Blender Tutorial: Procedural Cobblestones using Geometry Nodes

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  • Опубліковано 1 сер 2022
  • PLEASE NOTE that the merge by distance node changed since this video was made. Most the tutorial will work , but needs a few extra nodes. Look at the community section of my channel for some node graph fixes!
    In this tutorial I show how to create a cobblestone effect using geonodes and how to get per stone coloring with a shader. Blender 3.1 was used to make this tutorial.
    #blender #mograph #geometrynodes

КОМЕНТАРІ • 57

  • @flavio8430
    @flavio8430 Рік тому +4

    Amazing concept -- thanks for sharing!

  • @torus1183
    @torus1183 Рік тому +6

    thank you.
    A difference way to make a random cobblestone texture is using "Random per island" in "Geometry" node (a node named "Geometry") for the Fac of ColorRamp.
    Note that "Random per island" is only available in cycle render

  • @VeryPrettyLazlo
    @VeryPrettyLazlo 8 місяців тому

    Thank you very much!! Very helpful

  • @artoonick
    @artoonick Рік тому

    very useful! Thank you

  • @jjj-sl2ok
    @jjj-sl2ok Рік тому

    Yo this was really useful! Thanks a lot !

  • @pZq_
    @pZq_ Рік тому +1

    Thank you!

  • @mrdixioner
    @mrdixioner Рік тому +1

    Amazing!!!

  • @xtratub
    @xtratub Рік тому

    Very useful, thanks

  • @ginescap
    @ginescap Рік тому +1

    Thanks James, that was beautiful, as always :)

  • @guidoparacolli4112
    @guidoparacolli4112 11 місяців тому

    thats soo good man, thanks u

  • @aMySour
    @aMySour Рік тому +1

    Great tutorial! Super helpful, I'm new to Geometry Nodes

  • @BlaBla-sf8pj
    @BlaBla-sf8pj Рік тому

    wtf !
    amazing !

  • @MR-br2uv
    @MR-br2uv Рік тому

    THX!

  • @MultiArtartart
    @MultiArtartart Рік тому +1

    nice

  • @cookiemonster_xx
    @cookiemonster_xx 11 місяців тому +11

    the "Merge by Distance" node changed in some update and is now producing a different results :/ it doesn't create a random pattern anymore

    • @_ZEIT_
      @_ZEIT_ 10 місяців тому

      Did you solve this? I need a more randomized pattern :C

    • @cookiemonster_xx
      @cookiemonster_xx 10 місяців тому +14

      @@_ZEIT_ Take the Random Value Node (change it to Boolean and play a bit with the Probabilit value) and put it into Selection in the Merge by Distance Node.
      Hope this helps

    • @_ZEIT_
      @_ZEIT_ 10 місяців тому

      @@cookiemonster_xx thaaaaanks! Gonna give it a try!

    • @setik1337
      @setik1337 10 місяців тому

      ​@@_ZEIT_ i got excellent results following the first half of this tutorial ua-cam.com/video/a6oMMzRBIfo/v-deo.html

    • @daggergblue
      @daggergblue 29 днів тому +1

      @@cookiemonster_xx Thank you, I knew something must have changed the behavior. I did as you suggested, and it was better. I went a little further, followed the dual mesh with a triangulate, followed by yet another dual mesh. This produced a result much closer to how it looks in the video.

  • @oceanching2693
    @oceanching2693 Рік тому +4

    perfect pace for a x1.5 play speed

  • @PeterMoueza
    @PeterMoueza Рік тому +1

    4:15 ambient occlusion AO 6:20 et AV mesh primitive 7:20 variable 8:05 attribute 8:58 link colors

  • @domichat1993
    @domichat1993 Рік тому +2

    Great tutorial - thanks for sharing! The bottom faces of the cobble stones are open/hollow. How would you close those in oder to be able to have a 360° view on the stones?

    • @redjam9
      @redjam9  Рік тому +1

      cheers! Have a look at the community section of my youtube channel where I have a screenshot of how to do this.

  • @jbfuller9014
    @jbfuller9014 Рік тому +3

    Awesome tutorial. Easy. Clean. Not a crap ton of nodes!
    My one question is that despite the several times I've rewatched this to find where I messed up, I could not find the solution to why mine came out as essentially just the rim. Top looks fine, but the bottom is hollow. Haaaalp please!😖

    • @redjam9
      @redjam9  Рік тому +2

      thanks! I added a node graph for how to do what you are asking to the community section of my UA-cam channel.

