Create Huge Environments in Blender with Proxies | Blender Geometry Nodes Tutorial

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  • เผยแพร่เมื่อ 9 ก.ย. 2022
  • In this video, we look at how to use Geometry Nodes to create a powerful proxy workflow that allows us to make massive renders while keeping a performant viewport.
    TREES DOWNLOAD LINK:
    www.blendswap.com/blend/16674
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ความคิดเห็น • 157

  • @gorkskoal9315
    @gorkskoal9315 ปีที่แล้ว +16

    you can also consider going to a 3D program that's not like pulling a bowling ball through your ears. A real 3D app like C4D, or maya. Like they don't slow to piss and back. Sorry but blender is only for people that like mediocrity.

    • @ravindrahere501
      @ravindrahere501 ปีที่แล้ว +119

      Just one question, can we all have a look at your work?? I sincerely hope that its not mediocre.
      Artstation link will work for us.

    • @Psihosenser
      @Psihosenser ปีที่แล้ว +24

      Don't know about maya, but c4d still crawls my nightmares with its way of handeling foliage. You also have to use proxies there, the same way you have to do here, or else everything is even more sluggish than here

    • @TheDragonfang134
      @TheDragonfang134 ปีที่แล้ว +24

      Or people like me who can't afford a pricey ass subscription fee'd program that would cost you an arm and a leg JUST to use it. Blender might not be the best program compared to what you brought up, but at least it's free!

    • @polynormal4038
      @polynormal4038 ปีที่แล้ว +18

      It really depends on what you want to do, some people have several programs, they might use c4d for scene arrangement and another program for modeling. But really I don't care what you think since you're ignoring an amazing open source free program that is better at some things then many commercial apps. Can any program be the best at everything?

    • @Intercepto
      @Intercepto ปีที่แล้ว +26

      All 3D software behave the same with this amount of polys in the viewport, even if instanced.

  • @enkiimuto1041
    @enkiimuto1041 10 หลายเดือนก่อน +5

    3 minutes in and this got to be the best video in blender I've seen this year.

  • @michaelfae
    @michaelfae ปีที่แล้ว +1

    This is such an INSANE workflow, thanks!!

  • @M4rt1nX
    @M4rt1nX 4 หลายเดือนก่อน +1

    Thank you so much. I saw this video a while ago when it premiered and right now I'm working on a project that was giving me hell because of the polycount. This technique came to the rescue.

  • @Aftenstorm
    @Aftenstorm ปีที่แล้ว +2

    By far the best tutorial that I have seen in a long time. Very easy to follow. Thnk you for this!

  • @Bad_bear_48
    @Bad_bear_48 ปีที่แล้ว +1

    Probably the best video with Geo nodes i ever seen, thx alot!

  • @TomasHradckyComposer
    @TomasHradckyComposer ปีที่แล้ว +3

    Nicely done and very useful. Thank you.

  • @Doubleaa500
    @Doubleaa500 9 หลายเดือนก่อน

    Im really putting my focus to creating 3D scenes and 2D renders and this is such a gem for simple tips I need to look out for!!
    You covered so much all the way around in such a simple and complete task you set out to make!!

  • @Migody
    @Migody 11 หลายเดือนก่อน +1

    Amazing tutorial, quick explanation, this was one of the best tutorials i have ever watched!

  • @matthewward1346
    @matthewward1346 ปีที่แล้ว +1

    Wonderful tutorial, very well explained!

  • @remobalcells4332
    @remobalcells4332 2 หลายเดือนก่อน

    Great tutorial, very clear, nicely paced and to the point.

  • @lightblends
    @lightblends 11 หลายเดือนก่อน

    Okay this was something that I needed, thank-you so much for this tutorial ❤ you earned a sub!

  • @mainecoon6122
    @mainecoon6122 ปีที่แล้ว +70

    Great stuff! If Convex Hull still produces too much geometry one can always choose for Bounding Box instead of CH.

