Geo Nodes Tutorial: How to Make Trees in Blender!

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  • เผยแพร่เมื่อ 8 ส.ค. 2024
  • Master the ability to use geometry nodes in blender to make fully customizable trees! This tutorial will break down all the steps needed to create your own procedural tree generator tool in #blender3d
    Download finished tree by joining my patreon: / procedural-tree-99746314
    Download leaf and bark: / leaf-object-and-99828322
    Download finished tree from my website: www.motionblendstudio.com/ble...
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ความคิดเห็น • 36

  • @anarchodolly
    @anarchodolly 5 หลายเดือนก่อน +6

    Nice one! I've tried a few geo-node tree tutorials and this one seems the best balance of simplicity and tweakability.

    • @KenanProffitt
      @KenanProffitt  5 หลายเดือนก่อน +1

      Thanks! Yes, that was the idea. It can easily spin out of control when using geo nodes haha! Hopefully this is a happy medium :)

  • @admin13dcg68
    @admin13dcg68 3 หลายเดือนก่อน +1

    Amazing work! Good, clear walk-through. This is the best video I've seen for tree creation and an excellent walk-through on using Geometry Nodes. Well done.

    • @KenanProffitt
      @KenanProffitt  3 หลายเดือนก่อน

      Glad it was helpful! Thanks for watching!

  • @raechelfergusonart
    @raechelfergusonart 5 หลายเดือนก่อน

    Super cool!

  • @mightbefunny
    @mightbefunny 5 หลายเดือนก่อน

    Cool! 🌳

  • @googlefuuplayad9055
    @googlefuuplayad9055 5 หลายเดือนก่อน +2

    😳.. Okeeyyy..
    😊👍Wow very nice, Thanks 🐈🐾🐾

    • @KenanProffitt
      @KenanProffitt  5 หลายเดือนก่อน

      Thanks! Glad you enjoyed it!

  • @VisualistAyush07
    @VisualistAyush07 5 หลายเดือนก่อน +1

    Thank you

  • @DoctorIvoRobotnikartist
    @DoctorIvoRobotnikartist 4 หลายเดือนก่อน +1

    "It lengthy tutorial"
    It's 30 mins
    You have clearly understated me

    • @KenanProffitt
      @KenanProffitt  4 หลายเดือนก่อน

      Haha Some people click away when they see the time length. 😅 glad that didn’t stop you! 💪

  • @kraig800i
    @kraig800i หลายเดือนก่อน +1

    I'm not too sure where I'ver went wrong but the noise module keeps knocking the branches far away from the trunk as soon as I introduce the smallest amount of noise. Despite copying the vector subtract of 0.5.
    Is there a way to lock the end point to not be affected by the noise node? I tried an end point node in the selector as well as a Spline parameter through a float curve yet both don't seem to have any effect on it.

  • @ruslandad365
    @ruslandad365 หลายเดือนก่อน +1

    At 20 minutes my brain began to smoke

  • @Stephen-T-Clark
    @Stephen-T-Clark 5 หลายเดือนก่อน +2

    Adjusting the probability on the branch instances at variable levels tends to leave behind floating branches at higher levels (i.e. if I drop down the probability for a level 1 branch, a level 2 branch may still get left floating in space on nothing). Did I mess it up or miss a step?
    It's still a great tutorial, and the first one that produced a result that I felt was worth imitating, I am just struggling as a new geometry nodes adapter.

    • @KenanProffitt
      @KenanProffitt  5 หลายเดือนก่อน +1

      Hey Stephen! Try feeding the result from the equal node (that's mixing your "greater than" and "less than" integers for the branches) into the top of a math node. Then set that to multiply. Then in the bottom of that multiply node feed the boolean probability node. Then take that value output and feed it directly into the selection of your instance node. And leave the pick instance value empty. I should have done it that way in the tutorial, but I messed that up I believe 😅

  • @sistemafuturo
    @sistemafuturo 5 หลายเดือนก่อน

    Amazing. This kind of AI is really cheap and transparent, it would be great to see add-on creators relying on some of these "soft" computing techniques.

  • @DeFreakyA
    @DeFreakyA 4 หลายเดือนก่อน

    I find this a great tutorial! It explains what everything does in some sense. I do have a question. I still don't know why resampling the first curve does add more main branches but slides them downward, making me have to adjust the less than and greater than values to get things to show correctly. But it does work. Same on the other levels. I always need to adjust the less than and greater than values to correctly add branches instead of having them slide inwards.
    I see that you just up the resample curve value. Any idea what is going wrong? I feel like i followed the whole video correctly. I can probably figure out some formula and node shenanigans to have everything transform at once, but figured i'd ask :) Thanks!
    Edit: at the leaves it gets worse, i can not add more even if i wanted to. I don't know what has gone wrong here :s

  • @papahazada5854
    @papahazada5854 5 หลายเดือนก่อน +1

    Chido

  • @rajaramaryal5881
    @rajaramaryal5881 2 หลายเดือนก่อน

    How we can get the leaf angle of those leaves and can we put those leaves in a single voxel and get the leaf angle per voxel

  • @astitva3d
    @astitva3d 2 หลายเดือนก่อน +1

    25:59 why not use a repeat zone insted of doing it manually ?

