Easy asteroid generator in Geometry Nodes - Blender tutorial | Yash Kejriwal | Skillshare
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Easy asteroid generator in Geometry Nodes - Blender tutorial

teacher avatar Yash Kejriwal

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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) Intro

      0:48

    • 2.

      2 ) Basics of Geometry nodes

      5:51

    • 3.

      3) Making Our Model, Texturing And Rendering

      7:44

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About This Class

Welcome to the class! My name is Yash and in this class we’ll go over creating a cartoon style asteroid generator in Blender using Geometry nodes.

This is going to be a modular Geometry node setup that you can add to any object to turn it into an asteroid. We will also learn how to properly texture the model.

This class is meant to be suitable for both people who are complete beginners to Geometry nodes as well as advanced artists. In the first lecture we will go over some of the basics of Geometry nodes in a very simple way. And in the next lecture we will create a simple node setup for our asteroid generator and also add a material and render it out.

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

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Transcripts

1. 1) Intro: Hello, everyone, and welcome to the class. My name is Yesh. In this class, we'll go over creating a cartoon style asteroid generator in blender using geometry nodes. This class is meant to be suitable for both people who are complete beginners to geometry nodes as well as for advanced artists. In the first lecture, we'll go over some of the basic of geometry nodes in a very simple way. In the next lecture, we'll create a simple node setup for a asteroid generator and also add a material and render it out. After completing the course, make sure to share your project in the project section below. That way, both I and other students can review your project, take inspiration, and provide feedback. So what are you waiting for? Let's begin. 2. 2 ) Basics of Geometry nodes: Hello, everyone, and welcome to the course. In this video, I wanted to give you guys a brief introduction to geometry notes in blender. So first of all, what are geometry notes? Now, whenever you do anything in blender, you guys know that you have to do everything manually. So let's say I want to extrude every single pace of this cube. I have to go in to edit more. Make sure that the face section is all. Press A to select everything, and then press all E and extrude individual faces, and then I can drag to extrude. And once I've done this and once I finalized this, there is no way to change how much I want the faces to be exploded. Like Let's say I want to decrease, how much the faces are exploded, I have to do them individually. I cannot just let's say press S and scale everything down, right? So to do the same thing in geometry notes, what you do is basically we apply a modifier to the queue, and then we give lender a set of instructions to follow and generate the geometry for us. So let's say I move this outside of the view. And now I'm going to add another cue to do the same thing we did right here in geometry notes, first of all, open up a split view. And turn on Geometry nodes tor and put this away. Now with the cube selected, I'm going to a new, and as you can notice, in the modifier stamp, a geometry nodes modifier has been added to the cube. Inside the geometry notes set up, you will see two notes, namely the group input and the group output. The group input is the mesh that we applied the geometry notes modifier to. This cube is going to be passed as the group input, and the group output is the final output that we see on the screen. Let's say I control and right click drag and cut the connection away. You can see that the cube disappears because we are not adding anything to the screen. Now let's say I search for UV sphere, place it here, and then connect it here. Now, as you can notice, even though we used a Que as a group input, we are still getting a UV sphere because that is what we are outputting to the screen. Let me just undo all of that real quick. All right. Now to replicate this extrusion in geometry nodes, all we have to do is between the group input and the group output, press shift and search for extrude mesh. Now, whenever you take a node and hover it over to other nodes, as you can see that the connection between them turns white. Now, if I click, this note is going to be dropped in between them. And we already have a bit of an extrusion. At any point in time, I can change the offset of the extrusion and change how much the faces are extruded. I can also choose to extrude the vertices or the edges just from this dropdown. But I'm just going to keep it at faces. Now, let me just hide it. Let's do another thing. I'm going to add a curve, a Bezier curve and scale it up. Now, let's say I want to distribute instances of the cube on the curve. First of all, I can just drag the curve into the geometry node setup, and make sure to turn on relative. Otherwise, the original shape of the curve will be taken into account. Let's say you go into edit mode and you edit out any part of the curve that edit will not show up in the geometry nodes. Anyway, coming back to the cube, first thing we want to do is we want to plot points on the curve. Take this ory of the curve, pull it out, and then release the mouse, and now search for curve two points. We see nothing right here, but if we plug the points into the group output, we will see a bunch of points that have been plotted on the curve. These are not actual geometry. So if you render the scene out, we will not see these points. But what we can do is we can use these points to place actual mesh instances on them. So presi such for instances on points, and drop it in between these two lots. Now, what we are doing right here is we are taking the points and plugging it into the instance points. And we also have this instance road which I can connect to the extrude mesh. And now we are taking all the generated instances and outputting them. And as you can see, the instances have been created on the curve. I can also change the account of how many instances I won. And another thing I can do is come over to edit d for the curve. And then take a pencil tool and then draw anything, and a bunch of cubes will be instanced automatically on the curves. And now I can just change the count and everything updates accordingly. That's for this video. I hope this will help you gain a clear understanding of geometry nodes. In the next video, we'll start actually making a meteorite model. See you. 3. 