tangent of the curve. And now I want to change the X value to make them open. I'm going to do a mathematical operation, dragging and setting vector math, Ed. If I go here, I can control, and let's connect. I can control the X of my instance. To connect this to make the external, I'm going to drag vector, and I'm going to choose angle to rotation. X angle to rotation. This one. This c is going to transform my angle into a vector. But let's leave Z at zero and the xs that we are going to control is one. This is X, Y, and Z, I'm going to control just the X, so I'm going to leave at one. Now we can control this angle right here from my menu. Let's see how this translates. If I increase the angle, it's going to go inward. So maybe I can start with 15 and we can make this slider go down until here. And remember, with that, we are also going to align the blend shape right here of each of them. Let's go back. So let's combine this in the timeline. I'm just going to pull. And I'm going to use 0-250. This is going to be my initial position for my petal and also the blend shape. So I'm going to press one right here on top in my timeline, a press shift and the right arrow. I'm going to drag this down and key frame it again. Now, I'll go to each petal, raise the value to one, keyframe, and do the inverse and do the thing with the second instance, one, now let's press Shift left arrow and drag this down to zero with this and also this petal right here. So now let's play the timeline, our petals are moving in the xs and also making the blend shape. From here, I can already tell that I need to adjust the number of petals. There are a little bit separated so I can just increase this. They start to intersect, so maybe something like this. We can disable the collection instance. Let's see how this looks with the flower center and also the support. We also need to adjust the support. Let's select this, go to the beginning of the timeline. Key frame this value, and at the end, key frame this value. We don't have any intersections right here. This look good. Good. We have a little gap right here. But I'm going to leave this because we are going to do now more scale variation and rotation variation. This is going to make the petals not seem so straight in this direction here, they all look like they are in the same direction. Let's add some variation to this. Let's pull this to the side. Under scale, we are all at once. Let's pull this and add a random value. This is too intense. What I'm going to do right here? In some petals, I want to have this scale and maybe not. It depends on the flower that you are constructing. One cool node that I like to use is the switch node that it gives me the option to activate an operation or not. Right here, I have a boolean. If I activate this, whatever is connected to the true node is going to activate. And if I deactivate, it's going to be false. So in false, I don't want zero, I want one, the default scale. And for the true value, I want whatever value that I want. But for this, I'm going to do a slight variation. I think even from 0.19 to one scale or maybe 1.05, I want something like this. I'm going to control the switch from my menu right here. So, let's rename it. This one to scale variation. This is the angle of our petal angle of blooming. You can name it whatever is going to help you. Remember what the property is cavalry. If I activate this, it's going to make a small scale variation. I can also expose this value. These two values right here and if I have it on, it's going to show, but if I have it off, it's going to be grade out. So it's up to you if you want to expose this value or not. Okay. So now we are going to apply the same idea that we did on the scale by using ndell value to the rotation. For the rotation, increase this and reduce the timeline we are not going to use right now. Let's align. I'm going to select all of these nodes and press F. Set to rotation just so we can also this one, pressing F scale. Just so we can organize things a little bit better. Okay, so from the rotation, let's add a random value to this. I'm going to do that by multiplying. So let's vector math multiply. And we are going to multiply the value that we got with a random value, but I don't want a vector. So let's press F three and search for random value because I want just one value 0-1 because I'm going to control just the X. So for that, you can drag and search for combine. Now let's go ahead and connect and connect to the rotation. Okay, so there's a couple of things that we need to adjust to make this work. In here, we were adding a value. So when you add, it doesn't matter if you add zero. It's going to be the same value. But here I'm multiplying the value. If I multiply a value by zero, we all know that it's going to be zero. So you need to make this one. Okay, so now our other xs are in the right position. Now here, I have 0-1, which is pretty intense. I can control the amount of randomness right here. I can increase. I would do something like 1.1 because I don't want this to cross the other. Maybe this is even too much and 0.90 0.80 maybe. You can test around, and we can also expose this value to control. Okay, so as the scale, I want to be able to control the activation of this variation. So let's add another switch node, and this is going to be true. And the false version is going to be this one because for every one of them, we want the blooming animation. Now we can control the variation from here and let's connect to our menu. Go down here, rotation variation. I can also expose these two values. This time is only two values right here. We have scale variation on X Y and Z and the rotation. Let's drag this down. Let's see. I can also