Hiding the overlays is the way: Cycles doesn't count faces as the overlay does, so it's way faster to hide overlays and stay in Cycles viewport shading! Great video btw
Turning off overlays helps but the render preview is considerably faster. Actually in my test just now I can't get to 1.5m trees without turning on render preview
@@neillpretorius thank you :) yeah that would be amazing. I think my biggest issue is what goes on right at the start by like you say there are some super geniuses out there who I'm sure know exactly what to do
This man helped me so much. Literally change my life. The best decision ever was to subscribe a long time ago. Hope to meet you one day. Dinner on me. Congratulations to an amazing job and talent.
@@borkocurcic9622 haha thank you ☺️. Well, maybe I can make it to the blender conference one day! And enjoy the subscription! I'm glad it is working for you :)))
I've been experimenting with geonodes-based scattering tools creation for a while yet, just for in-house usage, and honestly I'm really impressed with Blender's instancing capabilities. The major downside is that despite having "Is Viewport" node it doesn't distinguish between rendered and normal view. It would be great to have optimized display in normal view and full detail in rendered, but I couldn't find any workaround yet.
For your question at minute 9:50: With a Math node set to Truncated Modulo, using the Index in the first socket and a value of 2 in the second socket, only every other row is affected. Ducky 3D demonstrates this very good in his video about the Index node.
Wouldn't it be way easier and more apropriate with a simple particule system? I could be wrong but it seems that work with instances and doesn't blow up the viewport.
As far as i understand it, the old particle system is worse than a geometry nodes system and the particle systems are probably going to be replaced in future. For example Particle hair has been completely replaced with geometry nodes hair and for me the performance is night and day! I also find making it with a geonodes system I have far more control over absolutely everything in the system which is amazing. I also cannot remember being able to have anywhere near this many polygons using the traditional particle system but i should test :)
Thanks a lot for working this out. I know Mac setups aren't optimal but would you have any tips for reducing lag/crashing on Apple silicon setups? I have an M2 pro Macbook and it seems to get stressed quickly when increasing the count on tree models in both rendered and material preview.
I still have no idea how this works. My large scale instanced forests with geoscatter kill blender at around 200k objects & 9m poly using alpha trees (2d planes). This is with 32gb ram and 12 gb vram (rtx 4080 laptop version). Nice work
Is there a possibility to offer the Geometry Nodes in a Git(Hub) repository? I think that would help us all enormously to keep the geo nodes up to date and also to contribute adjustments via merge requests.
But your Geo Nodes Setup is a Great Help for Scattering or Creating a Large Scene with limited Vram But the Big question here is can we actually render this as an Image or Animation with same limited Vram?
Tried to download your array modifier nodes on iMesh, however, after clicking on the download button, it just takes me to my dashboard. No save as dialog opens.
Hey, are you logged in first? When you get to the free category is your name visible in the corner? If you've logged in but your name isn't visible, try clearing your browser cache:)
When you add an array modifier, you can see the face count of the scene increasing. This is not an instance and the performance of the scene is incredibly bad when trying to array even a slightly complex object. From the Blender docs: The Array modifier creates an array of copies of the base object. Specifically it says copies of the base object, not instances or duplicate linked or anything else
As always it so good, thank you man for your efforts 🙏 Can you answer where I can learn interior design in blender from very scratch till professional rendering? especially working with materials and lighting is my pain in blender Thank you for your answers 🙏
For this you must learn Blender and then use the skill in your profesional goal. Do you already know interior design? Then you should learn Blender... Blender is only a tool to apply your interior design knowledge. Regards!
Interior design I don't think there is much overlap in tutorials for both Blender and interior design. You may find more luck with learning Blender archviz and then interior design seperately and merging the two. Unless you're already into Interior Design, then you're saying it is specificially transfering that knowledge from interior design to Blender? I'd probably recommend doing a LOT of practice with product renders for the close up material work involved. Materials will be a huge part for you so any tutorials on that. Lighting is some of our tutorials and you should also find references and try to match them, and im sure there are many other good tutorials out there :) - wait sorry if i didnt answer your question I just woke up haha
@@imeshh❤ thank you for detailed long answer, do you know any paid course or smth for the archives? I mean there a lot of tutorials as you said but not all the necessary information on one channel you find smth important on one channel and another information on another, would be great to have a course where everything is in one place, sorry if it is a stupid question))
Maybe is interesting to test/add a dymanic lod like this for reducing polycount, but using object info active camera: ua-cam.com/video/Lc2KB8tIZaM/v-deo.html (this decimates with geonodes depending on the camera distance, but not sure if the process of decimate costs more that benefits)
Hiding the overlays is the way: Cycles doesn't count faces as the overlay does, so it's way faster to hide overlays and stay in Cycles viewport shading!
Great video btw
Turning off overlays helps but the render preview is considerably faster. Actually in my test just now I can't get to 1.5m trees without turning on render preview
This Geo node setup is great man, Im sure the community will jump in and figure out all the bits and bobs! great!
@@neillpretorius thank you :) yeah that would be amazing. I think my biggest issue is what goes on right at the start by like you say there are some super geniuses out there who I'm sure know exactly what to do
This man helped me so much. Literally change my life. The best decision ever was to subscribe a long time ago. Hope to meet you one day. Dinner on me. Congratulations to an amazing job and talent.
