Blender Tutorial: Geometry Nodes for Beginners - Part 1

Blender Guru
20 Jul 202214:07

Summary

TLDRThis tutorial introduces Geometry Nodes in Blender, a powerful tool for artists to create complex 3D models with ease. The instructor walks through the basics, explaining how Geometry Nodes function as a modifier and can be used to manipulate mesh data. The video demonstrates creating a sugar-coated candy effect on a cube by scattering points and using them to instance smaller cube objects, which represent sugar crystals. Key concepts like joining nodes, applying transformations, and randomizing properties are covered, providing a foundation for more advanced Geometry Nodes techniques.

Takeaways

  • 🎨 **Geometry Nodes as Artist-Friendly Programming:** The script introduces Geometry Nodes as a tool that allows artists to perform actions based on defined rules, enabling the creation of complex or previously impossible designs.
  • 📚 **Learning the Basics:** It emphasizes the importance of learning the core functionality of Geometry Nodes, which is the focus of the tutorial series.
  • 🔧 **Geometry Nodes as Modifiers:** The script explains that Geometry Nodes function as modifiers in Blender, similar to others, and their order in the stack matters.
  • 📦 **Understanding the Geometry Nodes System:** It's described as a post-processing tool for meshes, where the input is the mesh and the output is the result of the node operations.
  • 🔄 **Transforming Meshes:** The tutorial demonstrates how to use Geometry Nodes to transform meshes, such as moving, rotating, and scaling, without actually altering the mesh data.
  • 🍬 **Practical Application:** The script outlines a practical application of Geometry Nodes by creating a sugar-coated candy effect on a cube.
  • 🔍 **Using the Spreadsheet:** It mentions the spreadsheet, a feature that shows the coordinates of vertices and faces, which is useful in specific cases but can be hidden for simplicity.
  • 🔗 **Connecting Nodes:** The process of connecting nodes is explained, highlighting the importance of matching colors to ensure data flows correctly.
  • 🌐 **Scattering Points on Faces:** The tutorial covers how to scatter points on the faces of a mesh using the 'Distribute Points on Faces' node.
  • 🔄 **Joining Geometry:** It introduces the 'Join Geometry' node, which allows for multiple inputs to be combined into a single output, a powerful feature for complex setups.

Q & A

  • What is Geometry Nodes in Blender?

    -Geometry Nodes is a node-based system in Blender that allows artists to create and manipulate geometry through a visual programming interface, enabling complex tasks and custom tools for faster production.

  • Why should artists learn the basics of Geometry Nodes?

    -Artists should learn the basics of Geometry Nodes to expand their capabilities, enabling them to create effects and tools that were previously impossible or difficult, thus streamlining their workflow.

  • How does the order of modifiers affect Geometry Nodes in Blender?

    -The order of modifiers in Blender, including Geometry Nodes, matters as they are applied top to bottom. For instance, having a Subsurf modifier before or after Geometry Nodes will result in different outcomes.

  • What is the role of the 'Spreadsheet' in Geometry Nodes?

    -The 'Spreadsheet' in Geometry Nodes displays the exact coordinates of vertices and faces, which is useful in specific cases but is often hidden as it can be overwhelming for most users.

  • How does the 'Join Geometry' node function in Geometry Nodes?

    -The 'Join Geometry' node allows users to combine multiple geometry inputs into a single output, which can be used for various purposes, such as using the same mesh data for rendering and creating points.

  • What is the purpose of the 'Distribute Points on Faces' node?

    -The 'Distribute Points on Faces' node scatters points across the surface of a mesh, which can be used as a basis for more complex operations, such as creating detailed textures or particle systems.

  • Why is it necessary to apply transformations in Geometry Nodes?

    -Transformations such as scale, rotation, and location must be applied in Geometry Nodes by pressing Ctrl+A to ensure that the modified values are used correctly in subsequent nodes and operations.

  • How does the 'Instance on Points' node work in Geometry Nodes?

    -The 'Instance on Points' node replaces the scattered points with instances of another object, which can be used to create effects like scattering objects across a surface.

  • What is the significance of the 'Random Value' node in creating random rotations?

    -The 'Random Value' node generates random values between zero and one, which can be used to create random rotations for each instance on points by plugging it into the rotation inputs of the 'Instance on Points' node.

  • Why are radians used in Geometry Nodes for rotations?

