First off, excellent tutorial, 2 years later and it still works great. For anyone else struggling with the orientation of the mesh (Leaf): The Mesh should point along the positive Y axis when the object rotation is set to 0 in all axis, and the origin point should be just above the base of the leaf mesh. In the video it looks like the leaf is pointing along the Z axis because our boy rotates both object mode at the start and fixes the rotation of the leaf off screen. The Values of the color ramp are also important, with the black value being ~0.360 and the white value being 0.814
First, thank you for the tutorial. Could it be that the changing from 0.1 to 0.01 was necessary because you forgot to put the square root math node from your radius formula after the first separate XYZ (point number)?
Thank you for for this tutorial. I was playing around with excel and making this same pattern wanting to make it in blender. I was then trying to figures out how to translate the spreadsheet into nodes. You explained it very well. I now understand.
Very well explained and fun tutorial. Thanks. As a fairly mathematical person and somewhat of an art person I am really loving how much of the Blender communality is filled with math and/or programming peps. I mean, art and math are of course very related, but this fact becomes more highlighted when making art with geometry nodes. Anyhow, thanks much. I am fairly inexperienced in blender and learning much from this great community and people like you.
While everyone here is commenting you on your tutorial, I'm going to compliment you on your English: For a french person it is really hard to learn English because of French culture and French being the only language in the world (for the French), and you, as a 2-3 year old, not having access to English cartoons, probably, but forcefed that french drab until you were old enough to browse the internet and find TH-cam there. Again, my compliments! (also, great tutorial)
Thank you so much for the amazing tutorial and making math more approachable! I’m having trouble at one specific part of the video however… I was able to follow and do everything exactly as you had it up until 11:15. As soon as I started the instancing process, I started having a different outcome to what you did. For example, when I connected the leaf object to the “ instance on points” node like you did, the leaves were all oriented facing downwards on the Z axis instead of the Y like in your example. From then on nothing worked quite as you showed it with the Aligning to Euler nodes. Did I have to apply any transformations or change orientation settings for the leaf before instancing? Thank you!
I also had this problem. For me, I had to backtrack and model the leaf the exact same way he did in the tutorial. Specifically, this included scaling the point on the extruded side, and creating the face on the side where the circle was first created. As a side note, ensure the origin of the newly modeled leaf is set where the circle was created, or your stems will clip through each other on the bottom. You can also play around with the "apply rotation" command after rotating the object being referenced, but I found just starting over and doing the applications on the sides he does in the tutorial worked for me.
@@Dragonvapour I followed exactly as you said, yet after instancing the object, its rotation is different - even after applying the rotation to the modeled leaf. Any suggestions? Tried recreating this three times.
Geo nodes change to an unbelievable degree in Blender. Here I am trying to follow this tutorial using 3.0 and it's not the same as the 3.0 being used in the tutorial. The Set Position node is different and so is the outcome. Of course, I find this out halfway through. I guess the rapid changes is how geo nodes are transforming blender into an industrial force to be reckoned with. Hopefully there can be some consistency soon even though growth is good.
9:48 I ended up using and RGB curve to make my point distribution look a lot more like the one in the tutorial at this point. I put that between the color ramp and the multiplier. Count set to 50 in Mesh Line. I also added a multiply vector between Length and ColorRamp and set Z = 0.7
14:15 I needed to get my leaf back to the original orientation to get this result. I had to rotate it and apply rotation a couple of times for it to work out.
of course the whole idea is not to copy the tutorial but to learn skills to be able to control things how you want. I could not control the results, I could not even copy (though I tried). I think your intro and outro renders look amazing. Next level. I just cannot get there right now.
Hi, really nice tutoiral. One thing I think there is now a field(Not sure if that's what it is or if it's something else) called Index which you can use instead of having to use the Z position to get it.
First error is at 3:47. Formula is 'Radius = Scale variable * sqrt(point number)', but on your nodes there is no SQRT node (between 'point number' and 'radius').
Houdini lookout! C4d and blender are finally incorporating the node system like this makes so many more things easier to access. I’m looking forward to seeing what the blender community comes up with, because blender community tends to smoke the others!
Great tutorial! I have a question. The Phyllotactic Spiral formula says that you'll have to multiply the Scale Variable with the Square Root of the Point Number to obtain the Radius. However, at 3:40, you multiplied the Scale Variable directly with the Point Number without adding a Math Node to Square Root the Point Number. Could someone explain what I'm missing here please?
