Modeling is STILL required for a lot of these methods! I think we should point out that you still have to do some Polygon modeling even with generators. Alot of the generators are modular but each piece is modeled first and placed into a collection.
@@seemysightin Houdini you definitely don't need and I would say you shouldn't model anything(like in blender edit mode) if you need generator for such things.
Its amazing how the public is really driving Blender forward. Since its open source anyone can make something that can affect how the software is pushed forward. One thing I need for sure though is the ability to change the color of a null object in the viewport. When you have a ton of nulls, randomizing the colors would be helpful.
Maya user here. This demonstration almost makes me switch, almost. If I started today I would go with blender. Only thing that keeps me stick to Maya is Ziva dynamics soft tissue sym. Everything else is right here in Blender. Amazing how far this software has come. Good times!
hahaha, blender needs a few decades if possible anyway to catch up what's houdini is capable of. Houdini isn't for years now not even limited to houdini anymore, you can customize and automated your entire pipelines and folders with houdini, using all the tools you build for it to easily generate thousands of variations per button click. Blender lacks like 90% of the tools to be comparable to houdini. I'm impressed that people have the patience to put in the time in those absolutely horrible geometry nodes instead of houdini, everything in houdini is so much faster to set up and I have an equally long experience in houdini as I have in geometry nodes and learned even geonodes before it...
It is necessary to take into account that procedural generation fits only limited purpose - creative workflows. So even if we proposed node based procedural system to blender, it will not replace modeling just because their scopes are different.
Generator is how to model objects with parameter or it's call a parametric modeling, so basically it still processs of modeling too but not by modifying a vertex edge or face instead using parameter
The basis of generators is still modeled (or photoscanned) geometry. You're just using other peoples efforts instead of your own. So it's not "better" it's just something different.
@@TopChannel1on1 Of course not. It just makes your statement strange. It's like saying: Forget making something, buying it is better! But if your goal is to make something new that doesn't exist yet, then buying something doesn't achieve that goal. I guess generators are somewhere in the middle of that. because yes you get some input. but also you're not really making something new that didn't exist yet.
vivemos em um tempo maravilhoso, estamos em uma revolução e é muito bom ver que o blender chegou a este nível. creio que tudo que possamos fazer automatizado deve ser feito para que nós seres humanos possamos nos concentrar na parte criativa, no que fazer com a ferramenta e não no como fazer ,ganhando tempo para usarmos de maneiras melhores. obrigado pelo video.
The problem is that is you use a press button thing to get your art done, you'll get a pressed button artwork. Interesting sometimes but really boring most of the time and after a while: They give an "More of the same" feeling.
Not very great when u want to make art, but absolutely useful if u want to get projects done, and that's where the money is and more jobs, sometimes u r hired to create background buildings in a scene, what if u could do it in minutes but bill for hrs
Then we need to add something that won't be automatically generated. Plus the real money will be in a realistic model that will look and feel like Jessica Biel@@ABERLAMB
Depends on the generator. Cheap generators -> Samey generated. I made a humanoid generator, that when finished, will fit any and all humans that have ever existed, as well as most fantasy humanoids. So, you're "problem" isn't a real problem. It's just something that works itself out over time, as one adds more and more features to a given generator. I also make a skyscraper generator (with interiors), that can be made to any size/shape/dimensions, and automatically makes the interior layout flow naturally. (Given the shape isn't too absurd, like only 2 feet wide)
They are great and often take months to create, some users love to keep it all mystical and sentimental so no-one knows how it was created, some of these Generators should be included in blenders default asset manager.. others sure happy to pay - But learning this can be very difficult and like I said some High-end users just ignore any request to understand or gain any insight.
Excellent video. (0:28) Yes, but that right there is the issue. Those "auto" buildings all have rear-side polygons that add to the overall render time. That's a really bad thing for video games and even reducing the render time of stills because the light refraction on the unseen polygons still needs to be calculated. I get what you're saying, but there's still another generation of plugins to come that will actually win the battle. (4:22) You just melted my brain. That water simulation is gobsmacking!