    • @nickstuff2957
      @nickstuff2957 ปีที่แล้ว

      thanks

    • @polynormal4038
      @polynormal4038 ปีที่แล้ว

      I ended up using bounding box because I hadn't thought of convex hull. Always something to learn with blender3d

    • @lucian6172
      @lucian6172 ปีที่แล้ว +1

      You can use a triangle instead of a bounding box. See which one is faster.

    • @afjer
      @afjer 9 หลายเดือนก่อน

      Or a billboard of the tree.

  • @be2inas
    @be2inas หลายเดือนก่อน

    That is acctually really useful. I never thought of using gemetry nodes for that

  • @CsTvInc
    @CsTvInc ปีที่แล้ว

    Awesome tutorial, ill definitely be using this on my next project

  • @technoendo
    @technoendo ปีที่แล้ว

    Fantastic technique! Thank you for the tutorial! 🧠💥

  • @PolyHaven
    @PolyHaven 11 หลายเดือนก่อน

    Great resource! Thanks for sharing.

  • @pandemonicerebus
    @pandemonicerebus ปีที่แล้ว

    OMG! This is soooo helpful! Thanks a lot for this amazing tutorial

  • @polynormal4038
    @polynormal4038 ปีที่แล้ว

    Awesome! I really enjoyed your vid thanks for sharing.

  • @febby_febrian
    @febby_febrian 9 หลายเดือนก่อน

    great explained, I appreciate your patience in explaining step by step, especially on geometry node ... nice ...

  • @krimolafami1758
    @krimolafami1758 ปีที่แล้ว

    This is the best free software Ive seen. Respect.

  • @dare1
    @dare1 ปีที่แล้ว

    Thank you for the trees very much appreciate you putting a download link.

  • @akwright
    @akwright ปีที่แล้ว +3

    I really like this approach more than the outlines of collection instances since this shows the geometry. Thank you very much for sharing!

  • @exploringbiblicalendtimes779
    @exploringbiblicalendtimes779 4 หลายเดือนก่อน

    Great work. I will try this out

  • @mpatellini
    @mpatellini 5 หลายเดือนก่อน

    Helps a lot to understand geometry nodes

  • @romangerasimov5183
    @romangerasimov5183 ปีที่แล้ว

    good channel with amazing stuff, I'm with you now 😀

  • @blendercomp
    @blendercomp ปีที่แล้ว

    That's pretty darn smart! Thanx 4 sharing! :)

  • @RowDogSA
    @RowDogSA ปีที่แล้ว

    Thank you. Great explanation.

  • @AlexanderFarley
    @AlexanderFarley 8 หลายเดือนก่อน

    Extremely helpful, thank you

  • @jenchristensen66
    @jenchristensen66 ปีที่แล้ว

    Great information, thank you!

  • @SPQRxUSAxNUSA
    @SPQRxUSAxNUSA ปีที่แล้ว

    This is awesome. Thank you.

  • @CodeJos
    @CodeJos ปีที่แล้ว

    Great explanation!

  • @gdematteis9023
    @gdematteis9023 ปีที่แล้ว

    Great tutorial!

  • @MJBold_1
    @MJBold_1 ปีที่แล้ว

    Super helpful, thank you!

  • @pansitostyle
    @pansitostyle ปีที่แล้ว

    You saved stress to people, thank you!

  • @danialsoozani
    @danialsoozani ปีที่แล้ว

    very very good! i really enjoyed and wowd at the same time because i am used to work with proxies from 3ds max but now i have a better solution for that in blender!

  • @iphonesdws930
    @iphonesdws930 ปีที่แล้ว

    Thanks from heart.really helpful

  • @varuna3340
    @varuna3340 ปีที่แล้ว

    bro thank u very much i can not explain how happy i am thank you

  • @nirmansarkar
    @nirmansarkar ปีที่แล้ว

    Man this is quality video!

