Procedural scenes in Blender - the "View-Painters" example
ฝัง
- เผยแพร่เมื่อ 29 มิ.ย. 2024
- The first 500 people to use my link will receive a one month free trial of Skillshare: skl.sh/hbitproject05241
Modular modelling techniques meet procedural non-destructive workflows.
Inspired by the work of the so-called "view painters", I'll show you how to re-create some of their most iconic elements, such as columns and vaults , in a flexible and re-usable way. Additionally, I'll show you how to build a procedural damage system without using any external add-on.
In all of my videos I use some assets specifically crafted to create these kind of scenes. You can find them at the links here below ⬇️
Full marble shader 👇
blendermarket.com/products/ma...
Check out also my Classical Mouldings pack! 👇
blendermarket.com/products/cl...
hbitproject.gumroad.com/l/qpgrry
Follow me for more behind the scenes / WIPs! 👇
/ hbitproject
/ hbitproject
Timestamps:
00:00 - Intro
01:33 - Procedural columns and columnades
22:59 - Building templates for later use
23:26 - Procedural vaults
32:35 - Procedural walls
39:50 - Procedural damage
46:22 - A sample scene
Music:
Adrián Berenguer - Aware
Aija Alsina - The Miracle That You Are
Emmanuel Jacob - Karpathos
Do you have any query? You can reach out to me at the following address:
hbitproject@gmail.com - บันเทิง
The knowledge that is in this video is immaculate. Great tutorial man!!
You combine all of the things that I love, classical architecture, Blender and procedural generation.
I still struggle with 3D vegetal ornaments and statues after years of practice, I would love a tutorial on that.
Ok, this will be a long night of note taking!
What an absolutely brilliant idea to create Veduta scenes in blender. The masterpieces of Robert Hubert is a brilliant idea to recreate in Blender and your techniques are superb!
Thank you! 🙏
A great video, thanks for sharing.
Small tip: you can speed up the cylinder creation when you use the operation panel in the bottom left during adding the cylinder. Set the correct radius (0.5m), depth 1m, z position 0.5m, and then apply the location. That way you don't have to set the origin to the bottom face and the cylinder with the correct dimensions is done in a few seconds.
Thanks for the tip! 👍
I'm speechless 😮😮
Sei probabilmente il blenderista con il livello piu alto tra tutti quelli che ho visto sul tubo, impressionante. Clap clap.
Grazie mille! Troppo gentile 😊
Love it. The way it's related to historical buildings is what makes it perfect for me!
I straight forward subscribed. Great content
I haven't finished it yet, but it's another great video. Thks !!!!
You deserve all the views, all the likes! xD
Terrific video loaded with invaluable information! Have you ever considered making this into an addon?
Thanks! I think I may do a pack if there is enough interest in this 👍
@@hbitproject I would absolutely buy those geometry nodes in a heartbeat!
This has been a great source of study and a big help to turn the intimidating into repeatable tools for suture problems.
I recommend others to repeat the workflow here a few times to allow the relationships between powers, modulo and accumulation to sink in.
This is wonderful! Great paintings, great modeling system too!
Dude! You’re amazing! Keep the videos coming.
your videos are useful and rich with information. thank you so much
A very dense and functional content. It's amazing that you can publish this content in less than 1 hour! We will watch this video by slowing it down many times. This video will be a reference source for reconstruction studies on Ancient History and Ancient Period artifacts. Thank you!🏆🏆🏆
This is staggeringly impressive! I am at a loss for words.
A wealth of information in this, as in all your tutorial/showcase videos on your channel. I've progressed a little in geometry nodes since watching them all and this one in particular. Still a great deal that's over my head. Probably why I got stuck around 38 minutes into this one. The 2nd truncated modulo turned my wall into a hot mess. lol.
Priceless cool tut
That's a perfect tutorial! Thanks for sharing your knowledge!
Wow! Amazing
Thank you very much for sharing your knowledge and work flow with the community! You are a Hero!
thank you for your tutorials, they helps me with my exam.
This is incredible you’re explanation is so good and clear 👍👍
This is one of the best videos I've seen on procedural asset generation. It's well-made and presented. Looking forward to more content from your channel!