@@borkocurcic9622 haha thank you ☺️. Well, maybe I can make it to the blender conference one day! And enjoy the subscription! I'm glad it is working for you :)))
I've been experimenting with geonodes-based scattering tools creation for a while yet, just for in-house usage, and honestly I'm really impressed with Blender's instancing capabilities. The major downside is that despite having "Is Viewport" node it doesn't distinguish between rendered and normal view. It would be great to have optimized display in normal view and full detail in rendered, but I couldn't find any workaround yet.
Oh do you mean like rendering in viewport? Yeah that is a huge oversight i feel like. A lot of other render engines are able to do this
Set the object to display as bounds. Much lighter in viewport, but still renders
This is a great modifier!
For your question at minute 9:50: With a Math node set to Truncated Modulo, using the Index in the first socket and a value of 2 in the second socket, only every other row is affected. Ducky 3D demonstrates this very good in his video about the Index node.
I had tried using truncaded modulo, however it is an issue with finding the index specifically. I don't think it is finding the values for each row
Wouldn't it be way easier and more apropriate with a simple particule system? I could be wrong but it seems that work with instances and doesn't blow up the viewport.
As far as i understand it, the old particle system is worse than a geometry nodes system and the particle systems are probably going to be replaced in future. For example Particle hair has been completely replaced with geometry nodes hair and for me the performance is night and day!
I also find making it with a geonodes system I have far more control over absolutely everything in the system which is amazing. I also cannot remember being able to have anywhere near this many polygons using the traditional particle system but i should test :)
Thanks a lot for working this out.
I know Mac setups aren't optimal but would you have any tips for reducing lag/crashing on Apple silicon setups? I have an M2 pro Macbook and it seems to get stressed quickly when increasing the count on tree models in both rendered and material preview.
I love this - thankyou for sharing :)
No problem at all! Enjoy :))
I still have no idea how this works. My large scale instanced forests with geoscatter kill blender at around 200k objects & 9m poly using alpha trees (2d planes). This is with 32gb ram and 12 gb vram (rtx 4080 laptop version). Nice work
Is there a possibility to offer the Geometry Nodes in a Git(Hub) repository? I think that would help us all enormously to keep the geo nodes up to date and also to contribute adjustments via merge requests.
But your Geo Nodes Setup is a Great Help for Scattering or Creating a Large Scene with limited Vram
But the Big question here is can we actually render this as an Image or Animation with same limited Vram?
1 trillion yes queens
@@nicholasfellows3072 😂 1 trillion yass's by the queen
Tried to download your array modifier nodes on iMesh, however, after clicking on the download button, it just takes me to my dashboard. No save as dialog opens.
Hey, are you logged in first? When you get to the free category is your name visible in the corner? If you've logged in but your name isn't visible, try clearing your browser cache:)
1-33 - That's not true. Array modifier is instancing objects. They became unique after you apply array modifier, but you can link their data.
When you add an array modifier, you can see the face count of the scene increasing. This is not an instance and the performance of the scene is incredibly bad when trying to array even a slightly complex object.
From the Blender docs: The Array modifier creates an array of copies of the base object.
Specifically it says copies of the base object, not instances or duplicate linked or anything else
Amazing
As always it so good, thank you man for your efforts 🙏
Can you answer where I can learn interior design in blender from very scratch till professional rendering? especially working with materials and lighting is my pain in blender
Thank you for your answers 🙏
For this you must learn Blender and then use the skill in your profesional goal.
Do you already know interior design? Then you should learn Blender... Blender is only a tool to apply your interior design knowledge.
Regards!
Interior design I don't think there is much overlap in tutorials for both Blender and interior design. You may find more luck with learning Blender archviz and then interior design seperately and merging the two. Unless you're already into Interior Design, then you're saying it is specificially transfering that knowledge from interior design to Blender?
I'd probably recommend doing a LOT of practice with product renders for the close up material work involved. Materials will be a huge part for you so any tutorials on that. Lighting is some of our tutorials and you should also find references and try to match them, and im sure there are many other good tutorials out there :) - wait sorry if i didnt answer your question I just woke up haha
@@sonicGD2006thank you sir 🙏
@@imeshh❤ thank you for detailed long answer, do you know any paid course or smth for the archives? I mean there a lot of tutorials as you said but not all the necessary information on one channel you find smth important on one channel and another information on another, would be great to have a course where everything is in one place, sorry if it is a stupid question))
Amazing 👏👏👏
@@ChrisAirey1 thank you 🙏
Cool! But it doesn't work with every tree model. I don't know why
@@Volodymyr_Vova It absolutely should, what issues are you seeing?
@@imeshh To be exact, any randomization does not work, so I just took another tree, and everything is okay. Thank you a lot!
What s your gpu??
RTX 4070 :)
So cool 😂
@@charlesturner57 thank you Mr Charles
Maybe is interesting to test/add a dymanic lod like this for reducing polycount, but using object info active camera: ua-cam.com/video/Lc2KB8tIZaM/v-deo.html
(this decimates with geonodes depending on the camera distance, but not sure if the process of decimate costs more that benefits)
*scattering addons industry hates this guy* 😄
@@adiiiiii1 haha might have accidentally made half way to a scattering tool 😅
Misleading
Blender is actually not handling 1 Trillion here
8GB Vram is more than 90% occupied with 1 Million faces here