    • @KenanProffitt
      @KenanProffitt  2 หลายเดือนก่อน

      That's a good idea. It wasn't set up to be able to be an exact copy but reworking some nodes to use the repeat zone would be a good plan!

    • @astitva3d
      @astitva3d 2 หลายเดือนก่อน +1

      ​@@KenanProffittI tried it using repeat zone,
      Completely meshed up😅😅..
      I think I need some more node knowledge.

  • @DanielOzbirn
    @DanielOzbirn 2 หลายเดือนก่อน

    some, actually most of my branches dont actually come off of the trunk, they are adjacent to, but not actually coming out of the trunk, where I can see the open caps. Do you know what could be causing that? Its like they are offset from the original curve

  • @liamwinzer764
    @liamwinzer764 10 วันที่ผ่านมา +1

    I just followed this tutorial and when I got to adding the leaves they wont appear no matter what setting I change. Could there be something I'm missing? I used the maple leaf file provided in the description of this video. I have the probability all the way up and everything is connected properly. The scale is super high already and I already messed with the less than and greater than and nothing changed. I'm very confused if anyone could help I would appreciate it.

    • @mintermusic5683
      @mintermusic5683 3 วันที่ผ่านมา

      Try changing the count on the Resample Curve node that plugs into the Instance on Points node for the leaf group, fixed the same problem for me. If you look around the 32:21 section it has been changed to 4. Hope that helps :)

  • @ZennExile
    @ZennExile 5 หลายเดือนก่อน +1

    How do I get trees that grow from and incorporate rocks or boulders into the trunk and root structure though?

    • @KenanProffitt
      @KenanProffitt  5 หลายเดือนก่อน

      Ah now that's a pretty cool concept! I'd imagine you would need to utilize the ray cast node to get the distance from your roots to your rock objects. Then use that to shrink-wrap the curve of your roots to the position of the rocks. You gave me a good idea! :D

    • @ZennExile
      @ZennExile 5 หลายเดือนก่อน +1

      @@KenanProffittthere's always been this unnatural separation of trees and plants based on the terrain textures, and it's always felt so wrong. Trees will grow out of the crook of a branch in a larger tree... plants will grow from a thimble of dirt on the top of a boulder. And the roots of a large tree will wrap around a boulder to reach the soil beneath it, over time even lift it up off the ground. Like a fence someone forgot 50 years ago on a farm in the midwest that's now fully incorporated into a tree halfway up its trunk.
      Plants should grow everywhere on everything that doesn't poison, freeze, or cook them. It's bugged me for a decade.

  • @kalpit3d934
    @kalpit3d934 5 หลายเดือนก่อน

    looks like you are Grasshopper turned Geometry node user, am i right ? at 7:15, instead of making seperate trim curve, I think you should make some algorithm like checker deselect on points so the points remain attached to main curve.

  • @Jorick_Sephis
    @Jorick_Sephis 2 หลายเดือนก่อน

    Great tutorial, not too hard to follow along! I am having some issues though, I've got random branches from the second and third levels just floating in midair, not attached to any of the larger branches, any idea what might be causing that?

    • @KenanProffitt
      @KenanProffitt  2 หลายเดือนก่อน

      Hey There! It may be from the way I set up the probability node. You may try feeding the result from the equal node (that's mixing your "greater than" and "less than" integers for the branches) into the top of a math node. Then set that to multiply. Then in the bottom of that multiply node feed the boolean probability node. Then take that value output and feed it directly into the selection of your instance node. And leave the pick instance value empty.

    • @godshotsub2826
      @godshotsub2826 2 หลายเดือนก่อน +1

      @@KenanProffitt Aye, bro had the same issue and this did fix it. But once you have done this step there might still be some flying branches, so if you still get those flying branches, adjust your probability value, it vanished for me. And you have to do this for ALL levels...
      I think it might fix it.

    • @_casg
      @_casg 3 วันที่ผ่านมา

      @@godshotsub2826 broooo i cant even the get leafs to show up wtf...
      but i did manage to procedural unwrap the entire procedural model. but no damn leaves ;(

  • @user-wh4wm3mw7l
    @user-wh4wm3mw7l 4 หลายเดือนก่อน

    Very good tutorial. But as a beginner in Blender, I find it too hard. Too many nodes, too many unknown things going on.
    The tree trunk needs some deformation, how could it be done?

  • @_casg
    @_casg วันที่ผ่านมา

    no matter what i do i cant even get the leaves to appear