Seems like a good tutorial and I'm working on following it. One suggestion is to explain why certain actions are taken "Create a bezier curve and delete all the vertices, Now draw a line and create a cube" What? What happened to the curve? Why did we delete the vertices? What is the goal of these steps? How do these steps contribute to the goal? I'm sure if I watch a few times it will click, but micro steps by themselves do not reveal their contribution to the outcome. Just some hopefully useful observations as I try to follow along.
I just finished this tutorial in Blender 4.1, and it's working! If anyone wants to make the spline have different colors like in the animations at the beginning, add a 'storename' attribute in the branches node group after the second 'set curve radius.' Then, use that same name in the Shader Editor.
Thank you so much for this tutorial and very understanding geo nodes setup, its so simple that every blender version can run this geo node setup...........we need more tutorials like this for all Houdini effects in geo node .......Again Thankyou
00:26 Set scale of scene to metric, cm. 00:45 Explaining thought process (branches with many smaller branches) 01:00 Insert Bezier Curve, named as Source Curve 01:40 Drop Source Curve 01:52: Making Instant Curve along Source Curve (Instance on Points, Curve Line) 02:30: Making more Instant Curves along Source Curve (Resample Curve) 02:45 To align Instant Curves to align to Source Curve (Align Euler to Vector) 03:20 Randomizing Instant Curves' direction 05:30 Making sure secondary branch extends from the tip only 07:17 Making 0.01cm at End, so that the branches start from Source Curve 08:40 Learning how to control each set of branches on Source Curve (Customizable) 10:48 12:20 Using Float Curve to create bulbous feature of the fungus 12:50 Offsetting growth value per iteration, so that fungus in order, one after the other. Not all at once. 18:50 Mapping Growth - no growth = 0; growth = 1 20:40 Fungus growth over any object 31:50 Trimming curves. Making it random
Hey, I’ve followed the toturial and everything is working amazingly thank u! Just one question, since I’m doing some big propagations this is super heavy when I’m rendering… making the render process huge and slow, is there any way of baking the geonodes growth so it doesn’t have to calculate it every time I render?
ridiculous. so good. was wondering how you'd go about adding leaves to the end of the branches? when i add them to the end of the last set, they just stay at the end of the path and dont move or scale with it
@@Graphicalninja yeah I see now lol, learning them as I go, been programming for years and love that and 3d so this is combining the best of both my hobbies, vectors trip me up sometimes but practice makes perfect as they say, thanks again
This is amazing thank you so much for putting this together and taking the time to make it. Im just getting into geometry nodes and your tutorial came out at exactly the right time for the project I am working on. I have a question - when im drawing curves with this setup, it "runs out" of branches and starts drawing only the stem? Have a missed a step or is that working as intended? Really appreciate your work thank you!
Glad you liked it! The number of branches is determined by the number of points on the source curve, so you could increase that with the resample curve node right before that first instance on points. You’d also need to adjust the growth value because more branches means that growth value has to be higher to reveal all of them.
The system I made for download on gumroad is a little more advanced and dynamically increases the number of branches for longer curves to keep the same branch density no matter what curve you draw. I kept the tutorial a little more simple for the sake of time
Hi, thank you for your tutorial, I am curious how to set up the fungus in multiple directions but also growing at the same time ? Like spreading out from one point rather than growing from one direction
great tutorial/ also purchased.. is it possible to stabilize when curve drawn on an animated form (tried parenting the curve to the mesh, also)-- "fungus" jumps around..Thanks
Hi Ninja, Beautiful work. I used the Fungus on an armature. But when I move the body the fungus does not follow the movement. Is there any way to fix this? Thank you!
Thanks! There is a way around it yes. The fungus has to be generated on a static object because of how the system works. So you’d make a static version of your character and generate it on that. Then apply a mesh deform modifier on the fungus after the geo nodes modifier, targeting an animated mesh. I’d suggest looking up a mesh deform modifier tutorial. It’s not perfect but it works
thank you for your tutorial, i made something wrong and the branches are detached from the curve (where there are tiny bits tho???) I will retry again, but maybe you'd be willing to share a screenshot of the full node setup with groups? thank you anyway! I feel like I may have connected something wrong :c I'm twitching everything and can't figure it out, attempted redoing half or it and it's still wrong >:c
@@Graphicalninja 😭 I'm stoopid, I simply did the float curve wrong (the first point didn't touch the y axis) in the curve to mesh part 😭thank you so much tho
Yes the float curve left handle is a little touchy with this setup, but adjusting the y-position a little will make it so those curves don’t disappear.
Has anyone had issues between their viewport output and the final render? For some reason the final render is not portraying the viewport as it looks by the end of the video.
