For anyone looking in a newer version of Blender, Multiply has been removed. instead go to "math" then change it from "add" to "multiply" in the drop down.
Its great but I don't know if its an optimised workflow as the geometry node workflow slowing down everything. This is just going to be a floor and still it has become super slow in Blender
I am trying to follow along, you explain everything very well. Unfortunately, I seem to having troubles finding this subtract node, I am missing something here? Can you help?
@@boltiphoto You have a couple of options: 1. You can paint it yourself with the scatter tool 2. you can use the particle system with hair and render it with your object
Cool result, but why are you starting with such a redundant setup? First of all, why subdivide the grid twice? Just increase the number of vertices from the start, no need for subdividing. Maybe add one Subdivide to switch between fine detail and a more responsive workflow. And the first Noise node: why use a Vector Math node to subtract 0.5 on XYZ? You set XY to 0 anyway and for the moon surface, the value of Z does not matter if your displacement goes from 0 to 1 or from -0.5 to 0.5 and so you simply could have used the Fac output like on the second Noise and then with a normal Multiply node plug into the Combine XYZ node.
For anyone looking in a newer version of Blender, Multiply has been removed. instead go to "math" then change it from "add" to "multiply" in the drop down.
Thanks Sam Sulek, awesome stuff.
Never thought i'll see you here, from the gym to blender, physical and mental pumps, thats awesome. 💪
you are probabaly the only guy who is properly providing a tutorial on self creating moon surface with the materials have, thanks alot.
Beautiful! Love your work! 😍
Thanks for taking the time to watch @namdhis!
Gonna try this out, looks cool. Thnx
Btw is this the nasa computer
Can you please share the blend file?
Amazing work
Thank you! Cheers!
In blender 4.0 such geo nodes as SUBSTRACT are included in some other nodes i think., since u can't find them via search.
Its under vector math
6:21 what is the toggle button? thx🙏
I needed this. I wanted to make a moonscape using geometry nodes so I was looking for some tutorials and found this one. Thanks
I'm so glad it was helpful!
If you ever need a tutorial on a topic, drop a comment and I'll give it a shot (if I can!)
Loved it
Oh good.
nice one Brothorrr💯
Thanks 🔥
Somehow a different Principled BSDF is showing up for me, one without CGX and Random Walk.
Nice tutorial!
Thanks for watching @brianresco, means a lot!
Its great but I don't know if its an optimised workflow as the geometry node workflow slowing down everything. This is just going to be a floor and still it has become super slow in Blender
I am trying to follow along, you explain everything very well. Unfortunately, I seem to having troubles finding this subtract node, I am missing something here? Can you help?
its in a new math node
its in Vector math
For some reason the Scale and Vector nodes don't come up in my search
The Scale node is a Vector Math node set to Scale.
What keys in the beginning of the video to get the grid? I’m a beginner at blender
Shift a, add a grid node. In geometry nodes.
great tutorial! i didn't find a link to your newsletter
Yikes! Good catch, thanks! Here you go: blend.samuelsullins.com
I cant find the Subtrat node, can i get any help pls?
When i search up multipy in the thrid noise. it doesnt come up...
It’s a Math node or maybe Vector Math node set to multiply
how to make this forground
I just scattered icospheres everywhere
@@samuelsullins did you made a new plan and how did they are on the surface mine are just floating above or below the surface
@@boltiphoto You have a couple of options: 1. You can paint it yourself with the scatter tool 2. you can use the particle system with hair and render it with your object
I instanced them with Geometry Nodes. I’ll make you a video about it this Thursday.
Cool result, but why are you starting with such a redundant setup? First of all, why subdivide the grid twice? Just increase the number of vertices from the start, no need for subdividing. Maybe add one Subdivide to switch between fine detail and a more responsive workflow. And the first Noise node: why use a Vector Math node to subtract 0.5 on XYZ? You set XY to 0 anyway and for the moon surface, the value of Z does not matter if your displacement goes from 0 to 1 or from -0.5 to 0.5 and so you simply could have used the Fac output like on the second Noise and then with a normal Multiply node plug into the Combine XYZ node.