Introduction To Geometry Nodes In Blender | Yash Kejriwal | Skillshare
Search

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Introduction To Geometry Nodes In Blender

teacher avatar Yash Kejriwal

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      1 ) Introduction To The Course

      0:50

    • 2.

      2 ) Your First Introduction To Geometry Nodes

      5:07

    • 3.

      3 ) Duplicating A Cube Along A Curve

      3:59

    • 4.

      4 ) Replicating The Wireframe Modifier With Geometry Nodes

      3:40

    • 5.

      5 ) Making Our Project

      11:17

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

158

Students

6

Projects

About This Class

Welcome to the course! My name is Yash and in this course, I will be introducing you to Geometry nodes in Blender.

This course is designed with absolute beginners in mind. To follow along, you only need very basic knowledge of Blender. You do not need any prior knowledge of Geometry nodes to follow along.

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

Meet Your Teacher

Level: All Levels

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. 1 ) Introduction To The Course: Hey everyone, and welcome to this class. My name is Yash and in this course I'm going to teach you the basics of geometry notes. When people think of geometry notes in blender, they think of it as something that's too complex, but that's really not the case. In fact, geometry notes are extremely simple and effective and can help you accomplish a wide variety of tasks in minutes, which would otherwise take hours to accomplish. So in this course, we'll go over the very basics of geometry notes, which would help you get started with geometry notes. And introduce you to the basic concepts that you can later mix and match or combine with the advanced concepts to create some truly amazing things. So just sit back and relax and try to follow along. And by the end of this course, you should be having a basic understanding of geometry notes. See you in the class. 2. 2 ) Your First Introduction To Geometry Nodes: Hey everyone. My name is Yes. This is the first lecture of our geometry note score. In this video, I wanted to clarify some of your doubts with geometry notes and also give you a basic introduction through geometry notes so we can start diving into complex topics. When people think of geometry notes, they usually think of it as something that's too complex. Like they have seen some complex notes set ups. And they feel like they will never be able to do that themselves. But that's really not the case because geometry notes are actually very simple. You know why I'm saying that? Because jometal notes are basically what you're already doing. But instead of doing that thing by hand, like if you're modeling, instead of modeling the model by hand, you're essentially telling blender what to do. So let's say I wanted to extrude this cube. I could go to Edit Word, I could press 34 faces. I could press Alt and slip extrude individual faces. And then I could extrude them like this. But if I were to do the same thing in geometry notes, what I could do is open up a new panel. This is very simple, so slick geometry editor and clip on new. Now once you come over here to the cube and you go to the modifiers, you'll see that a geometry notes modifier has been added to the cube. I can first close this panel using N and then maximize this panel. Like right here, you can see we have two nodes, the group input node and a group output node. What these nodes are doing is essentially the group input is what we are feeding into the geometry. Note what we actually applied the geometry node modifier on this cube is what the group input is. Group output is what we are seeing on the screen. If I went ahead and disconnected the two nodes like that, you'll see that the cube disappears because we are not outputting anything to the screen. And everything else is going to come in between these two nodes. So what I want to do is first of all press Shift. Like to add anything in Blender, you'll use Shift and then search for extrude mesh. And then come over here, you'll see these notes turn white. And then you can click and this extrude mesh will just pop into place. And as you can see, our mesh has been extruded. I can of course, adjust the offset scale and we did basically the same thing that we did in edit more. This is no different. Now, another node I could add here is the subdivide mesh node. Again, the chip and such for subdivide mesh, place it before the extrude mesh node. Now, nothing different happens, but if I come over to the wireframe mode like such, you can see that the geometry has changed earlier. When I add no extrusions, the geometry looks like this. Now it looks like this. And of course, I can decide how many times I want to extrude this mesh. Now, what if I wanted to extrude all of these spaces randomly, like I wanted to have some kind of sci fi structure. Well, that's really simple. I could just take this offset scale right here, pull out this node and release it if you have already done shader or then you'll probably be comfortable in this, otherwise you will get comfortable with a little bit of practice and now search random value, select