Create a Basic Landscape with Geometry Nodes in Blender | Yash Kejriwal | Skillshare
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Create a Basic Landscape with Geometry Nodes in Blender

teacher avatar Yash Kejriwal

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.

      1 ) Introduction to the course

      0:52

    • 2.

      2 ) Creating a landscape

      4:26

    • 3.

      3 ) Adding Water

      2:46

    • 4.

      4 ) Adding Foliage and Texturing

      6:36

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About This Class

Welcome to the course! My name is Yash and in this course, I will teach you how to create a basic landscape using geometry nodes in Blender.

This course is designed for intermediate users. To follow along, you will need basic knowledge of Blender and the Geometry Nodes system.

I really hope you enjoy. See you in the class!

Meet Your Teacher

Level: Intermediate

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Transcripts

1. 1 ) Introduction to the course: Hello, riven, and welcome to the course. My name is Yash, and in this course, we'll learn about creating a basic landscape using Blenders geometry nodes system. We will start out by creating the main land part of our landscape. Then we'll add a water body and some bushes, and finally, we'll add materials to it. Now, I must tell you that this class is a bit on the intermediate side, so I expect you to have a basic knowledge of geometry nodes. If you're new to geometry nodes, I highly recommend checking out my other class that is meant for people who are new to geometry nodes. Your project for this class will be creating your own landscape. I also want to say that it's recommended to use the blinder git add on for this course because it's going to be very useful for adding materials and using simple models such as bushes. So what are you waiting for? Let's begin. 2. 2 ) Creating a landscape: Hello, everyone. So in this video, I will talk about how to create a basic ndscape using Blenders geometry notes system. And then in the later videos, we are going to learn how to add a body of water and also some shrubs to our landscape. And then finally, we'll learn how to texture the landscape as we want. So starting off, first of all, I'm going to just res ke and delete everything. And then I can just shift and add any kind of mesh. I want it doesn't really matter because I'm not going to use it anyway. And then I'll come over to a split window and go to geometry notes a and press new. Now, as you can see, geometry nodes modify has been added to the plane. But right now, as I've already said, we don't really need this plane, so I'm going to delete the group input bad. Instead, I will choose a grid and plug it into the group output. We've got a grid right here. And the reason I chose grid is because we can not only change its size, but also the number of what is sees we wt. So let's say at 3:45. As you can see, I've got a lot of detail right here, which is very useful in elevating our landscape. And if you have a powerful computer, then you can raise it even more than 345 or anything you want. But right now I'm just going to keep it at that. Next thing we want to do is actually start raising parts of the landscape, so it actually looks like a landscape because right now it just looks like a flat plane. To do that, first of all, I'm going to press shift A and set position. Plug it in right here. Now, as you can see if I just increase the z value, it's going to just raise the entire plane. Now it's not actually raising the plane as a whole, but rather it's individual faces. But right now it doesn't look like that because we are just raising all the faces evenly. And to not do that, what I can do is pull out this offset node and search for noise texture. And now we can see all the faces are being raised randomly. But now as you will see it's a bit slanted, and that's because it's raising the faces on all the ***. It's raising it on the x y and z as, and I only want it raised on the zs. So to do that, I'm going to search for vector math, plug it in and select the operation to multiply and only multiply it on the z as to, let's say 0.5. Or I can just keep a t one. And of course, you can change the settings if you want to, but these are the settings which I found to work the best. So I'm going to set the scale to, let's say 0.1, and the detail 12. And now as you can see, it's starting to look like a detailed landscape. But obviously a landscape is not going to be like an even flat surface, and different areas of it are going to be raised to different levels. So I'm going to press shift again and search for R GV curves and plug it in here. Now, right now, nothing has changed, but as you can see, I can click on this line and start editing it. And this way, I can start raising and deforming different areas of the lad scape. And if you think the landscape is not raised enough, I can come over to this spectrum increase or decrease it. Now, right now, it only goes up to one, but actually, I can just speak on it and input any value I want. So we are not actually limited to the option we have been provided here. We can just use any value which we want. Like such. And now we've already got a basic landscape which we wanted. Of course, if you don't like this, I can just change the texture to for d, and I can try out different versions of the landscape. But I'll just keep it at three D for nob because I think it looks pile. And that's it for this lecture. In the next lecture, we'll learn how to create a body of water for this setup. See you there. 3. 