3) Making Our Model, Texturing And Rendering: Hello, everyone. In this lecture, we are going to actually start making our asteroid notes edu. Starting off, I'm going to split the window and turn on Geometry notes Editor. Put this away and click on new. Now, right here, what I want to do is first of p extrude everything like we did in the last video. And now we want to take the extruded pass and scale them down. T do that, I'm going to press shift and search for scale elements and rub that in. Now as you can see if I decrease the scale, everything is going to be scaled down equally. But we do not want that. We only want the faces that we extruded to be scaled down. First of all, as you can see here, we have the top node right here. This is the node that outputs every single phase that was scaled. If I take this and plug it into the selection, as you can see, only the phase that we extruded is scaling down, and everything else is staying the way it was. I can also decrease the offset. And now we want to repeat an extrusion, so I'm just going to shift D and drop it in here. But this time, we actually want a negative offset. For the selection, we are going to again take this stop pace right here. And then we can scale it down negatively. Again, I'm going to take the set scale lo. Luck the top in here because we only want to scale those spaces, and y. This looks great. The last thing we have to do right here is pre sift and search for subdivision surface and drop it in. Now I can increase the level of subdivisions to something like three. Right now it doesn't look like anything good. But let's say I in this queue and instead take an cho sphere. And decrease the amount of subdivisions. And here I use my geometry nodes modifier. This is looking kind of pole. All I have to do is decrease the offset. Now, as you can see, the holes still look a little bit triangular. And to fix that, what we can actually do is we can and search for dual mesh. What it will do is it will turn the triangles of the hypersphere into hexagons. To understand better what it's doing, I can take this out, and as you can see, we are getting more geometry than we had in the cospere. And then we can increase the offset. And the last thing I want to do is press shift and set shade smooth. Drop it in. So everything is looking nice and smooth. And now, by the way, I can make this module, I can give the user ways to just the parameters of this asteroid right within the modifier instead of having to come over to the geometry nodes. So first of all, let's start with the scale. So I'm going to s for scale elements. And then I can rag the scale right here since we are not taking any kind of select shell, when we change the scale, the entire thing is going to scale up and down. So as you can see, in the modifier, we have the scale input right here, and we can scale everything up and down. Actually, let me take this out of here, and I'm going to plug it in at last and now plug the scale in to this. Yeah I think this is a really nice control handle. The next thing we want to do is let the user decide how much the initial extlion is going to be. So drag this into this empty node right here, and now I can change the erste scale. And I can also give the scale elements right here. And then I can give the other ex and the other scale of shells. Last of all, I can give the level of subdivision. Right here, I can modify how much the cube is subdivided. I can basically give any kind of control that I want. Let's say I want a more acute curve. I can increase the scale from right here. I can change the scale of the sphere, and all the parameters can be adjusted right from over here. So I'm just going to take a look at what looks good. I think this looks pretty nice. I actually decrease the scale right here. And now finally over to the texturing part. So the texturing part is actually really simple, I can come over to the Shader alta and also turn on cyc rendering for this. And now I'm going to add a new material and set the color to something I like. However, this is not going to work now because we actually have to set the material. So let's search for set material right here and plug it in, and I'm going to allow the user to pick the material. So I will plug it in right here. And now in the modifiers, I can pick the material I want. I'm actually going to switch from principle SDF to To BSDF. And set the material color to something like purple. Now I'm going to increase the size. Here in the shade, I can add some more cool things. Let's say I turn on mixed shade, Lug it in. Make sure this is the second option, and now I can add ambient occlusion. And the areas close to each other, have some coloring. With the ambient occlusion, let's say an m. Set the avion to something like this and increase the strength. And also I can play with the distance. That way we have some sort of glow coming out from the holes of this asteroid. I think it looks pretty nice. That's it. I really hope you enjoyed and learned something new. See you in the next one.