that and there we go. All of these spaces have been extruded randomly. Of course, I can change the min and max values to decide how much minimum and maximum the faces need to be extruded. I can, of course, change the subdivision. So now you can see that we are starting to get some sci fi structure right here. These are the basics of geometry nodes. To recap, I first took a group input, which is a cube, and then I subdivided it and then extruded it. I extruded the faces randomly. I use this random extrusion node and then I outputed it to the screen. Now instead of the group input like I can cut this away using control and right click, put this away. And I can also add something right here. Let's say take a UV sphere primitive shape. This is also a node. I can take this mesh and plug it into a subdivide mesh. There we go, we have an extrusion on a UV sphere. Basically, we are taking some geometry. We are plugging the mesh into the subdivide mesh load. As you can see, it takes in a mesh. It's very simple to remember. Then we can plug in this mesh right here and we can pass in a random value to the extrude mesh and we get this. It's very simple. If I wanted to do this normally, then it would take a lot of time. It didn't take me a lot of time this way. So I hope you guys understood and I hope it was easy for you guys. So let's see you in the next lecture where we'll learn how to duplicate things around the curve anyway. Goodbye. 3. 3 ) Duplicating A Cube Along A Curve: All right, so moving on from where we left off in this lecture, I want to teach you guys how to duplicate things along with curves. If I'm using the regular method which we use in blender, let's say I take a cube in here and I get a circle, a curve circle. I can scale it up. And what I can do right here is I can add an array modifier like such. I can increase the count, and I can add a curve modifier here. And I can plug in this curve like such, and I got my cube distributed along this curve. But of course, there is no way I can decide to distribute this absolutely randomly, like I want absolute equal gaps between the cubes. And also notice that this is actually deforming the cube structure. The interior side is getting flattened, squished, and this side is getting expanded, right? We can actually avoid this problem using geometry notes, And I think the set up is really simple as well. So what we need to do here is come over to this cube, and again click on to Add Geometry Notes Modifier. And now we need this curve in our set up. So that is really simple. Just drag this Bezier circle from the Outliner over to the set up, and now we have this Gove in our set up. Make sure to turn on relative because otherwise it's going to take in the original geometry of the curve, like the default geometry which we get when we create the Gove, which we don't want. So make sure you turn on relative and now drag out this geometry and search for curve two points. Then take these poits and plug it into the group output. As you can see, we generated some points on the sphere. These are not, these are just a visual representation of the points that are being generated. And of course I can decide how many points I want to generate. I'll just go with ten foot. Now I want to instance the cube on these points. Remember this language? I want to instance the cubes on these points, for instances on oils right here. Drop it L. Now as you can see, I am taking my curve, converting into points, Plugging the points of this node to the point node here. And then I'm going to pass the instances over to the geometry. Now I need some instance to plug in here so we can plug in our tube. There we go. We have a cube on the curve right now, but you notice that still the cubes are not aligned to the curve. They are just facing the same way, they are not aligned to the curve. To fix that, what we can do is we can drag out this rotation or search for. Align oiler to vector. I don't know. Pronounce that oil. Euler. Don't know. And take this vector Ode and search for position. There we go. So what we're doing is basically we are taking the positions of the tangents and we are aligning these instances to those tangents, right? And I can obviously increase and decrease the counter. Cool thing that you can do is come over to edit, slip the curve first, and then come to edit. Now I can take the pencil and start drawing and it's going to a T. Let's say I can go H E, L L, and now I can come over to the zone set up and increase the power. So I now have this really cool looking hello. So that is what this video I hope you guys enjoyed. See you in the next let ure 4. 