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Retroshaper
Ukraine
เข้าร่วมเมื่อ 14 พ.ค. 2021
My name is Denis, aka Retroshaper. I am 3D/2D designer, game designer and hobbyist musician.
Geometry Nodes - Apply Rotation Based on Face Normals - Blender 4.1
Apply Rotation Based on Face Normals - Blender 4.1
มุมมอง: 372
วีดีโอ
Stylized Grass Fields in Blender with Geometry Nodes
มุมมอง 1.7K6 หลายเดือนก่อน
In this video I'm showing how to create stylized grass field in blender using geometry nodes and simple drawing in krita. Download this project on itch - retroshaper.itch.io/stylized-grass-fields-in-blender-with-geometry-nodes
Piano Keys with Geometry Nodes in Blender - No Commentary
มุมมอง 1.2Kปีที่แล้ว
In this video I'm creating piano keys with geometry nodes in Blender. As always, you can download the project with this setup from itch - retroshaper.itch.io/piano-keys-with-geometry-nodes-in-blender
Blender with ChatGPT: Creating Addons Made Easy!
มุมมอง 7Kปีที่แล้ว
Explore how ChatGPT can help you create simple addons for Blender in this video. Plus, download "3 Simple Blender Addons" for free here: retroshaper.itch.io/3-simple-blender-addons
Into the Synthwave: Blender 3.5 Geometry Nodes Landscape Tutorial
มุมมอง 5Kปีที่แล้ว
In this video I would like to show you the process of creating a synthwave/retrowave styled landscape with Geometry Nodes in Blender 3.5. As always, the project file is available on itch.io: retroshaper.itch.io/into-the-synthwave-blender-geometry-nodes-landscape Would you like to support me on kofi? - ko-fi.com/retroshaper
5 Basic Methods to Make a Selection in Geometry Nodes
มุมมอง 17Kปีที่แล้ว
I wanted to make a short and simple geometry nodes tutorial for the beginner level. In this video, I want to show you 5 basic methods to make a selection in geometry nodes that I use the most. Want to buy me some coffee? ;) ko-fi.com/retroshaper 0:00 Intro 0:11 Building Example Setup 1:35 Method 1 - Random 2:08 Method 2 - Textures 3:17 Method 3 - Normal 4:33 Method 4 - Position 5:35 Method 5 - ...
Procedural Tiny City with Geometry Nodes | Blender 3.3
มุมมอง 24K2 ปีที่แล้ว
In this video tutorial, I want to show you how to create simple procedural stylized city with Geometry Nodes in Blender 3.3. Get this project for free: retroshaper.itch.io/procedural-tiny-city-blender-geometry-nodes 0:00 - Intro 0:27 - Create Customizable Land 4:03 - Add Buildings 8:42 - Add Windows to the Buildings 11:36 - Add Items to the Roofs 12:40 - Add Park Zones 14:39 - Add Trees and Bus...
Blender 3.3 - Procedural Dungeons with Geometry Nodes Tutorial
มุมมอง 47K2 ปีที่แล้ว
In this video, I want to show you how to make procedural and semi-procedural dungeons with Geometry Nodes in Blender 3.3. Link to get this project: retroshaper.itch.io/dungeon-maker-with-geometry-nodes 00:00 Intro 00:26 Create Walls out of Planes 4:45 Create Procedural Grid 8:56 Create Materials 17:05 Add decorations to walls and floor 29:52 Outro
Blender 3.2 - Vase with Flowers with Geometry Nodes
มุมมอง 3.8K2 ปีที่แล้ว
In this video I want to show you how I've made this Vase with Decorative Dried Flowers with Geometry Nodes in Blender 3.2. Feel free to download this project for free on itch.io - retroshaper.itch.io/vase-and-flowers-with-geometry-nodes Ko-fi: ko-fi.com/s/ab699f25ee
Blender - Procedural Trees with Geometry Nodes - Part 3/3
มุมมอง 10K2 ปีที่แล้ว
This is Part 3 for Procedural Growing Stylized Trees with Geometry Nodes Tutorial, where I create and add Leaves to the tree and apply materials. Links for download: retroshaper.itch.io/procedural-growing-trees-with-blender-geometry-nodes Ko-fi: ko-fi.com/s/266b9ed3df
Blender - Procedural Trees with Geometry Nodes - Part 2/3
มุมมอง 14K2 ปีที่แล้ว
This is Part 2 for Procedural Growing Stylized Trees with Geometry Nodes Tutorial, where I create and add Branches and Twigs from Collections. Links for download: retroshaper.itch.io/procedural-growing-trees-with-blender-geometry-nodes Ko-fi: ko-fi.com/s/266b9ed3df
Blender - Procedural Trees with Geometry Nodes - Part 1/3
มุมมอง 42K2 ปีที่แล้ว
This is Part 1 for Procedural Growing Stylized Trees with Geometry Nodes Tutorial, where I create Trunk based on curve with displacement and the base for Branches. Links for download: retroshaper.itch.io/procedural-growing-trees-with-blender-geometry-nodes Ko-fi: ko-fi.com/s/266b9ed3df