@@TopChannel1on1 Roto artist learn about AI could roto a scene automatically 😃 Roto artist learn about AI could roto so fast the vfx artist or the editor could 1 click to do it them self 😱
I've been saying that ever since Blender 3.0 game out... I even went so far as to make a procedural humanoid, over 18,000 nodes, with 46ms run time. ^_^
The dynamics on your Mars rover are a bit weird. Momentum would still be present yet your vehicle goes over bumps then turns but the vehicle's mass does not seem to be in evidence. Also the Martian gravity is lover than on Earth so the vehicle wouls be gettingmore "air" if it went fast over a bump.
yes that why there is a high demand of those people in the industry, just not for blender, as the stuff usually works only in blender and not pretty much everywhere like houdini
You won't need to know the fundamentals if u don't make the generators u will just need to use the product same way u don't have to know how to program to use addons but they have changed the way we use blender
The last Flight Simulator is something like that. It has the real scale world map with lots of houses and building automatically generated in the places where real livings and buildings are
You still got to model those generators, and learning how to model make it so you are not locked to the modular look of these generators. They are a tool, not a replacement for modeling.
It's 50/50 when it comes to other things like melee weapons and even vehicles, as 99% of them would be nothing short of a nightmare. For those, just use a AI art generator that doesn't use any form of design language.
i think with ai more tools will come out in the next few years to generate content a lot easier it may not be perfect for the non artists who want to put together something cool it would provide a LOT more options
U r thinking of a generator that generates everything for you at once, most of these would handle specific tasks, there already generators for architecture but they don't do everything
@@TopChannel1on1 Nah I work in archiviz studio and we tried all the cutting edge image generating AI. None can do anything specific enough. Architecture and product modeling require precision down to half a millimeter. Surface has to be perfectly smooth, edges have to be perfectly chamfered and the list goes on. AI simply can't produce that. I'd be first to use it if it could.
cant do it yet, Ai has been around for less than 3years, i doubt any 3d application that has been developed for less than 3years could do it either, i hope Ai does not get that good but am sure it will@@kushan7182
Geo Scatter User Rating : "Please approach this constructively. The idea is nice, and it sort of works ok, but personally don't find it much of an advantage regarding the standard particle system blender has to offer. Then I thought it's a bargain for all the models included only, but I had to clean up a lot of them, texture names doesn't make sense, origins are off, some of them have crazy amounts of subdivs, others use modifiers, scaling/rotations not applied. Just try to be more consistent in your models on the next update."
to be clear geo scatter is not my addon, i did not make it, i have not really looked into the details on there models but i think its scattering features are the best and can't compare them to the particle system but i guess we all have different experiences
Forget about Modeling ? Yeah ? And all those one click building that you enjoy playing with, who modeled them ? Don't compare a 3D modeler with someone who plays with paid assets. It's like comparing a character made from scratch with a Genesis crap from DAZ Studio...
Sadly, I wanted to learn more about Blender, but I could understand more of what you were saying. Because you English was very broken and you were talking so, so fact. Even with CC turned on I could keep up. So I had to stop watching your video.
Modeling is STILL required for a lot of these methods! I think we should point out that you still have to do some Polygon modeling even with generators. Alot of the generators are modular but each piece is modeled first and placed into a collection.
yeah because it is blender. It's an entirely different level when you look at houdini
@@3dbob891you still have to model stuff if you want close to to decent
@@seemysight no. That's my point I describe how i would model once and let the tool do my work from there on authored by me (or other artists)
@@seemysightin Houdini you definitely don't need and I would say you shouldn't model anything(like in blender edit mode) if you need generator for such things.
its a dumb video.
Its amazing how the public is really driving Blender forward. Since its open source anyone can make something that can affect how the software is pushed forward. One thing I need for sure though is the ability to change the color of a null object in the viewport. When you have a ton of nulls, randomizing the colors would be helpful.
yeah thats sounds useful, you can change the shape of the empty but there are only like 4 shapes
Could you do what you need by adding the empties you want to track into a separate collection?
God, now I have to learn geometry nodes no matter how I avoided them...
