@@rachelrobertson3798 @mochimouseiyach9664 The reason you cant find it whit "Shift+A" is because it is just a "Math" node. So add a "Math" node and change it from add to multiplyadd in the drop down.
It's really a great tuto, easy to follow and everything works. It's a bit resource-intensive, so be careful if you have an old PC like me. Thanks a lot.
This is amazing. legitimate question as a a person who wasn't able to attend school for my passion- How would anyone ever understand how to do this without a guide? Like what is the logic behind using a math node to multiply a musgrave texture by the spline parameter to prevent the bottom of the grass from moving?
after a while I started to figure out how all the nodes interact with each other and what they do so thats how I can make these things myself. As for the logic behind the multiply, the spline parameter is a 0 to 1 value from the beginning of the curve to the end in a gradient. So when you multiply that with the musgrave texture (that moves the curve) you end up with 0*musgrave=0 at the bottom and 1*musgrave=musgrave at the top. So essentially you just remove the musgrave at the bottom and then inbetween there is a gradient. Hope that makes sense!
did the musgrave node get renamed because i am searching it to find nothing and i see a forum saying it was changed to noise texture but the node looks entirely different
I have a pre-made grass models, i scattered them all over the plane, but when zoomed out it looks very monotone. Is there a way to make them change hue with a noise texture somehow?
since i added the avoid node my grass wont move and now i deleted it and still doesnt work i guess i ahev to start from the beginning and ignore that part....
Hello, I'm not good in English but try to explain what it's my problem, in the minute 6:54 aprox you explain about the collection and add a collection info to the group input and go to the modifier and you can add your collection avoid, but I don't know why I can't see in my modifier the option to add a collection... Please, help me🙂💔🤧
Hi, I don't know English well either. But I found a way to deal with your problem. Just leave Collection Info unbound to Grup input. Put the collection of the object in the Collection Info itself.
copy paste of a previous response: it's a part of the style, it's unlit. If you want to have lighting you will have to replace the emission node with a principled bsdf but it will not look as good
@@baeac I was about to edit that I found a way that looks good- and with keeping the emission! good tutorial nonetheless, perfect for what I was looking for
i used a grid instead of a plane for more control, but now i don't know how i can use the delete points node , can anyone with the know how kindly assist.
Help please. I did everything like in the video but my grass just won't move. The first seed graph is purple like in the video but I don't see anything moving.
Is there a way to improve performance on a large environment with your grass technique (without reducing curve count or resolution)? Would Proxies help? I always end up giving up on using geometry nodes because of performance issues. 😟
Hey man, great video. works great. But I ran into a small issue. when adding the spline parameter the upper vertice becomes static instead of the bottom one. any idea how to fix it?
I have wo quesitions: firstly, when I add the delete geometry node, all of the grass just disappears and even following the steps later on in the tutorial this doesn't get fixed. is there a solution? secondly, is there a way to fix the grass not waving?
Hey man, i had the same issue and this is what fixed it for me. Im not sure if you solved it yet but i noticed on the right panel with all the icons, if you click the modifier icon (the blue wrench), and where it says "collection", you wanna make sure you have your "avoid" collection selected
I dont really use gscatter but i think they already use geometry nodes right? If not its better to use the gscatter assets in geometry nodes because thats generally more optimized and adjustable
it's a part of the style, it's unlit. If you want to have lighting you will have to replace the emission node with a principled bsdf but it will not look as good
Hey man! awesome tutorial, really cool to see what you did ^^ there was one small issue I ran into which I couldnt figure out how to fix or what it was, basically after applying the texture, it applies it on each grass blade seperately rather than following the texture of the plane or something, I dont know quite how to explain, however it results in the grass having some really nasty looking dark spots based on the voronoi texture and dont follow the plane texture smoothly, making it look kind of weird, do you have any idea what I could do to fix it?
hey thank you for the quick response ^^ unfortunately that did not fix the issue, it gave a very weird result that is even weirder than what it was before🤔 I tried by fully replicating the node trees of the video but it somehow resulted in the same thing happening which is very odd to me (sorry to bother btw 😓)
@@autismboyrdf8486 Its a little hard to troubleshoot over yt comments but i think you might have to apply the scaling! press ctrl + a and select all transforms to apply the transformations and that might work. I watched the video and i did change it to object so you should probably also use that in combination with applying all the transforms. I hope that helped!
but what next? for example, I created a location and I want to add grass to certain areas of the area, say in the corners of buildings, a little in a vacant lot, what if I want the grass to be somewhere higher, somewhere lower. How can I use this method? How many computer resources does this method consume? But what if there are also animating flags and water in my location? Is this method optimal or is it just a way to create grass without the ability to use it later?
