Create a step by step procedural city in 15 minutes with Blender Geometry Nodes

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  • เผยแพร่เมื่อ 20 พ.ย. 2024

ความคิดเห็น • 84

  • @UHStudio
    @UHStudio  2 ปีที่แล้ว +1

    UPDATED video for Blender 3.2 👉th-cam.com/video/baiIAJ_THIc/w-d-xo.html. File available on Patreon. If you have purchased on Gumroad, check your downloads and you should have access the the updated file.

  • @wizzex69
    @wizzex69 ปีที่แล้ว +1

    more than 12 hours on youtube videos for building cities and etc and 5 min in I learned more than all those videos combined! Amazing info and simple and beautiful use of Geometry nodes

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      Wow! Thanks so much!!

  • @AlexandroAnaya
    @AlexandroAnaya 3 ปีที่แล้ว +16

    There's a node called Align Rotation to Vector (at least in 2.92) which allows you to put objects on a curved surface but in a fixed rotation. Used it recently in a project to put a bunch of coral on a small mountain of sand pointing straight up. You can also adjust the settings in the node so the objects are only slightly straightened

  • @FreyaZeka
    @FreyaZeka 2 ปีที่แล้ว +2

    This is great for a background scene or sky view while individually creating a building and using an array modifier can be what creates the close up scenes.

    • @UHStudio
      @UHStudio  2 ปีที่แล้ว

      Precisely!

  • @uniktbrukernavn
    @uniktbrukernavn 3 ปีที่แล้ว +4

    Awesome that you now can basically make a Blender plug-in using geonodes.
    Thanks for the tutorial.

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว

      Happy to help ;)

  • @waterybarfilms2658
    @waterybarfilms2658 3 ปีที่แล้ว +4

    Good tutorial and I've learned a lot so far as I am fairly new to Geometry Nodes in particular (still completing the tutorial as I type this), but honestly, I've been using Blender for some time now and am well acquainted with the shortcuts and usability and the tutorial is still a bit tough to follow because of the speed. Many TH-camrs make the claim that you can just pause their tutorial at certain times to catch up, but IMO It's not really a 15 minute tutorial if you have to watch it at half speed to make sense of it. And if someone new to Blender tried to follow this, it would likely be very difficult.

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว +1

      thanks for the feedback

  • @shivajimaurya714
    @shivajimaurya714 3 ปีที่แล้ว +2

    It's a time saving technique. Really help alot.

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว

      Good to hear!

  • @vishalarval3827
    @vishalarval3827 3 ปีที่แล้ว +2

    Man you are great, I am just looking for this type of thing, I am gonna create something like this but bit more complex and detailed in look

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว

      Thanks, please share to see what you've created

  • @thekncpt
    @thekncpt 3 ปีที่แล้ว +8

    I didn't realize how amazing Geometry Nodes are until now, thank you for sharing, I've learned a lot from your tutorial. But I wonder how would you adjust the rotation of the road to be...well, Normal?

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว +3

      Happy to help! The road at the moment would probably be better done without geometry node, and geometry nodes could be used for scattering the buildings. The challenge with a proper road network is that it's not really simple, and there are specific rules that would be done with if-statements that geometry nodes doesn't have yet.

  • @Jaakeup
    @Jaakeup 3 ปีที่แล้ว +1

    Great video! A quick tip for aligning the rotation of the roof elements: If you add an attribute randomize node and set it to rotation and vector, then set the x and y of both min and max 1, then they should all stand straight up. Then you can randomize the Z rotation if you have satellites or something that you want to be randomly rotated on the Z axis.

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว

      Thanks for the tip!

  • @sanderblender-ow9uc
    @sanderblender-ow9uc ปีที่แล้ว +1

    Great video, really valuable content

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      Thank you!

  • @yaroslavnahornyi1982
    @yaroslavnahornyi1982 3 ปีที่แล้ว +2

    Really good tutorial! Thank you!

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว +1

      Thank you 😉

  • @magikarpp
    @magikarpp 3 ปีที่แล้ว +2

    really sweet stuff! Thank you

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว +1

      Cheers!

  • @conorsvfx
    @conorsvfx 3 ปีที่แล้ว +25

    Is there any way to align the roads and intersections so that the road map actually works?

    • @ShenDoodles
      @ShenDoodles 3 ปีที่แล้ว +2

      You could build a grid of roads manually and put gaps in the array to account for it. From there, just do what he did without the roads.