I was also curious how you handled rendering your scene in your preview? The skull with alot of growth going over? Did it take a long time to render? 😊
mm, the float curve does not give me bulbs, just makes the branches bigger or smaller? Also, downloaded the file, and if i change the sourcecurve geo nodes system breaks. Nothing to show when growing slider is being moved?
For your material did you use sss mainly? and how did you make the very tips a different color and then fade back to normal? I need some help on this material.
Yes a bit of SSS to smooth it out. For the tips being darker, I output the curve radius attribute from geo nodes and used that in the shader to drive the diffuse color. If you check out my venom tutorial, I believe I show how to output attributes in there. I also turned on clear coat I believe, to make it look more wet. That material is included in my gumroad file as well.
Need help, I really want to understand how to make this fungus move as animation, because I am planning to render it as a video. Basically the same as you showed in the beginning.
hi dear sir I really enjoy your video, I am a university student in the 8th semester, I have "FYP" in the 8th semester and my final year project is the PC game. And I want to create this effect for my game name. Can you help me?😊
when I insert the monkey (about 20 min) I see that the proportions are different and the cordyceps are hugh. Also it is very hard on my pc which is quite able. how to make it better?
Make sure you’re working at the same scale as me - and for performance, you can turn down the number of branches temporarily, and resample the curves with less resolution
Hey, dont know why but before duplicate the first groupe node, i have things happening in my curve wich is fine, but also the same process happening outside of the curve, wich shouldnt be intended. Any idea why?
Hard to say exactly, double check it’s set up the same - and that you aren’t joining the geometry inside that group. And check for endpoint selection too
You mean to grow the fungus on over time? I show how to make a growth slider which you can animate from 0 to 1 in this video which controls overall growth
@@denko6729 ohh you mean with the skull and everything? I am selling the generator I used to make that, and I do have a short video on how to use it as well. Unfortunately the generator I’m selling is a bit more complicated than the tutorial one, so covering everything would be a very long video. But I have organized my geo nodes and labeled them all so it’s hopefully easy to see what they all do if you want to rebuild it for yourself 👌
I’m not sure 🤔 you might be able to do an alembic or some other point cache. You’d want to keep the polygons lower to avoid killing your performance and making a massive cache file
Could be a lot of things, if you’re generating a looooot of curves it can just overload the pc. Also sometimes geo nodes is a little unstable when you unplug inputs or turn nodes on and off, it’s strange
There might be a way - you have to add an additional offset to the growth based on the number of splines. I believe capture attribute, type spline, and then use an attribute statistic to find the total number. Or just duplicate the object and have the second spline be a different object entirelt
@@infinitydragonsl6055 its a bit complicated to explain but the best solution is just duplicate your fungus and have the second spline be a separate object. Then you can animate it independently
I'm new to blender and my mind has been unfolded into 10 dimensions after watching this
Haha, geometry nodes are like that
Seems like a good tutorial and I'm working on following it. One suggestion is to explain why certain actions are taken "Create a bezier curve and delete all the vertices, Now draw a line and create a cube" What? What happened to the curve? Why did we delete the vertices? What is the goal of these steps? How do these steps contribute to the goal? I'm sure if I watch a few times it will click, but micro steps by themselves do not reveal their contribution to the outcome. Just some hopefully useful observations as I try to follow along.
Thanks for the feedback!
I just finished this tutorial in Blender 4.1, and it's working! If anyone wants to make the spline have different colors like in the animations at the beginning, add a 'storename' attribute in the branches node group after the second 'set curve radius.' Then, use that same name in the Shader Editor.
😭 doesn't work for meeee
Thanks a lot for sharing this knowledge for free ❤
Thank you so much for this tutorial and very understanding geo nodes setup, its so simple that every blender version can run this geo node setup...........we need more tutorials like this for all Houdini effects in geo node .......Again Thankyou
00:26 Set scale of scene to metric, cm.
00:45 Explaining thought process (branches with many smaller branches)
01:00 Insert Bezier Curve, named as Source Curve
01:40 Drop Source Curve
01:52: Making Instant Curve along Source Curve (Instance on Points, Curve Line)
02:30: Making more Instant Curves along Source Curve (Resample Curve)
02:45 To align Instant Curves to align to Source Curve (Align Euler to Vector)
03:20 Randomizing Instant Curves' direction
05:30 Making sure secondary branch extends from the tip only
07:17 Making 0.01cm at End, so that the branches start from Source Curve
08:40 Learning how to control each set of branches on Source Curve (Customizable)
10:48
12:20 Using Float Curve to create bulbous feature of the fungus
12:50 Offsetting growth value per iteration, so that fungus in order, one after the other. Not all at once.