You probably know, but to change the color of the subsurface scattering you need to change both the color and the radius. The radius is set to skin tones by default. The input is vector, but its actually RGB, for some reason.
It's "color" in the same sense that normals are "colors" too. You can represent a vector as color, but colors are special in that there's a whole pre- and post-processing applied to them (ie. sRGB vs. Filmic) and have baggage that messes with vector data. The subsurface scattering radius encodes the spreading of light within the material in the R, G and B wavelengths, and are therefore plain vector values.
God! thanks for this tutorial brother, I am from Mexico and I was looking for a way to make a flower called "cempasúchil" and this will save me a lot of time
i need to learn how to get better camera tracks the way you explained it using motion tracking was so freaking cool i wish i was as good as some people. :(
Awesome tutorial! :) Anyone else stuck just at the end on the last colour ramp? Mine won't do anything unless you literally flip the colours, and even then its just a sudden jolt to a new position. EDIT: I put a Length and Divide (both vector math) before the separate XYZ, played around with the divide for the Z value and got something pretty close to what you did (I think), in case anyone else is wondering.
WOW, that intro is insane! I've been using Blender for over a year, and I could only dream of making a render like that! Also, what is that music in the intro called? It sounds so good!
Hi, Is there any way to do this with a "Align Euler to Vector" worka-around seeing this option is not working in Blender 3.0 "Align Euler to Vector" is missing.
@@BadNormals yep) i thought so about the intro) thank you for so quality work about all in this videol and others to by the way! Good luck, ot's pleasure to see your sharing knowledges with us
@@BadNormals Can't. Some of the nodes you speak of doesn't exist, such as position and set position. The node called "attribute Fill" doesn't work for this combination of nodes and I am too stupid to figure things out. You also need to show where you get your nodes, just saying names doesn't help, as normally people won't know where they are due to the lack of experience, such as mine
@@BadNormals What did I say about me being stupid? I managed to finished it in blender 3.0 . The "assign material" its now called "set material". I figured out that one. I still believe showing where those nodes are at least once will help a lot. This way, people will know if the node actually exist in the tab, it have been moved, or renamed. The flower is the center piece of a much larger project I'm working on, I'd like to send it to you once it is done, but you don't have a twitter or something similar listed in your channel. Get one Thank you for your help, big cat.
Great video explaining the math and translating it into blender nodes. I don't even use blender but still watched the whole video. Might convert this for Maya or Cinema4D.
so ive ran into an issue i cant figure out. around 14:50 once the second "align euler to vector" is added, my leaves fold inward rather then folding outwards. i put the vector to -1 instead of 1 on the second euler to vector and it worked until i added "seperate xyz" to it. any advice?
First off, excellent tutorial, 2 years later and it still works great.
For anyone else struggling with the orientation of the mesh (Leaf):
The Mesh should point along the positive Y axis when the object rotation is set to 0 in all axis, and the origin point should be just above the base of the leaf mesh.
In the video it looks like the leaf is pointing along the Z axis because our boy rotates both object mode at the start and fixes the rotation of the leaf off screen.
The Values of the color ramp are also important, with the black value being ~0.360 and the white value being 0.814
great work!
Thanks man!
Cube!
lol hi!
The God Has Arrived..
The God Has Arrived..
We would love some tut like that crazy render on the begining! It's really difficult to get that cool lighting and that kinda atmospheric renders.
It's a good idea, I'll look into that subject and see what I can do
@@BadNormals thank you 😍
@@BadNormals yes please make a animation tut
ئضصئئئئص
@@BadNormals Really interested as well! Your animations and your lightning are so well done! Thanks again for the tutorial :)
At 5:49 the scale silently changes from .1 to .01 This confused me for ages, as what I had wasn't working! Great tutorial. Thank you!
Yes I had to do this in the edit because the footage was crappy in that part. Good it worked out for you.
Thank you Nik.. I could not find this. I increased the mesh to point radius value and was thinking why it did not work for me with 0.05m👍👍
this... basically was asking myself why in earth it looke so different lol, but thx for pointing it out
First, thank you for the tutorial. Could it be that the changing from 0.1 to 0.01 was necessary because you forgot to put the square root math node from your radius formula after the first separate XYZ (point number)?
thank you so much
Damn that intro cinematic got me good. Great work man
It remembers me of my geometry classes in high school, but now I'm enjoying the process
This is cool! Love these tutorials because even if you slightly mess up (or alter) you end up having your own unique style of it.