Blender 3.1 - Procedural Tentacles with Geometry Nodes
มุมมอง 132K2 ปีที่แล้ว
In this video, I want to share how I've created stylized tentacles with Geometry Nodes in Blender 3.1. Links for download: ko-fi: ko-fi.com/s/5a9c2601e2 itch: retroshaper.itch.io/tentacles-with-geometry-nodes
Blender 3.0 | 3.1 - Stylized Towers with Geometry Nodes
มุมมอง 8K2 ปีที่แล้ว
Hi everyone! In this video, I'm creating Stylized Towers in Blender Geometry Nodes. Get this project here: retroshaper.itch.io/stylized-towers-in-blender-geometry-nodes With this setup, I want to customize height, width and shape of the tower, as well as add those cool looking spiral stairs.. just like in fairytales.
Amazing. Say gudday to your new subscriber.
For anyone using Blender 4.2 or later: Blender deprecated the "Align Euler to Vector" node. The new version "Align Rotation to Vector" node will give the same result.
I’m having a little trouble, with 12:41, I go into geometrynode modifiers and I cannot change the colour, I click on the same box and i can only change the name, not bring up a colour selection menu?? Am I missing something?😅
Ah I didn’t select colour data input 🥲
Thanks so much !
Thanks a lot.
Please what did you do at 3:22 😢 how did you join them?
how do you do 1:05, when you drag another plane in the direction you want...
amazing tutorial. As a beginner i do have one question tho "How did you manage to get to this result?" Im fair new to blender, let alone geometry nodes and it seems like an ocean of info and possibilities... but seeing you navigate very straight to the solution makes me wonder if you either : 1.- took previous courses 2- Just experimented , pretty much trial and error until getting to this solution 3- both.
Thanks :)
I am in Blender 4.2 and its dual color skin is not working'
There is another method to achieve this. It's not optimal for this particular case but it gives you some flexibility and might work better for other selection patterns. Select faces pair so there is three faces gap and [ctrl shift +] till you get area entirely filled with this pattern. Select pair with two faces interval and [ctrl shift +] till you get pattern complete. In menu it's Select more/less -> Next Active
Did this still works in blender 4.2 ?
I just used this in 4.2 and it worked. The Set Shade Smooth and Sub Surf nodes has a couple new options but just ignore them and I did get caught up on Capture Attribute though. Instead of just a Value socket it has Index and a blank socket. At 3:28 you'll want to plug the Index into the Index and at 10:18 plug the Factor into the blank socket.
@@samuelbenhardt4230Can you help me to import texturs from blender to roblox studio
Thank you so much, do you know why blender 4.1 does not contain same functions and options of this video?
Excellent tutorial :)
isthere letgal company version of it
@@hakankosebas2085 hey! Thanks for the comment! This project can be downloaded on itch and it is royalty free 😊
This is such a cool tutorial and easy to both follow and customize, but I do have a question, Is it possible to animate these? I've never animated Curves before so IDK if I have to add armature or anything
Hey! Thank you so much for the feedback. Well, there are few ways to animate these. 1. From the geometry nodes - by displacing the points of curves with set position and noise texture. 2. Convert to mesh, apply modifiers and add armature to animate
Cool. I'll try to do this later. What is the name of the music in the background?
Hey! Thank you so much for the feedback! The music on the background is my own) something I’ve created for tutorials)
@@retroshaperThe music is very beautiful. The tentacles turned out great too, thanks for the tutorial!
@@arturbynibo8753 😊
Great video, thank you!
Wow this is what I'm exactly looking for, unfortunately there were no tutorials, finally I found it, thanks man, keep rocking
Great Tutorial! I really enjoyed it 😊
how to do at 4.47 minutes? what to click? I can't do it and stuck there, can you help me
It’s the re-routing feature. You need to enable node wrangler addon to have this.
