Very useful. I have a bad habit of relying on fancy addons, and it often actually slows down my creativity. I'm currently experimenting with shrinkwrapping these kind of shattering methods to environments, and its so much faster!
In my experience, geometry nodes seems to be much faster and more efficient than hair particles when it comes to scattering large amounts of instances.
Hello! I'm trying this with some low poly buildings I have, and the buildings are all laying flat. I remember seeing a tutorial where you could get them to stand upright somewhere? The origin point is at the bottom of each building. Was looking to make city blocks by randomizing the buildings at the intersections. How would I go about doing that? Thanks for the video!!
make sure you apply Rotation with CTRL+A, if that doesn't work, try rotating the entire building in Edit Mode on either the X or Y axis, finally, there's the "Advanced" option in the Hair System that lets you manually set the rotation I hope this helps! best of luck 😋
i appreciate the feedback! i'm still definitely working on finding that "middle ground" between providing the tips as concisely as possible and getting too excited and talking too fast 😄
th-cam.com/video/_5VwhzOKOoU/w-d-xo.htmlsi=o7cO4VWTTVwZsdRP I was curious is there a way to create this scene build in blender? I really wanna made this
Very useful. I have a bad habit of relying on fancy addons, and it often actually slows down my creativity. I'm currently experimenting with shrinkwrapping these kind of shattering methods to environments, and its so much faster!
nice! yeah shrinkwrapping sounds like a great way to get them to stick to uneven terrain 😋 might even work with moss/ivy
Lazy shit that gets you far. My fav content.
lazy gang represent 👊😎
Your content is great love seeing more, its even lazier than Ian Hubert's!
thanks so much! i try to keep things as bite-sized as possible 🤗
This is super helpful
awesome! glad to hear it 😁
In my experience, geometry nodes seems to be much faster and more efficient than hair particles when it comes to scattering large amounts of instances.
yeah i think geo nodes would also work well with this sort of "clump" scattering method, i definitely need to dig into them! 😀
Hello! I'm trying this with some low poly buildings I have, and the buildings are all laying flat. I remember seeing a tutorial where you could get them to stand upright somewhere? The origin point is at the bottom of each building. Was looking to make city blocks by randomizing the buildings at the intersections. How would I go about doing that? Thanks for the video!!
make sure you apply Rotation with CTRL+A, if that doesn't work, try rotating the entire building in Edit Mode on either the X or Y axis, finally, there's the "Advanced" option in the Hair System that lets you manually set the rotation
I hope this helps! best of luck 😋
this is gold dude. thanks ~ !
no problem! glad you find it helpful 😁
@Scenefiller These tips n tricks videos are excellent. But I personally find them a *tad* bit too quick to follow. Great stuff nonetheless!
i appreciate the feedback! i'm still definitely working on finding that "middle ground" between providing the tips as concisely as possible and getting too excited and talking too fast 😄
th-cam.com/video/_5VwhzOKOoU/w-d-xo.htmlsi=o7cO4VWTTVwZsdRP I was curious is there a way to create this scene build in blender? I really wanna made this