Thank you for this!! I’m working on a piece that requires arranging a structure in a phyllotactic pattern… awesome timing!
That's great!
Thank you for for this tutorial. I was playing around with excel and making this same pattern wanting to make it in blender. I was then trying to figures out how to translate the spreadsheet into nodes. You explained it very well. I now understand.
Very well explained and fun tutorial. Thanks. As a fairly mathematical person and somewhat of an art person I am really loving how much of the Blender communality is filled with math and/or programming peps. I mean, art and math are of course very related, but this fact becomes more highlighted when making art with geometry nodes. Anyhow, thanks much. I am fairly inexperienced in blender and learning much from this great community and people like you.
Really love the in depth tutorials where you tell the reason why this was done and not like other tutorials where they say just do this
Me too, that's why I try to make them
Thank you for another great tutorial helping me try to wrap my head around nodes. For anyone whom follows, "Assign Material" became "Set Material".
Nice tutorial. Fields are much easier to understand than the old attributes system.
Actually, yes. I was afraid they will be kinda nerfed but turned out they allow to do the same things and soon even more
From your native language to English- you are doing awesome! Been awhile since I've used this math but seems straight forward to me.
Great tutorial my man. I feel like I'll never really understand FIELDS but you really helped me understand WHY I may never understand it
Oh I'm sure you will. There is always something we don't understand, it's just the matter of practice
While everyone here is commenting you on your tutorial, I'm going to compliment you on your English: For a french person it is really hard to learn English because of French culture and French being the only language in the world (for the French), and you, as a 2-3 year old, not having access to English cartoons, probably, but forcefed that french drab until you were old enough to browse the internet and find TH-cam there. Again, my compliments! (also, great tutorial)
I genuinely can’t believe blender has reached this point. Looks amazing
It has been a while I wasn't finding tutorials of such quality as yours! Keep up with it bro, your stuff is definitely outstanding!
thanks, man. this is more like a math class instead of a blender tutorial !!!!! 😂 🤣 love it ❤️🔥
That intro is SIIICK ! Good job
the planet need more people like you... its awesome....
your English is great... Good enough to learn from you. Fantastic work. very smart. very inspirational.
Best introduction to fields I've come across so far ;-))
Thank you so much for the amazing tutorial and making math more approachable! I’m having trouble at one specific part of the video however…
I was able to follow and do everything exactly as you had it up until 11:15. As soon as I started the instancing process, I started having a different outcome to what you did. For example, when I connected the leaf object to the “ instance on points” node like you did, the leaves were all oriented facing downwards on the Z axis instead of the Y like in your example. From then on nothing worked quite as you showed it with the Aligning to Euler nodes. Did I have to apply any transformations or change orientation settings for the leaf before instancing?
Thank you!
I was having this issue also, which I ended up resolving by applying its rotation after orienting the individual leaf
I also had this problem. For me, I had to backtrack and model the leaf the exact same way he did in the tutorial. Specifically, this included scaling the point on the extruded side, and creating the face on the side where the circle was first created.
As a side note, ensure the origin of the newly modeled leaf is set where the circle was created, or your stems will clip through each other on the bottom. You can also play around with the "apply rotation" command after rotating the object being referenced, but I found just starting over and doing the applications on the sides he does in the tutorial worked for me.
came to comments for this sollution. thank you!
@@Dragonvapour I followed exactly as you said, yet after instancing the object, its rotation is different - even after applying the rotation to the modeled leaf.
Any suggestions? Tried recreating this three times.
same issue. applying object rotation solved for me
Thank you, this is very good for me as an introduction, and nice to find something just 16 hours old and up to date
This tutorial is next level. That intro. And the plant education. 💯
Geo nodes change to an unbelievable degree in Blender. Here I am trying to follow this tutorial using 3.0 and it's not the same as the 3.0 being used in the tutorial. The Set Position node is different and so is the outcome. Of course, I find this out halfway through. I guess the rapid changes is how geo nodes are transforming blender into an industrial force to be reckoned with. Hopefully there can be some consistency soon even though growth is good.