4 ) Replicating The Wireframe Modifier With Geometry Nodes: All right, so in this video I wanted to teach you guys how to replicate the wire frame modifier using geometry notes. If I come over here and search for monkey, make this mesh a bit bigger. And I can add a wire frame modifier and I have the edges being thickened in this monkeys mesh. And I can also keep the original mesh like so. So basically I'm getting an outline of all the edges. It's converting the edges into a mesh, so to speak. So how do I replicate this? Using geometry notes, it's very simple to do. First of all, again, add geometry notes to this monkey. First of all, we want all the edges in this monkey. So search for mesh to verb plug it in. As you can see now it converted the mesh into a curve. Now obviously a curve cannot hold the information of the faces, so we are left with only the edges. But we cannot work on curve. So we actually need a mesh for this, we need to convert this curve back into a mesh. Now such for curve to mesh, plug it in. As you can see previously, if I plug the group input in, the group output, we had this monkey mesh. But now when we convert it into a curve and then converted it back into mesh, then we are now left with only the edges. But now I want the edges to have some kind of thickness. That's really simple to do as well. You can see this profile curve. It's asking, let's say I have a curve right here to explain this. Let's say I have a circle, sorry. If I come over to the curve properties and geometry, you can see that I can actually extrude this curve and have a profile like so. As you can see, this is what you call a profile curve. It's a mesh that's wrapping around a curve and it actually exists in three D space. It's not just a curve, it's a ish that's wrapping around the curve. When we convert this curve to a mesh, we can take this profile curve right here and search for curved circle ops. To fix that, we can just decrease the radius to about 0.01 There we have a wire frame. It's very smooth right now and I don't need this Must geometry. So I'm just going to decrease the resolution to three now. It's just a monkey made of triangles. The Wi frame is made of triangles. Now what if I wanted my original mesh as well? Because this is just showing me the wire frame. In the wireframe modify. I have an option to keep my original mesh right here. I don't to fix that, we can use a joint geometry. So I'm just going to move this Do to keep myself organized and such for joint geometry, plug it in and then plug in the group input. That's what we basically did was took up group input and this wire frame nodes, we joined it together and then we are out putting it out. We now have our wire frame modifier replicating it in geometry nodes. I really hope you enjoyed. That's it for this course. Thanks watching. 5. 5 ) Making Our Project: All right, so this is the last lecture of the course. In this lecture, I wanted to show you guys a cool project. Now this video is going to be a bit faster pace than the other videos, because I think you already know the basics of geometry notes. So I'm going to quickly set up everything. First of all, what I want you to do is get a plan object. There we go, scale it up a bit. Now I'm going to come over here. Geometry, note data, add a new note. Put this panel away. Let's go. First thing I want you to do is subdivide the mesh. That's very important. And I think I'm going to go with five subdivisions right here. Scale it above it more, put these nodes away. This thing is I want you to convert this mesh to points. What we do is we search for mesh to points. Now, earlier we learned about curve to points. Right here, it's mesh to points, It's very simple, it's pretty related. Put this in right here. As you can see, our entire mesh has been converted to points. Now in here we get a few options like where we want to generate the mesh on. I want to generate the points on vertices. Of course, you can decrease the radius of these points. Let's say I go with 0.05 or actually I'm going to make it smaller. There you go. So it's a bit more understandable. Now, I'm going to grab a cube. Instance, search for instances or points. Plug this in right here, we have a cube at just the scale of these cubes. Or actually I'm going to use a scale instances node for this because we get a bit more options. Go with scale instances, Plug this in, I'm actually going to pull out the scale and search for noise texture. What this does if you remember from the shade or if you've ever used the shade or by Cha, you haven't. I'm going to show it right here. Let's say I had a plane. What this noise texture does is I'm going to create a new material for it. Go over to the shade or pull out this base color and search for noise texture. And go over here. You can see that we have a bunch of noise in here and I want the texture to be 40, so a time value so I can change the noise like wait a minute, Yeah, there we go. Another load I will be using is called the color ramp load. If I use a color ramp in a shade tor, if I plug this in right here, I can pull these controls like such. And it's going to clamp those black and white values in the noise texture to be closer to the actual black and white colors, right? So the black values are going to get blacker, and the light values are going to get lighter until they are closer to black and white. Anyway, let me put this away. Go over to a plane, that's the same thing that's happening right here. So go back to jot, search for color ramp, plug this into the lowish texture. Now I can change the scale like so the next thing I want to add is a vector math, Lord. What this does is now I can take these black and white values to scale the instrances, but I only want to scale them on the z axis. On the other axis, I want to scale them much less than I would scaling them on the z