  • @IrocZIV
    @IrocZIV 7 หลายเดือนก่อน

    Thanks, learned a lot from this

  • @Enolavisten
    @Enolavisten ปีที่แล้ว

    Gained a subscriber. Excellend tutorial Hayden.

  • @amanos7056
    @amanos7056 ปีที่แล้ว

    Literally Thank you so much

  • @SirLithen
    @SirLithen ปีที่แล้ว

    That is so simple, yet so smart, I'm ashamed I haven't thought of this 😅

  • @heartlights
    @heartlights ปีที่แล้ว +2

    Awesome, thank you for teaching! Guess I'm gonna have to test it out for myself, but I'm curious what the render time on an image like that is. With optimized settings, is it comparable to a detailed portrait render or whole other level (with all those little tree details)?

  • @yoshiadme
    @yoshiadme ปีที่แล้ว

    Thank you! So helpfull 💚💚💚

  • @BalaAnimationStudios
    @BalaAnimationStudios 9 หลายเดือนก่อน

    Great video, keep it up

  • @syalwanurfatwa1322
    @syalwanurfatwa1322 ปีที่แล้ว

    ITS REALLY WORKED LOL THANK YOU DUDE

  • @Richard-qz1nt
    @Richard-qz1nt ปีที่แล้ว

    Thank you it works with me

  • @hotmole7621
    @hotmole7621 ปีที่แล้ว

    omg dude i love this, big thanks and kiss

  • @gottagowork
    @gottagowork ปีที่แล้ว +6

    For organizational purposes, the top of my outliner has an IMPORTS collection, which consists of collections of imported curves (say, different floors and ceilings), helper geometry, and a __DUMMY VERT which is just a single vert I can use to store materials for easy access, or geometry node groups. Followed by collections for SOURCES (used for instances) and CAMERAS and so on. In this case where I'd want to re-use the same setup, I'd put the convex hull and switch stuff into a node group I then make accessible in the __DUMMY VERT object. Maybe I want to examine how things look in the viewport, I just select this object and enter its node group and toggle the switch from inside. Maybe you set the trees to non selectable, now you still have access to this control without any additional hazzle. I do the same thing for material nodes, where I put adjustable global controls in the world shader for easy access. The variables you want global control over, say the switch in this case, you don't want to expose/promote.

    • @funw3d538
      @funw3d538 ปีที่แล้ว

      @gottagowork Please create a short video showing all this in action. I get it, but better to SEE.

    • @gottagowork
      @gottagowork ปีที่แล้ว

      @@funw3d538 It's not so much to see or create a video about. I'm not a video/tutorial creator, and that approach says "...this is how you..." too much. The takeaway is trying to stay organized in a way that makes sense for what you do. It will pay off when projects grow in complexity. How I organize my outliner may not even be relevant to anybody else's line of work, or others use it even smarter than myself. A studio might even have guidelines on this.

  • @marsmotion
    @marsmotion ปีที่แล้ว

    very nice

  • @dylanreid3955
    @dylanreid3955 10 หลายเดือนก่อน +1

    Beautiful! Just wondering how you did the underwater for the final render? I followed the water tutorial but it doesn't look good without a sea floor/bottom.

  • @BrianOlsonPhotogent
    @BrianOlsonPhotogent ปีที่แล้ว +2

    Love this tutorial! This method is brilliant and I am looking forward to trying it soon. I had a question on the particle placement. You ran a node to make it split by height, which makes complete sense for the scene, is it possible instead to use a map, like a black and white map of some sort, to tell it where to and not to place the new trees? I know I could probably do it with weights, but I am going to use this on an architectural render, and want to use a processed aerial image to tell blender to put trees where there are actually trees.

    • @HaydenGray
      @HaydenGray  ปีที่แล้ว +3

      Thanks! That should work using the image texture node luminance to drive the density of the distribute points on faces node.