@@retroshaperI have installed node wrangler, then how do I join the 2 green lines like in the video?
@@sulthonbaiquni7256 Didn’t work for me from the start also. 1. You need to make sure that node editor is set to tweak mode. There’s an option for that in the upper left corner of the node editor 2. Use shift with right mouse button while sweeping across the link
@@retroshaper OK, it worked, thanks for helping
Thank you for the tutorial, i was looking for something like for quite a while
9:08 Whats wrong with just flipping the color ramp, so you don'T have to vector rotate ?
Hey! Thanks for the comment! Just one of the options) Flipping the color ramp is probably event better! 🙂
Hey! Its very cool tutorial, exactly what i needed thanks! Is there a way how to edit those Ends of tentacles to not be so squished?
Hey @MaDmonkey3311 ! Thanks for the feedback! One of the solutions that I've came up with is to displace the curve points on z based on the factor (spline parameter). Add set position node after resampling the curve. It should look something like this - snipboard.io/kNSaYj.jpg
@@retroshaper Thank you very much for solution, but I still dont know what iam supposed to do from the screenshot. I dont use geometry nodes at all, they are my nightmare :D
@@MaDmonkey3311 the screenshot illustrates an example of points displacement on z axis based on the points position - I.e. the higher the point, the closer it is to previous point. This way, face of the segment of tentacle is going to be square, which will result in not squished ends of tentacles and suckers ))
@@retroshaper Also is there a way how to rotate tentacles as you need? Iam struggling with it a bit. In order to rotate it i have to move the handle points over some limit in order to rotate it but thats not what i need. I just need to let it be in specific curve position and then just press R and rotate it to desired position but thats not how it works.
@@MaDmonkey3311 Hey! Sorry for late response. Unfortunately this is not how curves work. You need to use the handles of each point of the curve to rotate to your need.
Wow. Honestly wow.
Is it possible to get the city grid layout to conform to a certain shape?
Hey! Thanks for the comment. Yes, that is possible, with a few adjustments. Instead of using the grid in the geometry nodes, you may use the plane with a needed number of quads.
@@retroshaper awesome! Thank you!
I love that you don't only show the process but take your time to explain what does each node do, this is a great tutorial to get started on Geo Nodes. Well done man, I'm subscribed.
Thank you so much for the feedback! I'm happy to hear you've liked the format! ☺
nice and easy. Thanks!
Thanks for the feedback! 😊
what would be a good tutorial to watch on how to add these procedural tentacles to a another project like to make a octopus or something?
Hey! Thanks for the comment! Not sure about exact tutorial, but you can look into Geometry proximity node and how to use it. In addition, you can also check Demo file on Blender website (www.blender.org/download/demo-files/). Th Halloween Spider project in particular. I think this is something you're looking for.
Brilliant workflow mate! I ended up purchasing your project file when you lost me at 6:42 with that screen jump. You deserve the purchase though 😃
Hey! Thank you so much for watching, commenting, and getting the project file! Hope you've figured out the workflow! ☺
Hey question for anyone that reads this. So I'm trying to make dungeon crawler game in UE 5 and was wonder how well geometry nodes like this transfer into the engine? I'm using assets for some things but wanted to build the dungeon myself so I'm wondering if anymore knows well this works when placed in Unreal
Hey! You may consider Altermesh to bring it into the UE
hey new to blender and for the life of me i can not figure out how to extend the rooms and how to remove the rooms like in the video i know i a missing something simple i bought the project i just cant figure it out
Hey! Thanks for the comment and for following the tutorial. So, there are 2 ways of creating those dungeons in the project, random or manual. The random one is when you add geometry nodes modifier to any mesh and it will create grid which transforms into dungeons with settings. The manual ways, when you add planes which are the base for the dungeons, by adding more planes, extruding them, etc, you will have the customized dungeons. Hope that helps ))
@retroshaper thanks your tool will help my dnd games be even better i believe i got it working
@@robertstratford3584 awesome! Happy to hear that 😊
Is it possible to make a selection with respect to a stored named attribute?
Hey! Thanks for the comment! Haven’t tried this yet, but I think it is possible
Might be a little easier to follow if you slowed it down a bit.
Will do my best) thanks for the feedback 😊
Nice one! Tip for 7:50 use a "Not" boolean math node instead
Hi, I followed your tutorial but I'm having a problem with the final render. I'm animating the tree grouth but I get glitches in the final rendering. Rendering the problematic frames as png doesn't change the result. Do you know what the problem may be?
