wow... you're a gun mate.. no waffling on (like so many other blender tutorials) and straight to the point - love it..thank you.. Btw, if you could have a tutorial to create one's own procedural planet shader and it having the ability (high res clarity) to do low orbit renders but not losing detail (if that makes sense), you'd help out alot of newbies like myself..
Ha, thanks for the feedback, it really is appreciated bossmanz. I developed a procedural planet shader quite a few years ago for that exact reason. I have a list of tutorial idea's I am currently working through, the planet shader has been on the list for quite some time, it is quite an in depth shader as it has a lot of features such as rocky terrain, agricultural terrain, forest terrain, urban terrain, beaches, sea, lakes and rivers, it also has a doomsday slider where it turns the world into fractured volcanic lava. I will bump it up on the list and will get to work on it done as soon as I can.
No games here just straight to it. MUCH appreciated! To give an example of how useful this was..with the changes to 4.1 removing the Musgrave node under geometry, some videos instruct how to replace this with the noise input showing what settings need to be changed to get the same Musgrave effect. Where I was stumped was how to then use the noise input as an effect on the height factor when designing terrain. Maybe the few videos I caught weren't entirely for beginners but this was arrow on the bullseye for me thanks again!
That is great to hear, I am really glad it was useful. Yeah, blender is always changing up things, one minute it's there the next its moved, but it's all for the great of good. Anyway, thank you for the feedback, it's really appreciated.
This geometry node setup works by deforming the geometry of the mesh, and so it makes it possible to hide objects behind the mesh, and of course reacts to light as it would in the real world. Where as shaders are heavily restricted as to what they can do and only serve as an approximation. It is possible to use displacement maps in the shader editor that can deform the geometry, similar to what this tutorial achieves in geometry nodes. But the benefit with displacing a mesh in geometry nodes can give us extra options like "capture attributes" which we can then use those attributes in the shader editor, things like geometry position, height and length to use as masks. I will be making a follow up tutorial where I show people how to make a procedural terrain shader which can be utilized for geometry node terrains.
Add a material to the mesh, then go back into the geometry node editor, add a "set material" node at the end of the geometry node tree, and select the material in the set material node. You can then go back to the shader editor and edit the material.
I just noticed, I already added a material option in the tutorial! Navigate to your modifier tab, and on you geometry node terrain modifier you made from this tutorial, there should be a box that says material, simply select the material you want to add in the empty box and you should be good to go. ua-cam.com/video/0VIK1Ct6jLM/v-deo.htmlsi=z0jnzTdCRBk6m-xy&t=443
The oldest version I can get it to work on is Blender 3.6. If you have an older version of blender, it might be worth enabling the "A.N.T Landscape" Addon that comes shipped with most version of blender, it is a versatile landscape generator.
wow... you're a gun mate.. no waffling on (like so many other blender tutorials) and straight to the point - love it..thank you.. Btw, if you could have a tutorial to create one's own procedural planet shader and it having the ability (high res clarity) to do low orbit renders but not losing detail (if that makes sense), you'd help out alot of newbies like myself..
Ha, thanks for the feedback, it really is appreciated bossmanz. I developed a procedural planet shader quite a few years ago for that exact reason. I have a list of tutorial idea's I am currently working through, the planet shader has been on the list for quite some time, it is quite an in depth shader as it has a lot of features such as rocky terrain, agricultural terrain, forest terrain, urban terrain, beaches, sea, lakes and rivers, it also has a doomsday slider where it turns the world into fractured volcanic lava. I will bump it up on the list and will get to work on it done as soon as I can.
Very useful tutorial.
Glad it was helpful 🙂
Thank you
You're welcome anytime, glad you found it useful 🙂
No games here just straight to it. MUCH appreciated! To give an example of how useful this was..with the changes to 4.1 removing the Musgrave
node under geometry, some videos instruct how to replace this with the noise input showing what settings need to be changed to get the same Musgrave effect. Where I was stumped was how to then use the noise input as an effect on the height factor when designing terrain. Maybe the few videos I caught weren't entirely for beginners but this was arrow on the bullseye for me thanks again!
That is great to hear, I am really glad it was useful. Yeah, blender is always changing up things, one minute it's there the next its moved, but it's all for the great of good. Anyway, thank you for the feedback, it's really appreciated.
No sir, you are the legend
You are too kind, and don't forget you are a legend too. Stay sharp, have a great day and level up 😎
Very good! Thanks :)
I am glad you found it useful, have a great day and level up 🙂
What is the upside compared to shader editor?
This geometry node setup works by deforming the geometry of the mesh, and so it makes it possible to hide objects behind the mesh, and of course reacts to light as it would in the real world. Where as shaders are heavily restricted as to what they can do and only serve as an approximation. It is possible to use displacement maps in the shader editor that can deform the geometry, similar to what this tutorial achieves in geometry nodes. But the benefit with displacing a mesh in geometry nodes can give us extra options like "capture attributes" which we can then use those attributes in the shader editor, things like geometry position, height and length to use as masks. I will be making a follow up tutorial where I show people how to make a procedural terrain shader which can be utilized for geometry node terrains.
One problem. How am I supposed to give it its texture? I tried in shaders but nothing works
Add a material to the mesh, then go back into the geometry node editor, add a "set material" node at the end of the geometry node tree, and select the material in the set material node. You can then go back to the shader editor and edit the material.
@@PhotiniByDesign can you show me so I can know where to put it
I just noticed, I already added a material option in the tutorial! Navigate to your modifier tab, and on you geometry node terrain modifier you made from this tutorial, there should be a box that says material, simply select the material you want to add in the empty box and you should be good to go. ua-cam.com/video/0VIK1Ct6jLM/v-deo.htmlsi=z0jnzTdCRBk6m-xy&t=443
Excuse me sir, what is the lowest blender version I can use to follow the tutorial( I cannot run 4.x.x properly)
The oldest version I can get it to work on is Blender 3.6. If you have an older version of blender, it might be worth enabling the "A.N.T Landscape" Addon that comes shipped with most version of blender, it is a versatile landscape generator.
@@PhotiniByDesign Thank you very much! I shall try it asap.