    • @BrianOlsonPhotogent
      @BrianOlsonPhotogent ปีที่แล้ว +2

      @@HaydenGray I solved my issue! In case anyone wants to know how to do this without driving the actual density, this page shows you how to do it: blender.stackexchange.com/questions/247312/using-an-image-node-as-point-distribute-density-in-geometry-nodes Essentially, you delete points after generation and before instancing, using your created image to drive the deletion. Be sure to set your uv map on your image node. To learn how to do that, this video: blender.stackexchange.com/questions/247312/using-an-image-node-as-point-distribute-density-in-geometry-nodes between 0:46 and 1:10 will explain how that works right now.
      Original Rep[ly:
      Thanks for the suggestion, I have spent the day working on this, and have run into two issues. First, I can't find any node that will let me use Luminance. So I am unsure how to implement that. The second issue is that using a texture to drive density (instead of selection on the Instance node) cranks the density of the trees up so high that blender crashes. I've tried tweaking the image, but noting seems to get the density down to an acceptable level. For the geometry I am using, I have added a multiplier to the density, making it 1*.0001, just to get the density down to a level that does not kill blender all on its own.

  • @amjviz8146
    @amjviz8146 18 วันที่ผ่านมา

    thanks!

  • @ryanmcgowan3061
    @ryanmcgowan3061 10 หลายเดือนก่อน +2

    Note: You need to enable the *Copy Attributes* add-in to copy the Geometry Nodes.

  • @sasukehisatsu2245
    @sasukehisatsu2245 4 หลายเดือนก่อน

    Extraordinario

  • @lukayz1363
    @lukayz1363 ปีที่แล้ว

    Wow,, thanks

  • @happysmash27
    @happysmash27 ปีที่แล้ว

    I wonder if there is a way to tell if the renderer is Cycles or not, so that the wireframe, solid, and preview viewport types and viewport overlay use the convex hull, while the actual ray tracer uses instanced geometry, which is much faster to render in ray traced render engines with a BVH like Cycles than it is to do in raster engines. This would allow basically emulating that trick where one shows all the particles but disables the viewport overlay to get good performance while seeing the whole scene, while not requiring that the viewport overlay is disabled entirely.

  • @filsjoo
    @filsjoo ปีที่แล้ว +1

    How do you make your water go from greenish to blue? followed your other tutorial and end up with a almost all dark blue water

  • @jaypatel6284
    @jaypatel6284 ปีที่แล้ว

    thanks

  • @Dushess
    @Dushess หลายเดือนก่อน

    Does this directly mean the tree model loads once, but then translated hundreds of times via random positions? So useful method.

  • @Uhfgood
    @Uhfgood ปีที่แล้ว +1

    I was thinking this would be about how to render those huge environments so it doesn't take you weeks for a single frame ;-)

  • @vizdotlife
    @vizdotlife 6 หลายเดือนก่อน

    Hi, this is a great tutorial. For some reason in Blender 4.0.2 when I add the boolean (aka: "Set Proxy") to the group input it's using a checkbox to turn on/off rather than having the ability to increase/decrease using the arrows in your example. Is there a way for me to use the increase/decrease using the arrows like yours? Thanks for your time.

  • @dedykariadi9185
    @dedykariadi9185 ปีที่แล้ว

    hey i want to ask, i use bagapie for this method, although the viewport is fast but the play in time line is still slow.

  • @Roman-L
    @Roman-L ปีที่แล้ว

    How can I get that HDRI you have? its really smooth and looks cool

    • @mbk5043
      @mbk5043 ปีที่แล้ว +1

      It's the Nishita Sky Texture, you can have it inside blender in the world properties

  • @cg.man_aka_kevin
    @cg.man_aka_kevin ปีที่แล้ว +2

    And here's my next question.
    How to make it faster render performance in "final render", not just in the viewport?

  • @ismayilkismu906
    @ismayilkismu906 ปีที่แล้ว

    just choose bounds from properties,maybe assign a short cut so u can change to the original on the go

  • @sumicmusic
    @sumicmusic ปีที่แล้ว

    im no blender wizard but instead of a convex hull you could probably swap it out with a billboard in the viewport

  • @fabbrobbaf
    @fabbrobbaf ปีที่แล้ว +3

    Technically these are not actual proxies: the original geometry is always loaded into memory with these method. Blender has not an actual proxy system unfortunately.
    Anyway this is the way to handle these scenes.