Musgrave Texture now is Noise Texture. Hello from Blender 4.1. Also thanks for awesome tutorial!
what abt multiply add? i cant find it in blender 4.1..
@@mochimouseiyach9664 I couldnt find it with Shift+A I had to drag out the factor slot on the "Spline Parameter" Node to get it
@@rachelrobertson3798 @mochimouseiyach9664 The reason you cant find it whit "Shift+A" is because it is just a "Math" node. So add a "Math" node and change it from add to multiplyadd in the drop down.
can you help me on how to make the grass looks messy using noise textures?
bruh this is literally perfect, i was looking for something with this style and colour palette couple days ago - thanks for the tutorial!
No problem!!
it looks magical, hope to see more stylized environments
I like your explanation to the nodes, very helpful - thank you!
Im not sure why this doesn't have more views... much better explained and easier to follow than other tuts I've seen. Thank you very much baeac!
great to hear man thanks for watching :)
It's really a great tuto, easy to follow and everything works. It's a bit resource-intensive, so be careful if you have an old PC like me. Thanks a lot.
This is soo good. Geometry nodes seem kinda intimidating. Thanks for the tutorial.
i hope i made it more accessible for you!! if you want to see more just tell me,, im happy to help :)
Yeah. Would love some more videos like this.@@baeac
Woa thank you, awesome tutorial!
You're welcome!
This is amazing. legitimate question as a a person who wasn't able to attend school for my passion- How would anyone ever understand how to do this without a guide? Like what is the logic behind using a math node to multiply a musgrave texture by the spline parameter to prevent the bottom of the grass from moving?
after a while I started to figure out how all the nodes interact with each other and what they do so thats how I can make these things myself.
As for the logic behind the multiply, the spline parameter is a 0 to 1 value from the beginning of the curve to the end in a gradient. So when you multiply that with the musgrave texture (that moves the curve) you end up with 0*musgrave=0 at the bottom and 1*musgrave=musgrave at the top. So essentially you just remove the musgrave at the bottom and then inbetween there is a gradient. Hope that makes sense!
Works perfectly in 4.1 with noise node.
Wow! didn't know you could do that of the detail with the grass! love it as always 👍
No problem!! let me know if you want to see more of this
@@baeac Yeah, definitely! also I Made a new blender video!
I'd love to see a tut on how you made the sky in the end of the vid
amazing tutorial. not that I understand every node use, but the result is fantastic.
did the musgrave node get renamed because i am searching it to find nothing and i see a forum saying it was changed to noise texture but the node looks entirely different
i figured its now a noise texture node but when i add it the grass stays straight, can you help me please
@@wacktv_ Thats exactly the problem im running into its very annoyingg
omg wait i figured it out haha change the "Lacunarity" value around and the min max of the "Map Range" around and the colors started to appear!
@@rachelrobertson3798 what’s the name of the node?
@@wacktv_
Maybe you have the viewer node attached to the instances on points node instead of the set position node?
I have a pre-made grass models, i scattered them all over the plane, but when zoomed out it looks very monotone. Is there a way to make them change hue with a noise texture somehow?
since i added the avoid node my grass wont move and now i deleted it and still doesnt work i guess i ahev to start from the beginning and ignore that part....
how i can activate the node musgrave texture i can´t find them
In the version 4.1 blender remove that node but the noise texture node do the work
@@juanka5217 no it doesnt work with noise texture
Hello, I'm not good in English but try to explain what it's my problem, in the minute 6:54 aprox you explain about the collection and add a collection info to the group input and go to the modifier and you can add your collection avoid, but I don't know why I can't see in my modifier the option to add a collection... Please, help me🙂💔🤧
Hi, I don't know English well either. But I found a way to deal with your problem. Just leave Collection Info unbound to Grup input. Put the collection of the object in the Collection Info itself.
Еще возможно ты создал лишнюю группу нодов, у меня была такая проблема
How can you get this to work with all the nodes intact in a game engine? Looking everywhere cant find a solution. Help please!
You can't, you would need to do that in the game engine itself using their nodes
How would you change this so that it can receive shadows?
copy paste of a previous response:
it's a part of the style, it's unlit. If you want to have lighting you will have to replace the emission node with a principled bsdf but it will not look as good
@@baeac I was about to edit that I found a way that looks good- and with keeping the emission!
good tutorial nonetheless, perfect for what I was looking for
@@taigamoth How have you done it?