adjust the size right here. This fit a little bit better. Track this down, see if in 250, we don't have any intersections. I can also go here in the Bezier curve and maybe just tilt a little bit more, make it feel more variations. I can even And of course, you can also add another one, depending on the flower that you have. I could add another one on top, rotate and make them work together. It depends on the flower. Maybe you need to have a smaller center. This so play around. I'm going. I'm also going to create a couple more flowers. Okay, so this is it for this lesson. You can do any type of flower that you like, play around with more blend shape variations, scale variations, and randomations. And depending on a flower, create a blooming effect that you prefer. In the next lesson, we are going to organize this. I'm going to create a second type of flower that we are going to use to compose the scene, and we are going to organize to start creating our field. 9. Finalizing the Flower and Creating the Stem : Welcome. In this lesson, we are going to finalize the flowers and also create the stem by using geometry notes. We are also going to create a few more instances of the flowers just to gain more variation on our composition. This is where we left off. Let's lesson. Besides the daisy, I also created this other flower right here with bigger petals and just a small flower center. So what do we need to do right now is to adjust the git point so we can use these flowers as instances for another geometry note. So under here in flower daisy, let's go back. I'm going to select all of these point components, move to the front view, and I'm just going to move them up. So the world origin is right here at the bottom. I don't even need to apply the rotation and location. I need to I just more or less like this and we also need to do some folder organization. Let's go here. Inside Flower Daisy, I'm going to create a new collection. I'm going to name it instance one. For this, I'm going to move what I have inside here. I'm also going to delete the collections. Okay, so now here inside flower daisy, I have daisy petal instance and the flower daisy instance one. So we have the petal and the flower. So this is going to be my first instance, and I already have the correct blend shape inside this instance and also the petals, the movement of the petals. I'm going to do the same thing with this one. In this case, I'm just going to rename this flower and I'm going to move this here. Okay, so now what I want to do is to add a couple more instances. So one more for the flour daisy and another for this other one that I added. So I'm going to duplicate this collection and limit two, and also this one. Let's focus on the daisy first. And for this one, I want to make a different timing of blooming. So I'm going to open this. Here's the center and the support. I'm not going to change anything. But here on the petals, I'll hold them close a little bit longer, and then I'll make the movement. So I'll just push this further for the support also. And we need to adjust the blend shape. Let's go here under our instance. I'm going to create a second one. By doing this, I also have the option to add another material to these petals. Now, under the petals, I'll choose the second one, hide this and this. I'm also going to push the blend shape here. So in instance two, let's activate both of them. So one opens slower and the other one follows. Now I can also add some more variations. So here I can add more scale variation for this one, maybe a little less rotation. And even make the number of counts of petals smaller. Yeah. And also the angle of blooming you can also change. You can make this more intense. And whatever property that you want to make a variation with, you can expose the value. And once you start to create your own instances, everything that you change here won't change in the other objects. So that is why we use these exposed value. So you have more control over what you change. Now I'll do the same thing for the other flower that I have really quickly. I'm ready going to date. This one, going to do 36 and then 120 Instance two, 36 20. Oh I chose the wrong collection. Why is the name Rose? So Rose Pettle instance, too. So now, we got let's change a little bit of the settings right here. Live the same amount of petals, actually. Okay, so I'm not going to change any of the blend shapes, but you can also create different blend shapes and even modify the shapes of the petals. Okay, so now I have one, two, three, four, four flowers that I can use and make a composition with. So now let's create the stem. I'm going to add a new collection, and we're going to add a bezier curve. Stem. This is going to be the stem for Das one. I'm going to delete. Going to the front view, I'm just going to draw a curve like this. And let's add the geometry node. Okay, so let's name this them. Okay, so the first thing I'm going to do is to transform this curve into a mesh. Nothing happened because we need to connect the profile curve. Cursor. The radius is on one, so let's reduce. This is basically the same thing as you would do if you come here over the geometry inside your curve and add a depth. So you can see that is basically the same thing, but we are doing it in geometry nodes. So now we already have a basic stem, and we are going to add a few properties here on this lesson. And in the next one, we're going to add wind and the growth animation, actually, and we're going to make it grow and also move just the top part. So this is going to be interest. But for now, let's just focus on assigning the flower on the top of this curve that we have. Now, let's move this up. I'm going to create