3 ) Adding Water: Hello, everyone. So in this lecture, we'll learn how to add a water body to our landscape. Now, this is a very simple step, and hence this lecture is going to be a bit shorter than the rest. So first of all, I can just come over here and copy all of this, so press shift D because a body of water is also basically just noise texture, but with a little bit different properties. Right? So first of all, I can just slip this GV curves node right here out of the set up for the water body. And change the dienals of the texture to 40. And now I'm going to add a joint geometry node to the main setup. Put this right here and join it to this. And we go we have basically got a water body. I'm going to decrease the detail to let's say 120 because I don't need that much detail, and maybe multiply it by two if you want a greater number of waves. And now of, I can just do another vector ma because the body of water just went to higher. So I can just do another vector mat and subtract from this value. So subtracting it to, let's say 0.6 works really well. And that's basically it. Actually, I'm going to subtract it by 0.7. And that's basically it. We have brought a water body. If you want to animate it, then you can just come over to this noise structure and let's say add hasta frame by 60 or something like that. And that way when you play bad, you can see that we bought a little bit of an animation in case you want to render a video of this. Right now, I'm just going to not have the animation because I'm just going to render a static fave. But anyway, the last thing I'm going to do is come over here and select all of this and just press control G, and then tab out of this and just rename it to water. And again, select all of this, control G, tab out of this, and rename it to land. In this way, we can actually be a bit more organized with our setup, and maybe just bring it both closer over here. And there we go. We have got two components of our setup right here, the land and the water. The only things left to do right now is to first of all add some shrubs to the scene, and secondly, adding some materials. So in the next video, we'll learn how to add some plast to the scene. See you there. 4. 4 ) Adding Foliage and Texturing: So we have already created a basic landscape and added a water body to our sea. So the only two things left now are to first of all add some foliage and then to texture our s. For now, I'll just use a single type of bush, but of course, you can modify it to include multiple bushes. So starting off first of all, like I said, in the beginning of the post, I recommend having blender kit installed in blender. So right here, I'm just going to search for shrub. And I'm going to pick up this one. Let's say, and drop it into my sca. So we've got as sub right here, but this is a bit too high resolution, so I'm going to add a decimate modifier. And I turned out the ratio to the point where it's not just completely evolving into OS, but just showing me a few leaves. So I think this much is w to be enough. We don't need it to be super high for leave because we are not going to see a lot of detail in this scene anyway because of the sheer number of bushes we are going to have. So right now in the Jome note setup, I'm to press stab on the land. And now I'm going to take this tree right here and drop it in because we are going to need it. So here, in the group output, first of all, I'm going to press shift and add a joint jot. Plug it in right here. And then I'm going to take this joy tree from the set position and convert it into points. So I'm going to search for distribute quit surfaces because we want d random distribution. And then I'm going to take it right here and plug this into the joint geometry. So we've got points all around. But as you'll see, I don't want the points going inside the water because obviously the same bushes that grow on don't usually grow on water. Now, this is actually a really easy problem to fix. First of fall and just to take the water bit down. So something like this. So we have a little bit more space to work with right here. And now, in here, as you see, when we are distributing the points, we have the selection lode right here. And this is basically used to specify which vertices or which faces we want to distribute the points on. So first of all, it's going to be decided by the position of the face. Going to pull this out and search for position. And this will give us the position of each base. And then I want to separate the components of the pase. So I'll just to search for separate X Y Z, to separate the y z vectors or the faces, and then combine XYZ because we want to combine it all in the end, and I only the z ordinate for now. And after that, I'm going to plug in a mass node right here. And what I want to do is s greater the. And then see at which threshold, I start getting a bit of points. So I'm sacking to get a bit of points at 0.100. And I think already it's serving pretty good, and 0.200, it's already above the water. And obviously, you can adjust the density as you want. And now I can just use an instances on points load, plug it after the distribute point surfaces, and then take this object in four here and pu the j tree into the instills. And also, I'll just apply this decimate modifier right here. Now, I think this is a bit too much. So I can just come over here and first of scale down the stats to 0.05, let's say. And then the threshold, I will take something like zero point to six or something. And they will break down the density to something like this. And I think this is looking pretty good. And the last thing we need to do is to apply some materials, and that is actually pretty easy. So if I come over here in the materials review, you will see that we already have the material for our shrubs. So we need just two materials. First is for the water body and the second is for the land. To do that, I'm just going to use blend gate. Now obviously, you can create your own materials if you want to, but I highly recommend using Blender c for these types of things. So first of all, I'm going to create two cubes to sample the material song, C out the materials, stamp and first of all, search for water. And you can take any material you want. I'm going to just take this one and drag it onto the cube. So we have our water material right here. And the second, I'll search for mud and fug it tail to this. All right, so we have both of our materials, which we wanted. And the only thing left to do is the first vault, press tab on the water dam and take this group output somewhere further. And I'm going to just press shift t and search for set material. And in the material, I'm going to snip water. And as you will see now, we have our water material. I'm just going to switch in to this dm pom because it's getting too laggy. And right now, I'm also going to shade it smooth. Before adding the materials, and I'll do the same for the land. So press stand here, put out this group output, search for set material. And then in here, select mud and also set shades. And here we go. And that's it. That's all we need to do. By now, you should have a landscape that looks something like this. And that's it for this course. I hope you really enjoyed and learned something new. Your project is going to be creating your own landscape using the techniques to attend this course. So thanks for watching my course, I really hope you enjoyed and see you in the next photo.