    • @HaydenGray
      @HaydenGray  ปีที่แล้ว +1

      You’re correct, technically this is an LOD system that changes LOD at render time but in this case, it works very similarly.

  • @mini.aakash
    @mini.aakash ปีที่แล้ว +3

    This is an awesome technique but i wanna ask you one question "will this technique decrease my render time?"

    • @HaydenGray
      @HaydenGray  ปีที่แล้ว +6

      It won’t decrease your render times but it will help you add complex geometry while keeping Blender running well.

  • @SylkieDev
    @SylkieDev ปีที่แล้ว

    So what resources do you use to create the trees themselves?

  • @TruthSurge
    @TruthSurge 11 หลายเดือนก่อน +8

    couldn't you just create instances instead and put all trees in a collection so you can click one button to hide them and work on your scene in render mode if you must until you want to see them all rendered? Even then they are all just data copies and not separate objects so maybe that could speed up the viewport. ? I don't know. Basically you are just turning the trees off, essentially to a blob so why not just hide them all? anyway, don't pay me any attention. I only started trying to learn 2 weeks back. thanks for the example of how to populate trees and still see where they are w/o killing your viewport.

    • @xainulabideen1169
      @xainulabideen1169 7 หลายเดือนก่อน

      I thought it was something gonna be like low polly from the far view and switched to detailed when camera gets closer, just like it happens in games for the optimization..

    • @user-ug6hh4qg3n
      @user-ug6hh4qg3n 2 หลายเดือนก่อน

      additionaly, adding a camera culling system to the tree geonodes would help performance as trees outside of the camera view are removed/ prevented from instancing

  • @salladass_nl8004
    @salladass_nl8004 ปีที่แล้ว

    does this also work with procedual trees that is made by nodes? i cant seem to make it work

  • @Aragos207
    @Aragos207 ปีที่แล้ว

    Are you using a Mac? What kind, your performance is good.

  • @sangeethkumar7000
    @sangeethkumar7000 10 หลายเดือนก่อน

    How you scattered the rock in edge of the surface i try to do that but i can't 😢 did you do video that

  • @heinrichduda5466
    @heinrichduda5466 10 หลายเดือนก่อน

    "You have a huge scene, it's all wonderul and then you add the foliage..." At that point I knew I was at the right place.

  • @RenzoIR144
    @RenzoIR144 ปีที่แล้ว

    when doing the first part and pressing the switch my tree disappears and is not seen in the rendering
    edit: fixed it already, great video, thanks

  • @exploringbiblicalendtimes779
    @exploringbiblicalendtimes779 4 หลายเดือนก่อน

    can you use this in Evee too ? I havn't really used geometry nodes that much

  • @Mr_Steve3D
    @Mr_Steve3D ปีที่แล้ว

    I laughed to hard as I share your pain with foliage :)

  • @realtourarchviz
    @realtourarchviz ปีที่แล้ว

    Is Viewport not working when I go to rendered mode, still shows the convex hull.

  • @dainjah
    @dainjah ปีที่แล้ว

    why cant they just make a "tick box" for the switch node group input? So it's not 0/1? Its already built in in the node...

  • @nikhilpimpalkar1699
    @nikhilpimpalkar1699 23 วันที่ผ่านมา

    but how to show full original mesh in cycles interactive...that is big question

  • @blazeflare2000
    @blazeflare2000 ปีที่แล้ว

    how did you make it lighter colour around the edges/shoreline and show depth in the water? at 10:23

    • @HaydenGray
      @HaydenGray  ปีที่แล้ว

      That’s a volumetric effect. Since the water is not just a plane and instead is a solid, it allows the light to scatter and have the appearance of depth

  • @xsamy8499
    @xsamy8499 ปีที่แล้ว

    Wow

  • @nickbjones8833
    @nickbjones8833 8 หลายเดือนก่อน

    What are your computer specifications...pc mac or lappy

  • @LLuki105
    @LLuki105 11 หลายเดือนก่อน

    Ok... And how to override the method vertex paint?