9:48 I ended up using and RGB curve to make my point distribution look a lot more like the one in the tutorial at this point. I put that between the color ramp and the multiplier. Count set to 50 in Mesh Line. I also added a multiply vector between Length and ColorRamp and set Z = 0.7
14:15 I needed to get my leaf back to the original orientation to get this result. I had to rotate it and apply rotation a couple of times for it to work out.
of course the whole idea is not to copy the tutorial but to learn skills to be able to control things how you want. I could not control the results, I could not even copy (though I tried). I think your intro and outro renders look amazing. Next level. I just cannot get there right now.
Hi, really nice tutoiral. One thing I think there is now a field(Not sure if that's what it is or if it's something else) called Index which you can use instead of having to use the Z position to get it.
yeah, his approach seemed a bit clunky, but it works in the end
Can you tell please how to use Index in this scenario?
dude, you are friggin smart, amazing skills
That intro is so dope.
Your recording software is insane it even records the hairs on your screen
I know. Crazy right
This is so cool :D the way you do the math is tottaly diffrent :D , so many ways to get the same result
Love the tutorial
First error is at 3:47. Formula is 'Radius = Scale variable * sqrt(point number)', but on your nodes there is no SQRT node (between 'point number' and 'radius').
looking the way you explain and how you handle Geametry Node it is just amazing. you are incredible.
You cannot believe how much i needed this exact video! Was not even looking for it. Liked and subscrived! Your work is apreciated
Actually, if you apply all transform to your leaf mesh, you may avoid all problems with rotation in nodes
Nice! Thank you for sharing!
Houdini lookout! C4d and blender are finally incorporating the node system like this makes so many more things easier to access. I’m looking forward to seeing what the blender community comes up with, because blender community tends to smoke the others!
I'm really excited for the future!
This video deserves a like, a comment and a subscription. Great stuff and explanation
One of the best Geometry nodes tutorials I've ever seen,keep up the good work pal ✨🤚
Great tutorial! I have a question. The Phyllotactic Spiral formula says that you'll have to multiply the Scale Variable with the Square Root of the Point Number to obtain the Radius.
However, at 3:40, you multiplied the Scale Variable directly with the Point Number without adding a Math Node to Square Root the Point Number.
Could someone explain what I'm missing here please?
I think he forgot, I tried adding a square root and it look nice!
Yes would love a breakdown of the intro clip!
Holy shit, that intro was insanely good! You should also make a tutorial on that one day.
That into is amazing!
Wow dude! The animation is super satisfying!!! Love it!
Thanks for the tutorial :D
Great content dude. Nice to see a channel using blender with math.
Very nice tutorial!
You teach it in such a way that the information really sticks, and I actually understand what I'm doing.
Thank You for the great lesson on Geometry Nodes, and your English is fantastic!
Simply amazing! Keep up the great work man!
Me: trying my best to focus on the video….
ADHD: is that a hair on my screen? O.o
Did you take the square root? Apart from that, great tutorial and nicely presented 👍
Oh, I forgot the square root you're right! I was thinking why something was a little bit off with the scale, so I just tweaked the scale factor
Was looking forward to this tutorial, you explain everything so well and leave out no detail
Holy cow. This is phenomenal
Next level tutorial. Perfectly explained!
You probably know, but to change the color of the subsurface scattering you need to change both the color and the radius. The radius is set to skin tones by default. The input is vector, but its actually RGB, for some reason.
It's "color" in the same sense that normals are "colors" too. You can represent a vector as color, but colors are special in that there's a whole pre- and post-processing applied to them (ie. sRGB vs. Filmic) and have baggage that messes with vector data.
The subsurface scattering radius encodes the spreading of light within the material in the R, G and B wavelengths, and are therefore plain vector values.
Love you content, well done !
Thank you, it's motivating to hear that!
God! thanks for this tutorial brother, I am from Mexico and I was looking for a way to make a flower called "cempasúchil" and this will save me a lot of time
i need to learn how to get better camera tracks
the way you explained it using motion tracking was so freaking cool
i wish i was as good as some people. :(
Really awesome tut, man! Learnt a lot of new things here.
That's great!
There's a Index node which gives you directly the index of each vertex independent of position and scale
Indeed, I somehow didn't find it
This is a wonderful explanation! Thank you so very much and I can't wait for more Geometry Nodes tutorials!
