Great tutorial as usual. A beautiful result and a clear and well-illustrated explanation. 15:00 - You might be able to simplify the Nearest Neighbor calculation by using "Array Scalar Subtract" to create an array of Vectors pointing from your search point to its neighbors, and "Array Arithmetic" (Operation: Length Min) which will give you shortest Vector and its Index.
Hello ! Amazing tutorial ! It is posible to make it grow in the right way ? like it start from the Single End point and let it grow to the starting point ? Thank you !
Of course, you can limit the branches via the start selection. You can for example use a noise or random field to reduce the start points. Or just select the desired points manualy. Hope that helps
@@realruckli thanks for the reply! As much as i appreciate what you are showing here, with all my experience in C4d I am totally against nodes as they are for the moment. I wish c4d would really pay attention to their user base, as its consisted of designers and not technical artists in its majority. And finally make scene nodes a place where we can actually work with high level nodes instead of math :) Again, thanks so much for these tuts are eyeopening on what nodes are capable of, while same time show how much c4d is left behind in comparison to Houdini/blender on that aspect
@@MotionPunk totally get your point. For me, it is a very nice addition to cinema, and I'm super happy that they go also this path. I think it's hard to compare the current scene node state with blenders geometry nodes, because it's much younger, still in beta and the userbase much smaller. And to compare it with Houdini does not make sense, it will never replace Houdini, I think it's more for building tools, helper and specialized setups. And when I think back some years, Houdini was also a lot about math and still is ;)
@@realruckli I think nodes are in the same state they were 3 years ago. Still unusable for the average c4d user. And they have no user base ur probably alone u and my friend Mikhail haha
@@MotionPunk hehe someone had to do it :D. But yeah on some point I have to give you right, there is still some work to do for maxon, some stuff is still to tedious and unintuitive in comparsion to the compeditors. For example there is no simple attribute workflow on geometry and no good visualisation option to name a few.
Yep it is kind of programing. But i think it will be easier for non programer as soon as maxon start to provide more high-level nodes. But i think they have to first make the core production ready
Maaan! Great stuff. Maxon has to be hire you to create bunch of asset for scene nodes. I think it would be so cool!
this tbh
Great Scene Nodes content - Keep on delivering!
looks awesome. great tut
will try this out
Again an awesome tutorial! Thanks for sharing.
Great tutorial!
Thanks for sharing the tutorial
This is great for create ivy like planting !
Great tutorial as usual. A beautiful result and a clear and well-illustrated explanation.
15:00 - You might be able to simplify the Nearest Neighbor calculation by using "Array Scalar Subtract" to create an array of Vectors pointing from your search point to its neighbors, and "Array Arithmetic" (Operation: Length Min) which will give you shortest Vector and its Index.
Hi Donavan, thanks for the tip, i'll definitely check this out, sounds very interesting.
works like a charm, thanks Donovan. It does not even need the "Array Scalar Subtract" only the ""Array Arithmetic", what a convenient node :)
This was brilliant! I was hoping you would rotate the viewport. 😄 Thanks for sharing. Love the tree generator.
Very interesting, thanks for sharing✌✌
thank you so much
mega gut !
Hello ! Amazing tutorial ! It is posible to make it grow in the right way ? like it start from the Single End point and let it grow to the starting point ? Thank you !
Of course, you can use a MoSpline for that
wowwww!!
awesome!!
Спасибо! Очень полезный урок!
just wow :O
how i get uv form legacy object ? example i put my leaf in scene nodes but texture leaf is gone
You can use a Material Op Node to apply textures. Your UVs should remain in the classic object.
is it possible to limit number of branches after certain number of branches? For example for low poly style?
Of course, you can limit the branches via the start selection. You can for example use a noise or random field to reduce the start points. Or just select the desired points manualy. Hope that helps
Q: how does this compare with "shortest path" from Insydium? Do scene nodes do a better job in terms of performance? thanks
I'm not sure, never used the shortest path from insydium. But would be interesting to see a comparison :)
@@realruckli thanks for the reply!
As much as i appreciate what you are showing here, with all my experience in C4d I am totally against nodes as they are for the moment. I wish c4d would really pay attention to their user base, as its consisted of designers and not technical artists in its majority. And finally make scene nodes a place where we can actually work with high level nodes instead of math :) Again, thanks so much for these tuts are eyeopening on what nodes are capable of, while same time show how much c4d is left behind in comparison to Houdini/blender on that aspect
@@MotionPunk totally get your point. For me, it is a very nice addition to cinema, and I'm super happy that they go also this path. I think it's hard to compare the current scene node state with blenders geometry nodes, because it's much younger, still in beta and the userbase much smaller. And to compare it with Houdini does not make sense, it will never replace Houdini, I think it's more for building tools, helper and specialized setups. And when I think back some years, Houdini was also a lot about math and still is ;)
@@realruckli I think nodes are in the same state they were 3 years ago. Still unusable for the average c4d user. And they have no user base ur probably alone u and my friend Mikhail haha
@@MotionPunk hehe someone had to do it :D. But yeah on some point I have to give you right, there is still some work to do for maxon, some stuff is still to tedious and unintuitive in comparsion to the compeditors. For example there is no simple attribute workflow on geometry and no good visualisation option to name a few.
Looking at this workflow I realise I will never work with nodes, there is too much programming logic for me.
Yep it is kind of programing. But i think it will be easier for non programer as soon as maxon start to provide more high-level nodes. But i think they have to first make the core production ready
wow