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
Amazing concept -- thanks for sharing!
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
me sirvio !
Thank you very much!! Very helpful
very useful! Thank you
Yo this was really useful! Thanks a lot !
Thank you!
Amazing!!!
Very useful, thanks
Thanks James, that was beautiful, as always :)
cheers Gines!
thats soo good man, thanks u
Great tutorial! Super helpful, I'm new to Geometry Nodes
cheers!
wtf !
amazing !
THX!
nice
the "Merge by Distance" node changed in some update and is now producing a different results :/ it doesn't create a random pattern anymore
Did you solve this? I need a more randomized pattern :C
@@_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
@@cookiemonster_xx thaaaaanks! Gonna give it a try!
@@_ZEIT_ i got excellent results following the first half of this tutorial ua-cam.com/video/a6oMMzRBIfo/v-deo.html
@@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.
perfect pace for a x1.5 play speed
4:15 ambient occlusion AO 6:20 et AV mesh primitive 7:20 variable 8:05 attribute 8:58 link colors
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?
cheers! Have a look at the community section of my youtube channel where I have a screenshot of how to do this.
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!😖
thanks! I added a node graph for how to do what you are asking to the community section of my UA-cam channel.
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?
You turned Suzanne into Ben Grimm. It's Blenderin' time!
this doesnt work with Blender 4.0 though. not sure what needs to be changes in the process
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.
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.
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
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.
What about using object info node(shader) and realise geometry to apply random colors?
Great tutorial by the way..
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.
@@redjam9 thks for the info man.
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
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..
@@redjam9 I will give it a try thx for pointing me in the right direction :)
Hi, If i has object, i need to doing ?
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.
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.
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
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.
my man, would you do remade your 2.9 tutorial ?
which one?
@@redjam9 ua-cam.com/video/27rpd_J8lLk/v-deo.html , thanks man
Does this still work for 3.4? I heard they changed a lot in GeoNodes.
should be fine. Some of the node names may have changed though...
@@redjam9 Thank you for getting back to me!
the layout is different in 3.4 search for what he's using instead.
BENEFIT
This doesnt work, not with the newest version anyway.
Thank you!