  • @onionjedi
    @onionjedi 8 місяців тому

    Hey! Is it possible to apply this to a different mesh so it can follow it shape? For instance, I have a curved plane, if I apply it will it follow its shape?

  • @Bernandez4139
    @Bernandez4139 Рік тому

    You turned Suzanne into Ben Grimm. It's Blenderin' time!

  • @TheAptimn
    @TheAptimn 2 місяці тому +1

    this doesnt work with Blender 4.0 though. not sure what needs to be changes in the process

  • @valleyfx
    @valleyfx 10 місяців тому

    So clean and to the point. After Scale Elements, the distances between the stones are not equal. Can we make them equal despite the size of the stones? I need random rectangular stones and the gap between should be equal everywhere. Thanks.

    • @redjam9
      @redjam9  10 місяців тому

      cheers! I think the only way to get what you are after is to use circle packing which is a much more advanced technique. Have a look on blenderartists for a post by Higgsas who has a project file.

  • @palpytine
    @palpytine Рік тому

    Your pebbles have flat bottoms! When you extrude like this, you then need to join & merge by distance the extruded geometry with the faces you originally extruded (after flipping their normals) before adding the subdiv

    • @redjam9
      @redjam9  Рік тому

      I have already discussed this in the comments and posted a graph to do this in the community section. It depends on your needs, since in a gamedev situation you want as little geo as possible and won't see the back faces.

  • @nirmaldraws9027
    @nirmaldraws9027 Рік тому +3

    What about using object info node(shader) and realise geometry to apply random colors?
    Great tutorial by the way..

    • @redjam9
      @redjam9  Рік тому +3

      thanks. There are techniques for applying per instance colors. I will do some tutes in the future on this topic. However in this case there are no instances, so the island index is a way of tagging each mesh island to be an individual entity that can be treated in various ways.

    • @nirmaldraws9027
      @nirmaldraws9027 Рік тому

      @@redjam9 thks for the info man.

  • @evrardpatrick14
    @evrardpatrick14 Рік тому

    great tutorial. How would you go about it to bake the different colors into the geometry as vertex colors? To export to unreal or zbrush?
    thx

    • @redjam9
      @redjam9  Рік тому +1

      thanks! Yes you can get get the island colors into the vertex colors, but the workflow is a bit clunky. You need to store the named attribute of the color to an attribute called "Color". You won't see it in the viewport though until you apply the geonodes modifier. You can use a material with the color attribute to preview the result as I did in this tute..

    • @evrardpatrick14
      @evrardpatrick14 Рік тому

      @@redjam9 I will give it a try thx for pointing me in the right direction :)

  • @ThaiPham-ep2ov
    @ThaiPham-ep2ov 4 місяці тому

    Hi, If i has object, i need to doing ?

  • @zr0gravity
    @zr0gravity 5 місяців тому

    Not sure if this is a Blender 4 change to Merge by Distance or a randomization setting I don't have set, but I'm not able to reproduce the randomization of the triangles shown at 2:02. It all comes out as uniform triangles or squares.
    It works in Blender 3.3 LTS.

    • @redjam9
      @redjam9  5 місяців тому +2

      Hi, yes I also noticed this recently. I have added some new node graph images to the community section of my channel with an explanation.

  • @emmanm5633
    @emmanm5633 Рік тому

    this is what I am looking for but there something a little I want to achieve for my project pls could you do something like this but a cell skin structure I mean each object has sphere inside in it ? pls for my project

    • @redjam9
      @redjam9  Рік тому +1

      If you use a mesh to points node in face mode after the dual mesh you will get a point in the middle of each face that can be instanced onto. You can also use a capture attribute to get the face area to then scale up each instance to the size of each face.

  • @patihgenixscoding6914
    @patihgenixscoding6914 Рік тому

    my man, would you do remade your 2.9 tutorial ?

  • @reallyarobot
    @reallyarobot Рік тому

    Does this still work for 3.4? I heard they changed a lot in GeoNodes.

    • @redjam9
      @redjam9  Рік тому

      should be fine. Some of the node names may have changed though...

    • @reallyarobot
      @reallyarobot Рік тому

      @@redjam9 Thank you for getting back to me!

    • @gorkskoal9315
      @gorkskoal9315 Рік тому

      the layout is different in 3.4 search for what he's using instead.

  • @MarcinHRN
    @MarcinHRN Рік тому

    BENEFIT

  • @VEHICROS
    @VEHICROS 4 місяці тому

    This doesnt work, not with the newest version anyway.

  • @golemtabak1183
    @golemtabak1183 Рік тому

    Thank you!