I love your channel, so much cool infos, and i love this architectural style in those paintings
It would be amazing to have a game with visuals like those paintings
Absolutely useful
Outstanding tutorial! 🙏 The knowledge you guide us through is exceptional. Thank you so much for taking the time to share your beautiful creations with us.
very cool
The taper slope isn't linear, it's steepness is increasing geometrically with each segment. Use similar triangles to get a different scale XY scale factor for each object's top and bottom
I like ypur italian accent when saying modularity.
great tutorial, Guga
Yet again an excellent video full of information! Thank you.
Btw, I am pretty sure it is possible to do the damage variation using a repeat zone to go through the whole array of drums selected by mesh island indices and just have a random value for the displacement offset. Doesn't give us manual control over each segment but hey, that's kinda the point of proceduralism. :-) Have a good one!
Thanks! I actually tried to use the repeat zone. I think I would need a slightly different set up to make it work though 👍
Id like to see more of those systems used for unreal engine instead of blender! to create modular assets, i think you have something really cool but only for cg renders
You could easily create a pack of modular assets to sell on the unreal engine marketplace
The "Random per Island" output from the geometry node doesn't seem to be functioning the way it does in the video, and I'm not sure if it's because of the latest blender version or not. When selecting it, every input is white, which makes your approach to adding random lightness variations to every brick impossible to replicate (for me, at least). I found a suitable workaround, though, using the Geometry Info's Random output instead. If anyone else is having trouble with that for some reason, I hope that helps out!
Incredibile! Complimenti. Hai pensato già ad un addon?
Grazie mille! Stavo pensando al momento ad un pack per questo genere di lavori 👍
👏👏👏
This is an amazing tutorial! I purchased the Classical Mouldings pack, which looks great, but I'm not finding the "base", "capital" or "vault" for me to follow along exactly. Are those available for purchase somewhere?
thank you for your kind words, I really appreciate it!
Great video, (troppo veloce, ma è normale, non avete solo questo da fare), little question: are we constraints to use only even-numbered for the wall height? Or its me who messed up with the nodes?
For the moment: every time I went a wall with 3, 5 or 13,7 etc etc my wall height struggle, its always ok with even-numbered (2, 10, 16, 22, 28 etc).
Comunque grazie, i tuoi video sono sempre spettacolare!
Grazie mille! That's correct, this setup works when your meshes with an odd Index number are placed on a odd row (like row 1 --> meshes 1, 3, 5) and viceversa (row 2 --> meshes 2, 4, 6) which only happens when your total number of rows (or height) is an even number. A potential workaround would be, when you feed the index into the second modulo, to adjust the index value as to make it an even or odd number depending on whether it will be placed on an even or odd row. Cheers!
Wow, how long did this take to make
Grande, anche se qualche video in italiano non mi dispiacerebbe
Ahh quanto sarebbe più facile 😂
Thank you for this tutorial - I like the way you're explaining things.
I got stuck at 11:34 where you put the Index into the exponent of the power node. It takes the index of the face and not the index of the object - so I got a factor of 0,8^30=0,001..
How can I get the right value into the calculation?
I'm working with Blender 4.0 - maybe they changed the handling of the index meanwhile?
Hello, are you sure you are not using the output of the compare node instead?
@@hbitproject Thank you for your reply. Yes, I'm sure. I also tried a separate Index input, with the same result.
Then I tried to catch the index of the mesh line in a named attribut and fed this value into the exponent. This results to the desired scale for each drum but keeps them in cylindrical shape although the selection is still limited to the upper face. I have no explanation for this behavior.
edit: I downloaded blender 4.1 and loaded the file: same behavior.
Ты великий деятель
Are you really human?
Sir, for some time now I've stopped believing you were born in Italy. You probably came from outer space to study classical and medieval Earth architecture. 🫢 Probably you are rather bored here and that's why you amuse the natives by creating arabesques of geometric nodes.
What else can I think, because ordinary people at this time dress up in ancient Roman armour and celebrate 2777 years of the founding of Rome or ... doing bad things to other people. 😳
Dear Sir, I always read your comments with joy 😃. I'm glad you are liking the content so far! 🙏
@@hbitproject Thank you very much for your reply, I was beginning to worry if I had offended you. In fact, I am endlessly amazed and delighted by your skills. And if I belong to the species Homo sapiens sapiens, then you are certainly a representative of the next evolutionary species. 👏