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.
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
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
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.
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.
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?
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.
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.
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.
@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
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
@@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.
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 :(
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
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
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
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
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.
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.
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.
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
Wow! Thanks so much!!
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
after 3.0 gone...so sad
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.
Precisely!
Awesome that you now can basically make a Blender plug-in using geonodes.
Thanks for the tutorial.
Happy to help ;)
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.
thanks for the feedback
It's a time saving technique. Really help alot.
Good to hear!
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
Thanks, please share to see what you've created
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?
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.
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.
Thanks for the tip!
Great video, really valuable content
Thank you!
Really good tutorial! Thank you!
Thank you 😉
really sweet stuff! Thank you
Cheers!
Is there any way to align the roads and intersections so that the road map actually works?
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.
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.
@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
i have never seen roads like that in my life
Maybe in Narnia 2.0? ;)
very nice! thanks a lot
Thanks!
Could you make a tutorial on shading this render?
Sure! Thanks for the suggestion. Maybe a general video on diagrammatic shading?
Great tutorial mate! Any idea how we would make the buildings grow from the ground?
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
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?
i have the same question...
@@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.
@@12-OneTwo did u find any solution
Instance on point is indeed the correct name
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 :(
thanks! I am still trying to make sense of proper roads myself :)
When you click on the Density socket to select Roofs how do you get that menu where it find exact available options?
The dropdown list for attributes is coming up in Blender 2.93
very nice!
Thank you! Cheers!
great!
glad you think so :)
Thanks !!! I have a question : it looks like you have the gizmo displaid while bieng on the select box tool, how is that possible ?
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
With the new update how do i go about the point instance?
need help on his, too. how i can put collection now...damn this update changed so much with this Geo Node Editor. help please
Just finished remaking the file, so expect an update soon.
Is it possible to convert the city to a mesh so individual buildings, roads or roofs can be tweaked?
Yes. The modifier can be applied, so then all the geometry becomes real.
This has changed a ton by the time 3.2 came out. I can't find any of these nodes.
yes, this tutorial is due for a refresh
THANK YOU!!!!!!!! SEXY CITY
Cheers!
Could you update it for Blender 3.xx?
Yes, it's in the works.
@@UHStudioGreat, I'm waiting impatiently!
Is this still accurate for 3.0 upwards?
No, it's only for the earlier version of geometry nodes
i can make game assets with this or no?
You can do whatever you like :)
can you pleas update it to 3.0 ? so sad they changed so much
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
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
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
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
Updated for 3.2 and beyond - th-cam.com/video/baiIAJ_THIc/w-d-xo.html
how can i make it so that the buildings don't intersect each other?
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.
how come when you inset the plan only one half gets the inset but when I do it both havles get the inset?
When in the inset command, type "i" to toggle individual faces
sverchok and animation nodes are 1000 times more powerful
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.
this is out of date. point Distribute is not in the Release.
Correct - this works up to 2.93 only
A city in 15 minutes, with 100 steps per minute 🙄
You got me ;)