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว +1

      A properly and frequently asked question. With the method used here, no, but the modules could be designed smarter where it can work, or if the roads are all along the same axis - either all along X or Y. Vertex groups could help guide what goes where.

    • @IvayloGogov
      @IvayloGogov 3 ปีที่แล้ว +3

      ​ @Shen Doodles Try to group them by individual groups 1,2,3 numbering them property, and when you build your pattern you have to stitch (match) them as procedural combinations based on those numbers. Example if you have 1 with 3 is combination type 1; / or 2-4 combination type2 etc., always together one after another.
      Great Work! @UH Studio Design Academy

  • @genkidama7385
    @genkidama7385 2 ปีที่แล้ว +2

    i have never seen roads like that in my life

    • @UHStudio
      @UHStudio  2 ปีที่แล้ว

      Maybe in Narnia 2.0? ;)

  • @dubpper98
    @dubpper98 2 ปีที่แล้ว +1

    very nice! thanks a lot

  • @matthewcs490
    @matthewcs490 3 ปีที่แล้ว +3

    Could you make a tutorial on shading this render?

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว +1

      Sure! Thanks for the suggestion. Maybe a general video on diagrammatic shading?

  • @awreno
    @awreno 2 ปีที่แล้ว

    Great tutorial mate! Any idea how we would make the buildings grow from the ground?

    • @UHStudio
      @UHStudio  2 ปีที่แล้ว

      Cheers! Check out the updated video - you can use an attractor. Also check out this video for an alternative approach that uses scaling from the centre that may be what you are after th-cam.com/video/sA4HcXec6rE/w-d-xo.html

  • @12-OneTwo
    @12-OneTwo 2 ปีที่แล้ว +6

    4:46 Using 3.1, is Instance on Point the new version of Point Instance?
    How do you get the same result using Instance on Point?

    • @69gatonestor
      @69gatonestor 2 ปีที่แล้ว

      i have the same question...

    • @12-OneTwo
      @12-OneTwo 2 ปีที่แล้ว +1

      @@69gatonestor I found some 3.0 tutorials on Geometry nodes but few treat this specific problem.
      If you search 3.0/3.1 geometry nodes you should find some insight.

    • @waelgamer655
      @waelgamer655 2 ปีที่แล้ว

      @@12-OneTwo did u find any solution

    • @UHStudio
      @UHStudio  2 ปีที่แล้ว +1

      Instance on point is indeed the correct name

  • @4.0.4
    @4.0.4 3 ปีที่แล้ว +4

    This totally looked like a tutorial from a big channel, which is a sign you'll grow!
    That said I'm bummed you didn't explain how to make the roads make sense :(

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว

      thanks! I am still trying to make sense of proper roads myself :)

  • @DanielGrovePhoto
    @DanielGrovePhoto 3 ปีที่แล้ว +4

    When you click on the Density socket to select Roofs how do you get that menu where it find exact available options?

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว

      The dropdown list for attributes is coming up in Blender 2.93

  • @dumpsky
    @dumpsky 3 ปีที่แล้ว +1

    very nice!

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว

      Thank you! Cheers!

  • @ChrisAllenMusic
    @ChrisAllenMusic 3 ปีที่แล้ว +1

    great!

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว

      glad you think so :)

  • @jimofmarseille
    @jimofmarseille 3 ปีที่แล้ว +2

    Thanks !!! I have a question : it looks like you have the gizmo displaid while bieng on the select box tool, how is that possible ?

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว

      In the 3d viewport header, open the gizmo dropdown menu near the right-hand corner, and under "object gizmos", I have Move and Scale enabled

  • @Oldvolu
    @Oldvolu 2 ปีที่แล้ว +2

    With the new update how do i go about the point instance?

    • @blackswan6386
      @blackswan6386 2 ปีที่แล้ว +2

      need help on his, too. how i can put collection now...damn this update changed so much with this Geo Node Editor. help please

    • @UHStudio
      @UHStudio  2 ปีที่แล้ว

      Just finished remaking the file, so expect an update soon.

  • @hexagonredgames7054
    @hexagonredgames7054 2 ปีที่แล้ว

    Is it possible to convert the city to a mesh so individual buildings, roads or roofs can be tweaked?