@@elsaofduty4017 nodes are cool, what are you talking about? They are really flexible but hard, that's why I've been avoiding it
Hehheh welcome to the club
How have they made the difficult
@@elsaofduty4017the only people that don’t like using nodes are the ones not willing to learn them!
it very fun .. if you like learning .. and once you learn it .. the sky is the limit
Maya user here. This demonstration almost makes me switch, almost. If I started today I would go with blender. Only thing that keeps me stick to Maya is Ziva dynamics soft tissue sym. Everything else is right here in Blender. Amazing how far this software has come. Good times!
Truly good times, that a free software can be as good as an expensive one
After looking through Ziva's features, it is definitely worth the $1800 price tag.
Blender has quite a few dynamics addons as well, though probably not as advanced. X-Muslces is one similar example.
Yes I checked X-Muscles and it's nowhere near as robust but at least Blender users have something to use too. @@4nlimited3dition_4n3d
Houdini has been doing these for long time. Its now Blenders Geo Nodes and the new UE 5.2 PCG Framework is catching up with it.
Yah bets let than never
but free
hahaha, blender needs a few decades if possible anyway to catch up what's houdini is capable of. Houdini isn't for years now not even limited to houdini anymore, you can customize and automated your entire pipelines and folders with houdini, using all the tools you build for it to easily generate thousands of variations per button click. Blender lacks like 90% of the tools to be comparable to houdini. I'm impressed that people have the patience to put in the time in those absolutely horrible geometry nodes instead of houdini, everything in houdini is so much faster to set up and I have an equally long experience in houdini as I have in geometry nodes and learned even geonodes before it...
"even more detailed than you can create manually" and then everybody laughed lol
laugh track*
It is necessary to take into account that procedural generation fits only limited purpose - creative workflows. So even if we proposed node based procedural system to blender, it will not replace modeling just because their scopes are different.
true, its defiantly not a replacement to modeling,
Generator is how to model objects with parameter or it's call a parametric modeling, so basically it still processs of modeling too but not by modifying a vertex edge or face instead using parameter
cool, now we need character generator
The basis of generators is still modeled (or photoscanned) geometry. You're just using other peoples efforts instead of your own.
So it's not "better" it's just something different.
True, but I hope u don't consider using other people's efforts in your work with their permission a bad thing, that's how the entire industry is built
@@TopChannel1on1 Of course not. It just makes your statement strange.
It's like saying: Forget making something, buying it is better!
But if your goal is to make something new that doesn't exist yet, then buying something doesn't achieve that goal.
I guess generators are somewhere in the middle of that. because yes you get some input. but also you're not really making something new that didn't exist yet.
vivemos em um tempo maravilhoso, estamos em uma revolução e é muito bom ver que o blender chegou a este nível. creio que tudo que possamos fazer automatizado deve ser feito para que nós seres humanos possamos nos concentrar na parte criativa, no que fazer com a ferramenta e não no como fazer ,ganhando tempo para usarmos de maneiras melhores. obrigado pelo video.
Verdade, quanto mais esses avanços ocorrem, mais fácil será para artistas solo criarem vídeos, animações, composições e até games :D
Useful information. Thank you.
The problem is that is you use a press button thing to get your art done, you'll get a pressed button artwork. Interesting sometimes but really boring most of the time and after a while: They give an "More of the same" feeling.
Not very great when u want to make art, but absolutely useful if u want to get projects done, and that's where the money is and more jobs, sometimes u r hired to create background buildings in a scene, what if u could do it in minutes but bill for hrs
more of the same is up to the artist my bro ..
Then we need to add something that won't be automatically generated. Plus the real money will be in a realistic model that will look and feel like Jessica Biel@@ABERLAMB
artists will just use it as a base, then add details
Depends on the generator. Cheap generators -> Samey generated.
I made a humanoid generator, that when finished, will fit any and all humans that have ever existed, as well as most fantasy humanoids.
So, you're "problem" isn't a real problem. It's just something that works itself out over time, as one adds more and more features to a given generator.
I also make a skyscraper generator (with interiors), that can be made to any size/shape/dimensions, and automatically makes the interior layout flow naturally. (Given the shape isn't too absurd, like only 2 feet wide)
They are great and often take months to create, some users love to keep it all mystical and sentimental so no-one knows how it was created, some of these Generators should be included in blenders default asset manager.. others sure happy to pay - But learning this can be very difficult and like I said some High-end users just ignore any request to understand or gain any insight.