18:50 Mapping Growth - no growth = 0; growth = 1
20:40 Fungus growth over any object
31:50 Trimming curves. Making it random
Very thorough, I need to up my timestamps game 😅
@Graphicalninja thanks for the tutorial. I bought the tool in the end cos I got stuck when animating the Fungus one after another.
excellent tutorial and system, looks beautiful
Thanks!
Absolutely amazing! would be cool to have some luminescent mushrooms popping up
Insane result! Thanks.
Amazing.. Soooo underrated
Waiting for this tutorial
THIS IS AMAZING! Thanks for sharing!
Thanks! Thanks for watching
Hey, I’ve followed the toturial and everything is working amazingly thank u!
Just one question, since I’m doing some big propagations this is super heavy when I’m rendering…
making the render process huge and slow, is there any way of baking the geonodes growth so it doesn’t have to calculate it every time I render?
Turning down curve resolution will speed things up. Not sure how you would cache it, I haven’t tried doing so myself. Animated alembic cache maybe?
Thanks for this video, will be really useful. Noob question, how to simulate the animation of the fungus flowing curve?
That was amazing. Had a blast recreating this setup. If i didnt had the time to learn geo nodes, i defenetly had bought it from Gumroad
Glad you enjoyed it!
Great tutorial, thank you!
very nice tutorial ,
ridiculous. so good. was wondering how you'd go about adding leaves to the end of the branches? when i add them to the end of the last set, they just stay at the end of the path and dont move or scale with it
That was awesome.
Learnt Alot!
The Last Of Us!So fxxking crazy!
People are doing amazing things with geo nodes and im left here with no math skills crying lol, thanks atleast for an entertaining video.
Math isn’t my biggest strength, you can do amazing things by learning the techniques and applying them with an artistic flair 😎
@@Graphicalninja yeah I see now lol, learning them as I go, been programming for years and love that and 3d so this is combining the best of both my hobbies, vectors trip me up sometimes but practice makes perfect as they say, thanks again
This is amazing thank you so much for putting this together and taking the time to make it. Im just getting into geometry nodes and your tutorial came out at exactly the right time for the project I am working on. I have a question - when im drawing curves with this setup, it "runs out" of branches and starts drawing only the stem? Have a missed a step or is that working as intended? Really appreciate your work thank you!
Glad you liked it! The number of branches is determined by the number of points on the source curve, so you could increase that with the resample curve node right before that first instance on points. You’d also need to adjust the growth value because more branches means that growth value has to be higher to reveal all of them.
The system I made for download on gumroad is a little more advanced and dynamically increases the number of branches for longer curves to keep the same branch density no matter what curve you draw. I kept the tutorial a little more simple for the sake of time
Your keyboard clicking sounds more satisfying 😅
Feel free to zoom in so its easy for us to see the nodes.
hi) realy like your video, but part with extruding and all that comes next just dont work, maybe smth has changed in Geonodes in Blender 4.1?
Hi, thank you for your tutorial, I am curious how to set up the fungus in multiple directions but also growing at the same time ? Like spreading out from one point rather than growing from one direction
You could draw a bunch of curves coming out from one point in the center 👌
great tutorial/ also purchased.. is it possible to stabilize when curve drawn on an animated form (tried parenting the curve to the mesh, also)-- "fungus" jumps around..Thanks
Yes, using mesh deform modifier. I showed this technique in my venom transformation tutorial, there’s a few steps
@@Graphicalninja thanks/ tried, didnt seem to work/will watch other again..thank you!
for some For some reason the ends are getting very big and round, I don't know how to fix that
A very interesting idea and a nice tutorial. But it's not Cordyceps but a blob (Physarum polycephalum). ;)
It’s true….I admit I was mostly looking at slime mold growth for reference. Cordyceps just sounded cooler ;)
Hi Ninja, Beautiful work. I used the Fungus on an armature. But when I move the body the fungus does not follow the movement. Is there any way to fix this? Thank you!
Thanks! There is a way around it yes. The fungus has to be generated on a static object because of how the system works. So you’d make a static version of your character and generate it on that. Then apply a mesh deform modifier on the fungus after the geo nodes modifier, targeting an animated mesh. I’d suggest looking up a mesh deform modifier tutorial. It’s not perfect but it works
thank you for your tutorial, i made something wrong and the branches are detached from the curve (where there are tiny bits tho???) I will retry again, but maybe you'd be willing to share a screenshot of the full node setup with groups? thank you anyway! I feel like I may have connected something wrong :c I'm twitching everything and can't figure it out, attempted redoing half or it and it's still wrong >:c
Maybe the growth offset part is wrong?