    • @UHStudio
      @UHStudio  2 ปีที่แล้ว

      Yes. The modifier can be applied, so then all the geometry becomes real.

  • @3dpprofessor
    @3dpprofessor 2 ปีที่แล้ว

    This has changed a ton by the time 3.2 came out. I can't find any of these nodes.

    • @UHStudio
      @UHStudio  2 ปีที่แล้ว

      yes, this tutorial is due for a refresh

  • @sandroavieira
    @sandroavieira 3 ปีที่แล้ว +1

    THANK YOU!!!!!!!! SEXY CITY

  • @plejra
    @plejra 2 ปีที่แล้ว

    Could you update it for Blender 3.xx?

    • @UHStudio
      @UHStudio  2 ปีที่แล้ว

      Yes, it's in the works.

    • @plejra
      @plejra 2 ปีที่แล้ว

      @@UHStudioGreat, I'm waiting impatiently!

  • @MTweedC4
    @MTweedC4 2 ปีที่แล้ว

    Is this still accurate for 3.0 upwards?

    • @UHStudio
      @UHStudio  2 ปีที่แล้ว

      No, it's only for the earlier version of geometry nodes

  • @shakaama
    @shakaama 3 ปีที่แล้ว

    i can make game assets with this or no?

    • @UHStudio
      @UHStudio  2 ปีที่แล้ว

      You can do whatever you like :)

  • @blackswan6386
    @blackswan6386 2 ปีที่แล้ว +2

    can you pleas update it to 3.0 ? so sad they changed so much

    • @blackswan6386
      @blackswan6386 2 ปีที่แล้ว

      ok i loaded up older blender version, 2.93 now. build it, and again stuck. my checkbox to load in vertex group is empty ?! nohing, all black ? i have checked twice that the face are assigned to the group vg building...hm

    • @blackswan6386
      @blackswan6386 2 ปีที่แล้ว +1

      nope, 5:39 NO -> Density > List is " empty " ...no vertex group to call ...comon man...wtf !!! Who made this working please help me...i'm getting pregnant on this !!!! OMG

    • @blackswan6386
      @blackswan6386 2 ปีที่แล้ว +1

      i only have this list filled with my vertex group when i add it on the same plane i add the vertex group, so in this case on the first plot you made. how did you become this vertex group into another gemoetry node editor ?! please help, i need this city to build and i stuck on first things... help me please Mate just this, i could cry

    • @blackswan6386
      @blackswan6386 2 ปีที่แล้ว +1

      ok so fixed: make vertex group in plot sample like he did - on this street mesh make Geo Node and Point Distribute > vg_buildings. Copie this ditribution into the Geo Node Editor of the Floor Mesh. Now delet this Geo Node on the Street Plot, and it should work. so in quick: fake and copie and it works :D im happy now

    • @UHStudio
      @UHStudio  2 ปีที่แล้ว

      Updated for 3.2 and beyond - th-cam.com/video/baiIAJ_THIc/w-d-xo.html

  • @omermagen824
    @omermagen824 3 ปีที่แล้ว

    how can i make it so that the buildings don't intersect each other?

    • @UHStudio
      @UHStudio  2 ปีที่แล้ว

      That, my friend is a whole different ball game! Although in reality it is possible with the distribute points on faces with the Poisson Disk Option instead of random, and having a minimum distance when generating the points.

  • @96ubme
    @96ubme 3 ปีที่แล้ว

    how come when you inset the plan only one half gets the inset but when I do it both havles get the inset?

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว

      When in the inset command, type "i" to toggle individual faces

  • @jippee1
    @jippee1 3 ปีที่แล้ว

    sverchok and animation nodes are 1000 times more powerful

    • @UHStudio
      @UHStudio  3 ปีที่แล้ว

      Yes and no. While sverchok gives access to mesh editing commands, it cannot deal as efficiently with many instances, especially if they get more complicated than the simple extrusions shown in this example.

  • @ZexMaxwell
    @ZexMaxwell 2 ปีที่แล้ว

    this is out of date. point Distribute is not in the Release.

    • @UHStudio
      @UHStudio  2 ปีที่แล้ว

      Correct - this works up to 2.93 only

  • @frankp3118
    @frankp3118 2 ปีที่แล้ว +1

    A city in 15 minutes, with 100 steps per minute 🙄

    • @UHStudio
      @UHStudio  2 ปีที่แล้ว

      You got me ;)