Yeah that's true a good gen can take days to make
Excellent video.
(0:28) Yes, but that right there is the issue. Those "auto" buildings all have rear-side polygons that add to the overall render time. That's a really bad thing for video games and even reducing the render time of stills because the light refraction on the unseen polygons still needs to be calculated. I get what you're saying, but there's still another generation of plugins to come that will actually win the battle.
(4:22) You just melted my brain. That water simulation is gobsmacking!
thanks, most games are not as optimized as you think, they dont care much about polycount as they used to, and for movies thats a different story
As a 3d modeler i agree with yo🙃
@@TopChannel1on1 oh they do, they don't need as much as they used to but they do. Especially the higher the quality.
this industry is a nightmare to follow lmao
Yeah, arrows from everywhere, u can't be sure which tool is here to help or which one is here to replace u
"replace me" this hurt@@TopChannel1on1
@@TopChannel1on1
Roto artist learn about AI could roto a scene automatically 😃
Roto artist learn about AI could roto so fast the vfx artist or the editor could 1 click to do it them self 😱
Didn't even know there was a industry. Been making stuff myself for the last 3 days
I've been saying that ever since Blender 3.0 game out...
I even went so far as to make a procedural humanoid, over 18,000 nodes, with 46ms run time. ^_^
wow!
The dynamics on your Mars rover are a bit weird. Momentum would still be present yet your vehicle goes over bumps then turns but the vehicle's mass does not seem to be in evidence. Also the Martian gravity is lover than on Earth so the vehicle wouls be gettingmore "air" if it went fast over a bump.
Remercions le talent des programmeurs ❤❤
Perfect
Good explanation
Thanks for sharing
Oh, I thought you were going to demonstrate modeling characters using nodes. .. This is more like automating kit bashing procedurally.
🤣 Don't make me laugh with that misleading title, somebody still has to make the models for your fancy generators to work.
Cope
Whoa. I thought I was starting to get familiar with Blender, and then I come across this video, lol.
Hheheehe things are changing faster than we can learn
@@TopChannel1on1 Seriously. And AI is making everything change exponentially faster lately
yes, but u have to understand programming, math, physics on a very deep lvl to make such things
yes that why there is a high demand of those people in the industry, just not for blender, as the stuff usually works only in blender and not pretty much everywhere like houdini
try feeding garbage assets into any of these systems.
you still gotta know the fundamentals to use systems like these in a professional context
I thing there going to be two kinds of artists generator makers and users which is not a bad thing,
You won't need to know the fundamentals if u don't make the generators u will just need to use the product same way u don't have to know how to program to use addons but they have changed the way we use blender
Great video thanks!!
3:56 Black car on the front road just jumped 0_0
Long life to Blender and real-time fluids is astonishing !!
Wow, imagine when AI will be able to rebuild everything from Google Earth and Street View with these generators in a game engine like Unreal Engine!
That day is near!
The last Flight Simulator is something like that. It has the real scale world map with lots of houses and building automatically generated in the places where real livings and buildings are
Yeah, generate me a new bmw that never existed with production level of tolerances please.
Its cool to generate citys but if you cant make them yourself you wont get a job. Also theyre far from always realistic
Sounded like you were about to hit us with some bars in the beginning of the video. 😅 #rapgod 0:04
hehehe, am just warming up, they are coming
You are all late to the party. “Generators” is procedural modelling and it’s been done forever in Houdini.
Its still tri planner mapping right?
Same thing...just a different process. It's still considered modeling.
what was the very first clip from? where the car has trees growing around it?
can you please tell me the car commercial in the first 4 seconds intro
1:18 What is the shader used here and how to get it?
i want to know too. the second i saw it something resonated.
This is indeed amazing, but no need to exaggerate and say it's replacing the whole thing called modeling or texturing etc..... XD
Can any of this stuff be baked then exported out of Blender and used in any of the popular game engines?
thanks for the summary, sub is out!
How did you make the Thumbnail?