@@MrMusta431 it's a bit complicated, I'm not sure how to explain it without an image :(
@@taigamoth did you follow any tutorial or post that i can find?
i used a grid instead of a plane for more control, but now i don't know how i can use the delete points node , can anyone with the know how kindly assist.
Help please. I did everything like in the video but my grass just won't move. The first seed graph is purple like in the video but I don't see anything moving.
It fixed for me when I renamed the "seed" to W again. Not sure if it just doesn't recognise the rename in the group
Is there a way to improve performance on a large environment with your grass technique (without reducing curve count or resolution)? Would Proxies help? I always end up giving up on using geometry nodes because of performance issues. 😟
Search for active camera culling or something like that, it will create grass only where the camera can see
Hey man, great video. works great. But I ran into a small issue. when adding the spline parameter the upper vertice becomes static instead of the bottom one. any idea how to fix it?
I had the same problem, check your normals. If that doesn't work in the curve line node change the length to a minus.
This works in cycles ?
I have wo quesitions: firstly, when I add the delete geometry node, all of the grass just disappears and even following the steps later on in the tutorial this doesn't get fixed. is there a solution?
secondly, is there a way to fix the grass not waving?
Hey man, i had the same issue and this is what fixed it for me. Im not sure if you solved it yet but i noticed on the right panel with all the icons, if you click the modifier icon (the blue wrench), and where it says "collection", you wanna make sure you have your "avoid" collection selected
@@Janjannz yeah I had that but still it did not work :(
@@lucapiotto Make sure the plane is into the main collection and not outside.
Hey man, Should we use geometry node and gscatter in parallel? Or should we only use one of these two methods, which is more convenient? Thank you
I dont really use gscatter but i think they already use geometry nodes right? If not its better to use the gscatter assets in geometry nodes because thats generally more optimized and adjustable
is it suppose to be really laggy? or am I doing something wrong my specs arent that bad I'm using 4090 wit 32 gb ram
Are you rendering with your GPU and not CPU in your blender settings?
@@NittDarko gpu
@@NittDarko the viewport is very laggy and i domt know if its normal
@@kristianavashshrestha9460 you rendering in EEVEE and not cycles?
@@NittDarko i still havent rendered it because i cant navigate properly in the material view and rendered view.
Couldn't find a musgrave texture
Shift+a>Textures>Musgrave Texture?
in blender 4.1 that will now be the noise texture. The two nodes merged
Does anyone know why lights arent affecting the plane??
it's a part of the style, it's unlit. If you want to have lighting you will have to replace the emission node with a principled bsdf but it will not look as good
Hey man! awesome tutorial, really cool to see what you did ^^
there was one small issue I ran into which I couldnt figure out how to fix or what it was, basically after applying the texture, it applies it on each grass blade seperately rather than following the texture of the plane or something, I dont know quite how to explain, however it results in the grass having some really nasty looking dark spots based on the voronoi texture and dont follow the plane texture smoothly, making it look kind of weird, do you have any idea what I could do to fix it?
Thank you! It sounds like you are using the wrong texture coordinate! Try changing it to 'Object' (I think thats the one I used in the video)!
hey thank you for the quick response ^^
unfortunately that did not fix the issue, it gave a very weird result that is even weirder than what it was before🤔
I tried by fully replicating the node trees of the video but it somehow resulted in the same thing happening which is very odd to me (sorry to bother btw 😓)
@@autismboyrdf8486 Its a little hard to troubleshoot over yt comments but i think you might have to apply the scaling! press ctrl + a and select all transforms to apply the transformations and that might work. I watched the video and i did change it to object so you should probably also use that in combination with applying all the transforms. I hope that helped!
@@autismboyrdf8486 Change it to UV..that fixed it for me
I did everything in the video I think but cannot get the grass to move! any help with that?
did you add the driver aswell?
@@baeac Where in the video is that part? I thought I did everything but maybe I missed that part!
@@brendonthurber1165 11:57 i hope that helps!
i just lost my dawg how my brother told me how to chase da bag
Some reason this video does not like to load on mobile devices
If you are having problems with using the Noise Texture make sure to uncheck the normalize check box.
but what next? for example, I created a location and I want to add grass to certain areas of the area, say in the corners of buildings, a little in a vacant lot, what if I want the grass to be somewhere higher, somewhere lower. How can I use this method? How many computer resources does this method consume? But what if there are also animating flags and water in my location? Is this method optimal or is it just a way to create grass without the ability to use it later?
I can teleport this to roblox studio??