@@Graphicalninja 😭 I'm stoopid, I simply did the float curve wrong (the first point didn't touch the y axis) in the curve to mesh part 😭thank you so much tho
Hello , right about 15:13 when i messed with my curve value the fungus grows and disappear ,unlike yours ,what could be the problem? ,, Thanks
Same, I did everything as in the video
Same, can't seem to fix it..
@@nehamungale6163 tweak the "float curve" node left handle
Yes the float curve left handle is a little touchy with this setup, but adjusting the y-position a little will make it so those curves don’t disappear.
Thanks guys!
i need help pls, when I want to add curves it does not update the mesh except for the base curve :(
Has anyone had issues between their viewport output and the final render? For some reason the final render is not portraying the viewport as it looks by the end of the video.
I was also curious how you handled rendering your scene in your preview? The skull with alot of growth going over? Did it take a long time to render? 😊
It took a few hours on an RTX 2080 for the full animation - it does get heavy but Cycles has gotten very fast over the past few years with Nvidia gpus
mm, the float curve does not give me bulbs, just makes the branches bigger or smaller? Also, downloaded the file, and if i change the sourcecurve geo nodes system breaks. Nothing to show when growing slider is being moved?
For your material did you use sss mainly? and how did you make the very tips a different color and then fade back to normal? I need some help on this material.
Yes a bit of SSS to smooth it out. For the tips being darker, I output the curve radius attribute from geo nodes and used that in the shader to drive the diffuse color. If you check out my venom tutorial, I believe I show how to output attributes in there. I also turned on clear coat I believe, to make it look more wet. That material is included in my gumroad file as well.
@@Graphicalninja thank you so much!
Need help, I really want to understand how to make this fungus move as animation, because I am planning to render it as a video. Basically the same as you showed in the beginning.
just set keys in the modifier tab dude
hi dear sir I really enjoy your video, I am a university student in the 8th semester, I have "FYP" in the 8th semester and my final year project is the PC game. And I want to create this effect for my game name. Can you help me?😊
I’ve never tried to get this effect into a game engine but I’m sure it’s possible one way or another!
when I insert the monkey (about 20 min) I see that the proportions are different and the cordyceps are hugh. Also it is very hard on my pc which is quite able. how to make it better?
Make sure you’re working at the same scale as me - and for performance, you can turn down the number of branches temporarily, and resample the curves with less resolution
26:00
Hey, dont know why but before duplicate the first groupe node, i have things happening in my curve wich is fine, but also the same process happening outside of the curve, wich shouldnt be intended. Any idea why?
Hard to say exactly, double check it’s set up the same - and that you aren’t joining the geometry inside that group. And check for endpoint selection too
is there a video where you animate this scene?
You mean to grow the fungus on over time? I show how to make a growth slider which you can animate from 0 to 1 in this video which controls overall growth
@@Graphicalninja yes i mean to grow the fungus on over time
@@denko6729 yeah I cover all that!
I would buy a complete detailed tutorial from you on how to make such a video from 0
@@denko6729 ohh you mean with the skull and everything? I am selling the generator I used to make that, and I do have a short video on how to use it as well. Unfortunately the generator I’m selling is a bit more complicated than the tutorial one, so covering everything would be a very long video. But I have organized my geo nodes and labeled them all so it’s hopefully easy to see what they all do if you want to rebuild it for yourself 👌
Can I bake this animation to use in game engines?
I’m not sure 🤔 you might be able to do an alembic or some other point cache. You’d want to keep the polygons lower to avoid killing your performance and making a massive cache file
someone pleas help insted of curves i get 90degree angels
oo nvm
Wow dude got enough adverts?
This ain’t just for fun lol 😉
I find blender keeps crashing when I get towards the end. any Ideas why ?
Could be a lot of things, if you’re generating a looooot of curves it can just overload the pc. Also sometimes geo nodes is a little unstable when you unplug inputs or turn nodes on and off, it’s strange
@@Graphicalninja thanks a million . if my pc can handle this and i use it in a short film ill be sure to credit your channel !
looks so cool btw
witchraft
что
Little thing, u wrote "Blender 2.5" , don't know.. maybe u miss good old times😅😂😂
😅 woops.
@@Graphicalninja 😂 great video btw, bravo ;)
when i draw 2 Bezier line only one is working other one only have its mane line , any fix?
There might be a way - you have to add an additional offset to the growth based on the number of splines. I believe capture attribute, type spline, and then use an attribute statistic to find the total number. Or just duplicate the object and have the second spline be a different object entirelt
@@Graphicalninja i didn't get where to plug the the attribute statics and capture attribute at,
@@Graphicalninja please can you give a step by step to how to solve this issue( im new to the blender)
@@infinitydragonsl6055 its a bit complicated to explain but the best solution is just duplicate your fungus and have the second spline be a separate object. Then you can animate it independently