You still got to model those generators, and learning how to model make it so you are not locked to the modular look of these generators.
They are a tool, not a replacement for modeling.
It's 50/50 when it comes to other things like melee weapons and even vehicles, as 99% of them would be nothing short of a nightmare. For those, just use a AI art generator that doesn't use any form of design language.
Intro music-Gully Dreams th-cam.com/video/-oFq8nZJyG4/w-d-xo.htmlsi=dKpBDEDzqO00uwXa
The art generator, when?
how do you extrude a vertex?
Super interesting.
Wow Thanks!
Did not expect to see me in this video aha
Eeeey
Also, I may be dropping a big geo nodes/simulation nodes system for ppl to get rly soon aha 😄
until you don't need original contents is a good soluition.
Why is there a 10 year old video from Miles Macklin stuck in there?
great
The perfect way is to generate the details and model your ideas. The point is that generators are not free...
Did you hear about next street?
Not sure, what about it
I think one youtuber said it was the best street generator for blender.@@TopChannel1on1
THAT CRAZY
Does anyone knows how to solve blender no compatible gpus found for cycles please 🙏
Is this showing when rendering
@@TopChannel1on1 no when you go to preferences, system then cuda
@@shalommdavid2062 try optix if you have the option and the right gpu
No bro only cuda
what gpu do you have@@shalommdavid2062
i think with ai more tools will come out in the next few years to generate content a lot easier it may not be perfect for the non artists who want to put together something cool it would provide a LOT more options
Generators are modeling.
Bro are the free or paid
Not there not.. their ILLEGAL
But you cannot sell any model objects from generators
you cant sell models created by other creators either
slowed down to 0.5 lol
this is just an ad
bro are you kenyan? your accent
hehhe almost, am 256 (uganda)
why the fuck are we doing this ?
Because if we don't someone else will anyways, but if we do it we have some input in the direction things go
Yeah, try using this for architecture or product modeling. You'll lose all clients XDD
U r thinking of a generator that generates everything for you at once, most of these would handle specific tasks, there already generators for architecture but they don't do everything
@@TopChannel1on1 Nah I work in archiviz studio and we tried all the cutting edge image generating AI. None can do anything specific enough. Architecture and product modeling require precision down to half a millimeter. Surface has to be perfectly smooth, edges have to be perfectly chamfered and the list goes on.
AI simply can't produce that. I'd be first to use it if it could.
cant do it yet, Ai has been around for less than 3years, i doubt any 3d application that has been developed for less than 3years could do it either, i hope Ai does not get that good but am sure it will@@kushan7182
@@TopChannel1on1 It will, but I think it will have to become sentient or almost sentient to do so, which I doubt will happen in the next 10 years...
Geo Scatter User Rating : "Please approach this constructively. The idea is nice, and it sort of works ok, but personally don't find it much of an advantage regarding the standard particle system blender has to offer. Then I thought it's a bargain for all the models included only, but I had to clean up a lot of them, texture names doesn't make sense, origins are off, some of them have crazy amounts of subdivs, others use modifiers, scaling/rotations not applied. Just try to be more consistent in your models on the next update."
to be clear geo scatter is not my addon, i did not make it, i have not really looked into the details on there models but i think its scattering features are the best and can't compare them to the particle system but i guess we all have different experiences
@@TopChannel1on1 It's from a review by a customer who bought it.
No matter how many cool tools - blender’s pivot manipulation is dumb as a mule
imagine Ai using Generators
Why?
0:06
Forget about Modeling ? Yeah ? And all those one click building that you enjoy playing with, who modeled them ?
Don't compare a 3D modeler with someone who plays with paid assets. It's like comparing a character made from scratch with a Genesis crap from DAZ Studio...
😶
wdym forget about modelling. You thing the generators create themselves?💀
I mean technically messing with geometry nodes is more “noding” than modeling, I guess?
OMFG slow down your speech dude.
sorry i get too excited sometimes
(AI) generators will win.
Sadly, I wanted to learn more about Blender, but I could understand more of what you were saying. Because you English was very broken and you were talking so, so fact. Even with CC turned on I could keep up. So I had to stop watching your video.