You're an absolute machine
Fantastic editing, thanks!
That intro got me some goosebumps lmao
Awesome tutorial! :)
Anyone else stuck just at the end on the last colour ramp? Mine won't do anything unless you literally flip the colours, and even then its just a sudden jolt to a new position.
EDIT: I put a Length and Divide (both vector math) before the separate XYZ, played around with the divide for the Z value and got something pretty close to what you did (I think), in case anyone else is wondering.
i came across the same issue;/ dont know how to fix it
Thank God I found your channel
There is now an index input node so you do not have to use the position of the primitive points as indices anymore!
Finally a geometry nodes tutorial i can understand. And don't worry about the english mate, you're perfectly fine!
Good to hear!
This is one of the most difficult tutorials to follow I've seen in months
Man....Just Subscribed. Great Content
Vey great tut man!!
Which mac are you working on?
you don't need to use the coordinate to get the index. There's an Index Field in the Input menu.
can you tell please where to put index and connect to what?
very nice tutorial, easy to understand
~3'42" did you miss the sqrt() ?
hey amazing tutos! big fan of the channel! thanks for good work!
this is seriously great work! thankyou for the video!
Nice work my friend ! Keep up the good work..
Excellent video. Intro was done well
Yeah, I spent a lot of time on it. Good to see you like it!
Amazing. Phenomenal work!
For the intro I was completrly blown away. Am I watching a new Apple Intro to unveil their new phones?
The new Macbooks 😀 Thanks!
Great intro great video 💯
WOW, that intro is insane! I've been using Blender for over a year, and I could only dream of making a render like that! Also, what is that music in the intro called? It sounds so good!
this is incredible work and a very good tutorial
Thanks for awesome tutorial
Amazing tut!! inspiring and well served.
Fantastic work!
Hi, Is there any way to do this with a "Align Euler to Vector" worka-around seeing this option is not working in Blender 3.0 "Align Euler to Vector" is missing.
Wow. Great work done, thank you) can imagine, how much time this takes)
Thanks! This really took quite some time especially the intro. So good to see you like it!
@@BadNormals yep) i thought so about the intro) thank you for so quality work about all in this videol and others to by the way! Good luck, ot's pleasure to see your sharing knowledges with us
amazing presentation of the tutorial. Keep up the good work!
Just watching this makes me oh so very aware that I have a long way to go to actually get good at this stuff.
But you'll get there one day!
This is bananas. I’m going to use this for my next big project.
Show me what you've done when ready!
@@BadNormals Can't. Some of the nodes you speak of doesn't exist, such as position and set position. The node called "attribute Fill" doesn't work for this combination of nodes and I am too stupid to figure things out. You also need to show where you get your nodes, just saying names doesn't help, as normally people won't know where they are due to the lack of experience, such as mine
@@TheFunDimension You have to use Blender 3.0 Beta, and not 2.93
@@BadNormals What did I say about me being stupid? I managed to finished it in blender 3.0 . The "assign material" its now called "set material". I figured out that one. I still believe showing where those nodes are at least once will help a lot. This way, people will know if the node actually exist in the tab, it have been moved, or renamed.
The flower is the center piece of a much larger project I'm working on, I'd like to send it to you once it is done, but you don't have a twitter or something similar listed in your channel. Get one
Thank you for your help, big cat.
Nice work, thank you for sharing.
Great tutorial! Realy easy to follow up.
Amazing presentation! Very pleasing to watch video.
You will reach 100k subscribers in the not that distant future. ;)
Insane! Great work 💪
Great video explaining the math and translating it into blender nodes. I don't even use blender but still watched the whole video. Might convert this for Maya or Cinema4D.
That's great, it should work in Bifröst without problems
Thanks for this tutorial! I'm very interested in modelling plants, and these geometry nodes open a whole bunch of possibilities.
Indeed, I'm thinking of making an animation with an opening fern
Great content dude.
amazing work!
so ive ran into an issue i cant figure out. around 14:50 once the second "align euler to vector" is added, my leaves fold inward rather then folding outwards. i put the vector to -1 instead of 1 on the second euler to vector and it worked until i added "seperate xyz" to it. any advice?
you end up fixing it ?
Awesome video dude.. great work.