Ready to learn a powerful new tool for non-destructive, procedural modelling?
Geometry Nodes allows to you create complex 3D models procedurally, so you can create models that may be difficult or time-consuming using traditional modelling.
The non-destructive aspect of Geometry Nodes means changes can be made to your models and node trees without having to start from scratch. Dependencies can be built into node trees that will automatically take into account other changes in your scene.
Ready to learn a powerful new tool for non-destructive, procedural modelling?
Geometry Nodes allows to you create complex 3D models procedurally, so you can create models that may be difficult or time-consuming using traditional modelling.
The non-destructive aspect of Geometry Nodes means changes can be made to your models and node trees without having to start from scratch. Dependencies can be built into node trees that will automatically take into account other changes in your scene.
Geometry Nodes is flexible and efficient, allowing you to save all or portions of individual node trees to re-use later and save precious time.
By creating node trees by visually connecting different nodes, Blender users can gain a greater understanding of the processes of procedural modelling.
Learn the core concepts used in Geometry Nodes; data types, boolean math for selection, fields and attributes etc.
Discover how to manipulate geometry, meshes and curves directly in the Geometry Node editor while learning about the most vital nodes and workflows.
Create a Modifer that can be used to populate any mesh with a low-poly forest, complete with trees, rocks, bushes and grass.
Use curves to create your own objects that can be used in your scenes, from simple blades of grass and leaves, fencing that follows terrain automatically, and finally a stylised tree generator.
So if you want to learn a powerful new tool for non-destructive, procedural modelling and create your own modifiers, operators and mesh editing tools this is the course for you.
You'll need a basic knowledge of Blender and the ability to run Blender 4.0 (or a later version of Blender).
You’ll get full lifetime access for a single one-off fee. The creators are qualified and experienced coders, so are able to explain complex concepts clearly, as well as entertain along the way.
Benefit from our world-class support from both other students, and the instructors who are on the forums regularly.
You’ll gain access to a course forum where you can discuss topics on a course-wide basis, or down to the individual video. Get plugged into our communities of amazing developers on Facebook (nearly 20k), in our own TA-curated Community (17k views/day), and our student chat group (10k live at any one time).
Dive in now and power up your Blender skills.
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Introduction Video
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How to download and install Blender
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What changes to make to the default Blender settings to optimise for using Geometry Nodes.
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We introduce the ways that you can get help, support and contribute to the community.
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Introduction to the Node Basics section.
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What is the spreadsheet editor window and what is it used for.
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How Blender handles data, and what types of data will we be using in Geometry Nodes and why. Link to Blender manual on Attributes https://docs.blender.org/manual/en/4.0/modeling/geometry_nodes/attributes_reference.html
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Learn which color of sockets represents float values and integers and whether they are interchangeable.
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Learn which colors of socket represent Booleans, vectors, and color. And take a brief look at Boolean math.
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What are fields and attributes? In this video you’ll find out.
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Section Introduction
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Learn to add primitive objects to the geometry nodes editor.
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Learn to add materials to geometry in the node editor. Learn to turn on smooth shading for your geometry.
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Learn to distribute points on geometry as a preliminary step before instancing geometry on those points.
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Learn to instance geometry, objects or collections onto points. At the end you will tackle your first big challenge of the course, creating a simple city block.
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Learn to create a simple city block using A Grid, a Cube node, a Set Position node, an Instance on Points node, a Randon Value node, the Math node and the Combine XYZ node.
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Learn to instance individual objects from a collection randomly onto points for maximum variation.
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Learn to control the density of instances geometry based on distance from other points.
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Learn to add further variations to your instances based on distance from other geometry or points.
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Learn to combine multiple distance fields to control the density or scale of instances further.
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Learn to append some low poly assets into your scene and begin replacing our proxy objects with final assets.
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Learn to replace more of the proxy geometry with low poly assets, using distance fields to control density and scale.
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In this video I’ll show you my process for tidying up a node tree, including using colored frames and labels.
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Learn to add displacement to the base mesh using a noise texture, and add a shader and camera to get ready for the final render
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Learn to replace the base mesh with a real plane to allow weight painting on the mesh.
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Learn to add switch nodes into the node trees to add checkboxes in the modifier panel to turn on/off the trees, boulders, pebbles and grass.
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Learn to set up some simple lighting so we can preview our render with better lighting.
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Learn to manually paint vertex weights to place instances wherever you like, but retain randomness in local placement.
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Learn to finalise the color palette of the scene and add some random variation to the hue, saturation and value of each instance for increased randomness.
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In this video, I will adjust the node tree to try and achieve the composition and overall look that I want.
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Learn to render out a high-quality test image before the final render.
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Learn to tweak your settings based on the test render and produce a better result, use some simple compositing to blend two renders.
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Section Intro
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An overview of using Bezier Splines in Blender 4.0 within the viewport and Edit Mode.
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An overview of using Bezier Splines in Geometry Node, pointing out their advantages and disadvantages.
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An overview of some of the other curve primitives you can use within geometry nodes.
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Learn to create a filleted column, cogs and gears using two simple curve operation nodes.
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Learn to use the Mesh to Curve, Set Curve Radius, Curve Tilt and Spline Parameter nodes to create interesting and complex geometry using curves in Geometry Nodes.
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Learn to add more points to curves by using the Resample Curve node.
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Learn to shape curves by manipulating their points using Set Position, Float Curve, and other useful nodes
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Learn to create a blade of grass using concepts from this section including manipulating curves, resampling, and reshaping.
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Learn to create a simple, procedural grass shader, with build-int randomness.
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Learn to create multiple, random variations of the grass blade to add more variety to a simple grass system or grass clump asset.
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Learn to create multiple grass clumps, with random variations that can be used to add further variety to a grass system.
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Learn to create a simple grass system using the assets you have already created.
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Learn to add controls to the Grass System that can be changed directly in the Modifier Panel for quick variations to grass.
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A short discussion of the problem we will try to solve, including any requirements that the solution should meet.
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Learn to use the Sample Curve and Points nodes to create the trunk and primary branches for our tree generator
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Learn to use the Stored Named Attribute node to transfer information from the trunk to control the thickness of the primary branches.
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Learn to use the stored attribute ‘Fac’ to change the scale of branches using a Map Range node or Float curve node, changing the tree's overall shape. Also, adding some random upward rotation to the branches.
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Learn to duplicate the Primary Branches set-up and then solve the issues it causes within the Branching node group and to the random rotation.
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Learn to solve to issues with the thickness of our secondary branches, then test this solution by creating a tertiary branches.
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Learn to adjust the various settings for the primary, secondary and tertiary branches to get a better result befor moving on.
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Learn to create a node group to add distortion to the straight, 2 point branches and trunk.
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Learn to use the Distortion node group to vary the amount and scale of distortion on each set of branches and the trunk
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Learn to fix the issues with secondary and tertiary branches. Adjust the falloff of radius for these branches and futher adjust the overall thickness.
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Learn to create a leaf and distribute it on the secondary and tertiary branches of the tree.
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Learn to create a simple twig that can have leaves distributed to it.
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Learn to distibute leaves only on the points of the twigs where we want them.
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Learn to create some simple shaders fo the trunk, branches and leaves.
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Learn to add distortion to the the bottom of the trunk to give the indication of a root system
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Learn to turn the entire node tree into a single node group that can be used in other node trees, saved as an asset, and used in other scenes.
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Learn to test the node group then mark it as an asset to be used in other Blender Projects.
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Learn to make the tree generator usable directly in the modifier panel and mark it as an asset.
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