directly instance on points. Let's add our collection info right here and choose our first instance. Now, let's join the geometry. Okay, so now we have our little flowers on every point of this curve up until the top. But we only want this top point. Also, let's check on the scale of this curve. Right now, almost 70 centimeters right here. Let's make this molar. Way better. Now the proportion is way better with this one. I also want to reduce. Too much, maybe. Maybe that was okay. Too much. Maybe this part is let's leave it at one and then we can adjust the mesh right here. Okay, so now we need the flower just on the top part here, and we can use that by using the selection. So with selection, drag search for endpoint selection. Now we have one instance at the start of the curve and one at the end. So now if we reduce the value, if this start size is zero, we don't have an instance on the start. And in the end, we've got the one. So simple as that, we already assign our flower on the stop part. Okay, so now let's also expose this collection. So now we can choose the flower that we want. Right here. And let's align the rotation just like we did with the petals. And for that, we're going to press F three and search for a tangent. What is one. Type curve tangent. Read curve tangent of my geometry here, our curve. So from here, let's direct to a line, rotation to vector, connect this to the vector and rotation. Now you can see right here, it automatically rotated to the tangent of this curve. If I go here and I rotate, please let me just select this one. I rotate to the side. My flower will follow in all directions. Because it's aligning the Z of my flower to the tangent of the curve. So we have already the correct alignment here. We can also expose the scale. So maybe we can do some flowers bigger and others smaller. I don't think I'm going to use that, but let's leave it just in case. Now the cool part about this let this down, scale a little bit. Scale a little bit more. This flower is not getting the props that it deserves. Okay, so the cool thing about this is that I can go here, open, and I can basically draw, draw, not annotate. And it will automatically create a bunch of flowers. I'm crazy right here, so this is really cool. So since this curve is only being used by this flower daisy, I will need to create more curves like this and assign different collections for that. But once you start mixing all of them, you will get a nice variation. Let's do that. I'm going to go back with everything that I did. I'm going to leave only this tree. And we're going to duplicate. I'm going to duplicate and I'm going to choose the second daisy. Let's see the terrain. The terrain is a little bit bigger. Aable to grass. Okay. Kind of like this scale right here. Maybe we can go scatter on surface and increase this. I'm just going to even start to create a composition right here. This one. It's kind of random. And assign the second Okay. This is Daisy two. Okay it again. I don't know the other name Petuns I want to scale them more. Okay, so this is it for this lesson. We already have our blooming flower in the terrain, and in the next one, we're going to do a wind animation and also a grow animation using this stem. 10. Creating Growth Stages and Mild Wind : Welcome to the final lesson on creating this flower system with geometry nodes. In this lesson, we're going to add with nodes, a little wind animation and also a grow animation for this stem. So let's start with the wind animation. From here, we need to set the position of this end point right here. So let's go ahead and direct geometry and set position. I'll drag this out. I will need to add this before the curve to mesh, and also we need to connect this to the points. Now, if I go here and change the X or the Y, you see that my whole mesh starts to move. Now, I want to move just the top point of this curve. Same thing as the instance on points. I can just go here and select the top. Now if I move, only the top part moves from side to side and like this and the bottom part of my curve stays the same. From here, we already have control over only the points that we want. Okay, so now we need to control this position right here. And for that, I'm going to use once again the SMT. They already used in the previous lessons. So for this one, I'm going to use the second of my sent to control the animation. So if I go ahead and connect and press play, you can see that it starts to go beyond. So let's go ahead and multiply this to a lower factor. It starts to go a little bit slower. Just a small admission, but it will keep going on and on until it ends. We want to use multiply by a factor that will do a wave. For that, let's use the sine cosiement. I won't explain the mathematical of this, but it's basically it's a wave, so it will go into the direction and go back so you can see that it creates a wave. Now, I want to apply this only by the X and Y of this. Let's do combine. I'm going to leave Z at zero. Now we are setting the position of the stop vector and doing a wave animation by using the same time, using a sine, a multiply to control the amplitude of this sway and choosing which axis are going to be affected by it. You can do just in one direction or two. Now let's add our final node, which is going to create the grow animation, and I think it's pretty cool. Let's rack and before everything, let's add a trim curve. Now, if we go on end and drag this down, you can see that since we got everything correct with the flour, our curve starts to shrink. You are basically trimming from the end point end to the start. If you go here to the start, you will do the opposite. We want to control this value right here to create equal