Hi! Thanks for following the tutorial. From the top of my head, is the GN modifier enabled for rendering? As far as I understand, you’re rendering the animation, right? If yes, does it render anything at all, or just one frame?
genial !
we made a total different tree that we like following this video somehow thanks😁
That sound awesome! Thanks for following the series! 😃
Amazing video! I make them very similar to yours, but during the process I made some lines and now they are all linked and i want to add some articulations for it, but if i select one, all of them are selected too, and now i cant make the line to create just one to animate. How can I turn all the lines in different objects to work?
Hey! Glad you’ve enjoyed the video 😊 it is still the same object if created with a single geometry nodes setup. You may try converting the whole thing to mesh by applying the modifier (make sure to use realize instances node if you’re instantiating anything). That’s the easiest approach. However, if you still want to modify parameters of the node tree, you may need to create animation inside the GN, which is quite limiting at the moment.
Great! thanks so much!
Sadly the Baked Sound thing wont work in Blender 4.0 or 3.6LTS
It does. I assume that is when the ""Bake sound to curve" was renamed to "Sound to samples" and is now located under "Channel" menu
@@retroshaper I cant even Import it. Its grayed out.
@@minebloxer7445 You need to select a curve to which you want the sound to be baked. snipboard.io/rlwDsG.jpg
And how? i tryed literly everything but it wont work @@retroshaper
@@minebloxer7445 I assume you already have a parameter which you want to animate with curves. E.g. scale of the cube. First, you need to insert a key in the dope sheet. Just hover over the parameter and click "I" on the keyboard. Navigate to the graph editor, select the object and a curve with RMB that you want to bake sound to. From there, go to channel -> sound to samples.
I'm trying to get them to be a bit more pointy but when I do that last sucker...gets odd and some times flips sides. am I not understanding the functions? I cant seem to get it to remove suckers in the Z axis
Thanks for the comment. Yes, there is such effect. It happens because of the scaling of the faces on a mesh which reached small size through spline parameter. To remove the suckers on the z axis, you may deselect the spline/curve points on which the suckers should not appear. When you select points and pass them as attributes later on to the mesh transformed from the curve, you’ll select the whole set of faces formed from those points. Hope that helps 😊
it sounds like it should! thanks! @@retroshaper
If you don't want your road to have bumps on it change the color ramps that control the road width to constant
Amazing!!! Your tutorial is extremely informative! You helped me a lot, thank you!
If at 5:47 after @Pick instance@ your branches don't line up with the trunk correctly. Go back to your Branch Gen and in the @Noise Texture@ for the Y Displacement. Uncheck "Normalize" and that should fix the issue.
Thank you so much for sharing this!) Super useful information!)
First of all, thank you for this brilliant idea! This really helps me a lot with understanding geometry nodes. and I was wondering if the outcome can be exported to a simgle mesh that does not using the nodes?
Hey! Thank you so much for the feedback! Happy to hear that this tutorial helped) Absolutely, you can export the mesh to fbx or any other file type supported by blender. Just make sure to add “Realize Instances” node in the end of your node tree. This node will make instantiated geometries “real” meshes) after that you can apply the GN modifier and export mesh in a standard way) hope that help)
@@retroshaper Excellent ! i'm definetely going to give it a try. thank you again for all the useful tips!
Man, this is beautiful! Thank you!
Thank you the feedback!) 😊
Could this be extended to do interiors for buildings, where it takes the overall volume of a generated building divides into rooms/corridors and fills with furniture and props. Do you think this could be adapted for something like that, would defiantly buy that version for sure
Hi! Thanks for the comment. The current setup is designed to create corridors with some props randomly without any complicated logic behind, so it would be complicated to update it for the example you e provided. However, similar method may be used to create/generate rooms with props and furniture. Multiple factors can be taken into account, like seed of rooms division, size of faces, etc
@@retroshaper Well i had a thought that all things should spawn along walls. most furniture in a kitchen would anyway but say a table and chairs, that could spawn away from a wall so its into the middle of the room more but was spawned in using a point along a wall. I did have another idea using a sort of modular layout thing, do you have discord? i could explain better what i was thinking
@@speaker6060 Hey! Sorry for late response. I think what you are looking for is in the Distribute Points on Faces node. This one has an option - Position Disk, which will allow you to pick distance between points in a radius. I do have a discord, but I’m not very active there right now, unfortunately. It is Retroshaper ))
I love your videos! Please continue making more things with this method!!
Thank you so much for the feedback! I hope to release some new stuff soon ☺️😉