axis. I can add a math operation to all of those vectors. Let's say I add a multiplier operation. Everything disappears because notice that the vectors right here with which we are multiplying the values are set to zero. It's taking the x, y, z scales, and it's multiplying them by zero, which means we see nothing. Let's say I modify it to be 0.1point 1.1 Now as you can see, we got this nice variation in scale. Of course, I can change these values, I get a better variation. Such go back here. Now I can put out this value right here and search for value. Now I can enter a derivative like hashtag frame by 600. It's taking the frame number, dividing it by 600, and that's how we get a small animation such. Now let's say we wanted spears on top of these cubes. What I can do here is I take the scale instances node. First of all, I want to join geometry because I want both the plane and these instances. I come over here, pull this geometry down, take it in here, join geometry, so I get my plane. Now what I do is I search for mesh to points. Again, put this here. Now our cubes have been converted to these points. I also want our cubes. So I'm going to take this original instances mesh and plug it in here. As you can see, we've got points, all of the cubes. First of all, I want to change the points to be generated on faces. We have got a problem here, because it's generating points on all of the faces, but I only want the points on the top faces. How do we do that? First of all, I'm going to pull this mesh points node up here. You see the selection node. What this does is you can use this to tell Blender where to generate the points on. Let's say I pull out the selection node, I search for normal. What this is going to do is it's going to tell blender that I want the points to be generated based on the normals of these cubes. Now I want to put in a much more better selection logic. First of all, I'm going to use a separate X, Y Z node and a combined X, Y, Z node. What this does is it's separating the normals into x, y, z. And then combining them back, just like we did with the Y frame. And now I only want the z values. I'm going to cut this x value away. As you can see now we only have points on the top face and the bottom face. But that's still not what evolved. We only want the top face so that there's another load which is called the math load. Put this in here and change the operation to seal. What it's going to do is it's going to ignore the bottom vertex, it's going to ignore the negative normal and it's only going to take into account the positive normal when we sealed it and then we turned on clam. You can see that the points on the bottom vertices disappeared and we only have the top vertices. Now right now, I can use these points to generate an instance instances. All points take the instance as co sphere. We've got a problem right here because the spheres are elongated. Which is because if you come over right here, you can see that in the scale instances we multiply the z value with one. It's elongating the spheres as well. To fix that, we can simply come over here in the scale value. We can decrease the z axis by ten times. There we go. Then we can set position of these instances, them to forward right above the cube 0.05 I think is going to be fine. Let me also increase the subdivisions. That looks good. Now if I play this animation back, you can see we've got this really cool animation. Let me add another scales note. After the set position, I'm going to set the scale to 0.5 everywhere. It's going to multiply the original scale with 0.5 because the spheres getting too big. Actually, let me put this set position right here. Yeah, this is good. We've got this really cool animation going right here. The last thing I want to do is set a small material for this. Come over here, I'm going to use for this, I'm going to turn on ambient occlusion and blue. This just makes it look a bit better. Now in the spheres I can use a node called Set Material as the name suggests, it's used to specify a material, come over to the material editor, a new material, set the color to, I think, orange. Let's say. I want to come over to the plane and I want to get rid of this material. And I only want the material on the spheres. There we go. You can see that the spheres are now orange color. Of course, I can create materials for the cubes as well. Let's say I want the cubes to be purplish. I can come over here, set material, and set this material right here so the cubes are published. And of course, you can set it to any material you want. That's up to you. If you know a bit of Sheedor, then you can also use ambient occlusion, so the cubes change color when they get too close to each other or something like that. You can also set it to a glass material, whatever you want. That's going to be the project for this class. What I want to do is to create this note set up right here. They'll implement your version of this note set up so you can make it a little more beautiful if you want to. You can add some other kind of animation if you want to. That's what I want you to do. And that's going to be the project for this class. So I really hope you enjoyed, thanks for watching last and see you in the next one.