animation. From here, I'm going to multiply with a random value, multiply with a random value, just to create some variations in the growth. But let's connect like this and you see how it grows pretty fast. Now let's multiply and you can see some variation happening once I multiply. I think this is still too fast. Let's see. Instead of multiplying with zero to one, I multiply from minus one to one. One of them. I still think they are pretty fast, so I'll reduce the maximum to 0.5. Maybe I'll even do the minimum -0.5. One more thing that we need to do before we move on is to set the material of the stem. So right here after curve to mesh, we can drag and set material. For this, I'm going to drag and expose this value. Let's change this to material, and we are going to create this in the next lesson. Mix material. Okay, so this is it for our lesson in the next lesson, we'll create simple materials and also do a final render of our composition. 11. Add Simple Materials : Welcome to the final part of our Geometry node flower system course. In these last two lessons, we are going to create simple materials for our flowers in the terrain and also do a little composition of the sin. So for this one, let's get out of the geometry node workspace and go to the shading tab. The first material that I'm going to create is the petals. So going back to my references, I have a lot of white references, but I also have this nice gradient here on the outer edges of my petals. So I'm going to create these two variations right here. So let's start with the first instance, and I'm going to isolate. And this petal and let's create a new material. Let's name it easy one. I'm going to drag from base color and assign a gradient gradient texture, I pressing Control T to open a mapping node and generated in a texture coordinate. From here, I can rotate the gradient 90 degrees. Now I have black at the bottom and white at the top. From here, I'm just going to drag all of these nodes right here and I'm going to add the color rim. Now I get to change both of these colors. I'm going to leave this one a white color and the top one. Let's do the first variation first, where we have just the white and maybe a little bit of shadow right here at the center. Okay, so this is going to be the first material for the regular daisy petal. I'm going to leave roughness at 0.8. And for this, I'm going to use the EV render, so it's going to be a more stylized kind of render. Okay, now I will apply to the second petal, the same material, and let's move on to the second instance. And for this, I'm just going to select my daisy, duplicate. And I'm going to create the second variation. And to copy this one with the second petal, I can just select both of them, press Control L, and link materials. I'm also going to add a third color right here that little yellow from the center and drag this one. Perfect. Now the other type of petals right here, It's a tight rose. What? This one, I want entirely think. Okay. Let's make this a bit lighter. Similar to this. I'm going to create second color. We can test later. Now, let's create the material for the flower center. I'm going to remove the subsurface for novelist. Oh, I forgot to duplicate the other one. That was my bed. Materials duplicate this one. Now the material for the flower center. Okay, so now for this, I want the yellow on top and green at the bottom. Now we can see the yellow because of the instances, but let's apply the material to this instance right here. So we will need to go back to geometry notes really quickly. After instance on points, we're going to set material, and the material name is going to be stem. It's going to be centered. And here I can assign the material. And now the material is applied to the instances. Me orange. Now for the sport. Now this is going to be the stem I'm going to replace the yellow for a Ducker to tone of the green. Jos contro v. Flower center center. And for this one, I only have center. And Okay, so now let's see. I think it looks pretty cute. I really like the effect here. So now we need to apply the material in the stem. So we already exposed the value from the geometry node. We can even create other colors of stem. The final material that we need to adjust is the terrain. And for that, I'm going to use also the stem. So I'm going to go over the grass instance. I'm also going to apply in the actual terrain. I'm going to duplicate to create another version for the terrain. And now I'm going to change the texture coagenate from generated to object because I want the material to consider not only the grass, but also the terrain that I have. So now I have this dark color in the terrain. And if I drag this down, the top part is going to be lighter, so I can go here and adjust Let's also go to the grass and change to the terrain. Now, I need to drag this down even more. But I'm trying to create the terrain darker and the grass lighter at the top. Okay, so I played around with the composition, adjusted some meshes and also the material, but nothing too crazy. I want to do one more thing with the terrain. I already increased the density right here, but I'm going to change the material. I want to add a noise variation, a noiser. But if I go here and attach to color, you can see that this is the same material that apply to the grass and also the terrain. But I want this nil texture to consider all of them the same object. So we can go under scatter on surface and realize instances. Now you can see the shading right here. I'm going to use vector, and let's attach another color. Actually, let's duplicate this one just so I can grab the same colors. I'm going to delete this color right here and I can do another type of variation. Now I can mix both of these. Let's see, overlay. So zero is just the gradient and now a little bit of noise. It helps give some more depth to the project. Okay, so this is it for our material lesson. In the next one, we're going to set up the camera, some compositions, and also add some lighting. 