  • @lanvinpierre
    @lanvinpierre ปีที่แล้ว

    bro. i need to know how to implement this with SCATTER 5!!!

  • @UmbrellaTrick
    @UmbrellaTrick 9 หลายเดือนก่อน

    its a pain to select each tree one by one and clicking enable. Real scenes have more than 3 trees. I'd leave that boolean value inside GN, without declaring it as GN input value, so i can convert all the Tress to proxies in GN itself by a single click on boolean node.

  • @vitoserpente5487
    @vitoserpente5487 ปีที่แล้ว

    Object just disappears when I switch node to Convex hull. Why is this happening?

  • @mohid-_-molani6371
    @mohid-_-molani6371 ปีที่แล้ว

    finally found

  • @mynameisjeff4967
    @mynameisjeff4967 ปีที่แล้ว

    Where is the first scene from?

  • @clausbohm9807
    @clausbohm9807 ปีที่แล้ว

    Did you just turn Blender into Clarisse?

  • @eklavyatech8588
    @eklavyatech8588 5 หลายเดือนก่อน

    Is it works like Gscatter ?

  • @robertYoutub
    @robertYoutub ปีที่แล้ว

    That thing is called viewport proxy, not render proxy. Render proxy only loads in the render engine of a raytracer, they are already prepared for that an load fast. The are not part of the scene, except a place holder. Not exist currently in Blender.

  • @AtrusDesign
    @AtrusDesign ปีที่แล้ว

    It works well, but here it’s where blender shows its limits.

  • @dariuscatinas31
    @dariuscatinas31 ปีที่แล้ว

    Hi. I made a huge scene and the render alaways crash. If I use this method, it will render? Thankyou.

    • @Newemka
      @Newemka ปีที่แล้ว

      This technic is only to keep the viewport performances high, you may want to try frustum culling (th-cam.com/video/KoLF99PFLFM/w-d-xo.html) and level of detail (aka LOD) technics

    • @dariuscatinas31
      @dariuscatinas31 ปีที่แล้ว +2

      Thanks a lot! Is actually what I need. I never heard about LOD!

    • @dariuscatinas31
      @dariuscatinas31 ปีที่แล้ว

      LOD

  • @abulak3477
    @abulak3477 ปีที่แล้ว

    3:00

  • @avatr7109
    @avatr7109 ปีที่แล้ว +1

    I dont have Greater Than node ?

    • @HaydenGray
      @HaydenGray  ปีที่แล้ว +3

      The actual node is the “Compare Node” with the “Greater Than” option selected.

    • @avatr7109
      @avatr7109 ปีที่แล้ว +1

      @@HaydenGray Holy shiet, Yes!
      Thank you, now my potato PC can handle large environments
      _But what PC would you reccomend?_

    • @canyongoat2096
      @canyongoat2096 ปีที่แล้ว

      @@avatr7109 For Blender it's enough to have Ryzen Threadripper with Nvidia Rtx 3090 ti

    • @enigmawstudios4130
      @enigmawstudios4130 ปีที่แล้ว

      @@canyongoat2096 you don't need a 3090 ti lol. I ran Blender with a 1080 back in the day. You're limited in terms of extreme complexities but if you're starting off a 3060 will do you just fine. If you're thinking about getting into more serious creations you will want to max out power and capabilities where you wallet can handle it.

  • @xxorza
    @xxorza ปีที่แล้ว +2

    Thank you for your work, but you really should upload this in 4K, my eyes hurt to read fonts on the video.

  • @VirtualWRLDS2023
    @VirtualWRLDS2023 ปีที่แล้ว

    GeomeTREE