12. Add Lightning and Camera : Welcome to our final lesson where we are going to render a video of our scene, adjust the camera, and also set up the lighting. So for this project, I'm just going to use IV, and I'm going to activate gracing. So let's go over here and you can see the difference when I activate. One thing that I want to do regarding the shadows is go over to my grass. I'm going to select my instance of my grass and go over here and disable shadow. Because I don't want the grass to create shadows on the terrain. So let's go here and disable shadow two. Okay. Now, let's see the light that we have. We have a basic point light of the default blender project. I'm going to delete this one, and I'm going to go to the world right here and I'm going to add an HDRI. Now, I already downloaded an HDRI from HDRI Heaven and you can choose your preferred one. Now I'll add an environment texture and select my HDRI. Okay. But for this, I don't want to see the background, so I'm going to add a mix shader. And connect to the factor. A is camera way of my light path. And I don't want black. So I'm going to set on a dirt background. Going to leave this gray colored. Okay, so I already like the lighting that this gives me. 0.8. And now under my environment, I'm going to press Control T. And I'm just going to move Ponzi to set another position. So now I'm going to add a sunlight. I will try to follow basically to compliment to complement my HDRI and give some more reflexes. Going to set the temperature lower, so the light is warmer because for this one, the light is a little more blue. Now, let's see. I like to isolate each light that I have and test a little bit. So now under my properties, I already have bid tracing. I'm going to go over here under color management, and right here, I have to look. I can increase the contrast, medium high, high contrast, and even very high. So right now, we have base contrast. I'm just going to quiz one more to medium high contrast. Okay, now for the camera, if I go ahead and select my camera and click on this icon right here, I can press zero on my numpad, and I'll have the camera view, which is pretty far away. I like to press N and go over here view and set camera to view. Now, if I navigate my view port, my camera is going to be position. So I can go here and choose a position that I like. Let's go here of properties, and now we change 50-30. You can eat more flowers. Let's see. I'll suggest to 30. I'm going to adjust the size of the terrain. I'm going to reduce a little bit more so my attention is on my flowers. Already way better. I can even go ahead and rotate. I'm going to send this back a little bit more. I don't want to miss that petal. Okay. Now the attention is more on the flowers. We kind of lost this one. We can select and move really simple. Move this up. I can even go here, let's say, and change this flower to this side just really quickly. Okay, so I played around with the composition. I found one that I like. I'm going to render from this position, and I'm also going to create another camera, duplicate and pressing Shift. I will go and focus on one flower, more close up render. This one, and let's reduce the clip start so it can get closer. Let's do this one. And for this flower, I'm going to apply the depth of field. So I'm right here in my camera, I'm going to activate and then adjust my distance, which I think is going to be more or less like here and let's increase. So now just my background, it's out of focus. Let's do a more of top down. Okay, so now I'm going to render my animation for both of these cameras, and we'll check out the result. Okay, so once you are satisfied with the composition and result, you can go ahead under the output and set media time to video, or you can export images and then compose video in a different software and render and choose your folder and then render with Control F 12. This is the final result of our procedural flower system. Hopefully you've learned a little bit about geometry nodes and know how to apply in your project. 13. Class Project: Building Your Own Procedural Environment: Now, it's your turn to create your own procedural environment. For this class project, you create your own variation of the procedural system. You can follow along the project as demonstrated, or you can experiment with different growth stages, density, randomness, or even create an entirely different plant system. Once your procedural system is complete, add a light camera and render your final scene. After you finish your project, upload them to the project gallery. Free to add a screenshot of your geometry note three with a short explanation of any customization that you did. I would love to see the creative ideas that you added. 14. Congratulations! What’s Next?: Congratulations on completing the course. You have now taken your first steps into Blenders most exciting modeling tool, geometry notes. One of the biggest advantage of geometry notes is that the knowledge you gain here can be applied to almost any project you create. I recommend you to keep experimenting. Try modifying the nodes setup that you already have and don't be afraid to break things. That's often how you learn. If you enjoy the course, please consider leaving a review. It helps us improve future classes and reach more students. But for now, thank you so much for joining me in this geometry notes journey. Happy creating.