    -Radians are used in Geometry Nodes for rotations because they are a standard unit in mathematical calculations. One radian is approximately 57.29 degrees, and using radians allows for precise and consistent mathematical operations.

  • How can you ensure that instances maintain a cubic shape when scaling?

    -To ensure that instances maintain a cubic shape when scaling, use the 'Random Value' node to generate random float values and connect it to the scale input of the 'Instance on Points' node, making sure all axes use the same scale value.

Outlines

00:00

🎨 Introduction to Geometry Nodes

The paragraph introduces Geometry Nodes as a user-friendly programming tool in Blender that allows artists to perform actions based on defined rules, enabling the creation of complex or previously impossible designs. It emphasizes the importance of learning the basics, which is the focus of the video series. The tutorial begins with a new scene and guides viewers through accessing the Geometry Nodes tab, explaining the initial setup involving a 3D viewport and the 'spreadsheet' that displays vertex and face coordinates. The instructor suggests hiding the spreadsheet and demonstrates how to apply a Geometry Nodes system to a cube, introducing the concept of modifiers and their order. The core functionality of Geometry Nodes is likened to post-processing for meshes, with an example of how to transform the cube using the nodes without altering the original mesh.

05:00

🍭 Creating a Candy-like Texture with Geometry Nodes

This section delves into using Geometry Nodes to create a sugar scattering system on a cube to mimic a lollipop or candy appearance. The tutorial explains how to add nodes and connect them correctly, focusing on the 'Distribute Points on Faces' node to scatter points across the cube's surface. The instructor discusses the rendering of points and introduces the 'Join Geometry' node to use the cube data twice—once for rendering and once for scattering points. The 'Instance on Point' node is then used to replace the scattered points with an object, in this case, a smaller cube referred to as a 'sugar crystal.' The process of scaling down the sugar crystal, applying the scale, and ensuring it is correctly referenced in the Geometry Nodes is also covered, setting the stage for creating a detailed candy texture.

10:02

🔄 Randomization and Transformation in Geometry Nodes

The final paragraph focuses on adding randomness and variation to the scattered objects using Geometry Nodes. It starts with the use of the 'Random Value' node to generate random rotation values for each sugar crystal, explaining the difference between radians and degrees and how to adjust the rotation range. The tutorial then moves on to scaling, where it's important to maintain the cube shape of the sugar crystals by using the same random value for all axes. The concept of 'tau' (2π) is introduced to create a full rotation range. The paragraph concludes with a teaser for the next part of the series, which promises to explore more advanced features of Geometry Nodes.

Mindmap

Keywords

💡Geometry Nodes

Geometry Nodes is a node-based visual programming system in Blender that allows artists to create complex geometry operations and effects without writing code. It's described as artist-friendly programming, enabling users to perform actions based on rules they define. In the video, Geometry Nodes are used to demonstrate how to create a practical sugar-coated candy, showcasing its capability to perform tasks that were previously impossible or to build tools for faster production.

💡Modifiers

In the context of the video, a modifier is a feature in Blender that can alter the geometry of an object. Geometry Nodes are introduced as a type of modifier, which means their order in the modifier stack matters, as they process the mesh data in a top-to-bottom sequence. This is crucial for understanding how different modifications interact and affect the final geometry.

💡Spreadsheet

The spreadsheet in Geometry Nodes is a panel that displays detailed information about the mesh, such as the coordinates of vertices and faces. Although it's mentioned that it's not heavily used in the tutorial, it's a useful tool for those who need precise control or want to understand the underlying data of their mesh. The video suggests that while it's not necessary for beginners, it's an advanced feature that can be beneficial in certain cases.

💡Post Processing

Post processing in the video refers to the steps taken after the initial creation of a mesh to modify or enhance its properties. Geometry Nodes are likened to post-processing for meshes, where the input is the original mesh, and various operations are performed on it to produce an output. This concept is fundamental to understanding how Geometry Nodes work within the Blender workflow.

💡Transform

Transform is a node in Geometry Nodes that allows for the manipulation of geometry through translation, rotation, and scaling. In the script, the Transform node is used to demonstrate how Geometry Nodes can alter the appearance of a mesh without actually changing its underlying data, which is a key concept in non-destructive editing.

💡Distribute Points on Faces

This is a node in Geometry Nodes that scatters points across the surface of a mesh. In the video, it's used to create the effect of sugar crystals on a candy model by distributing points that will later be instanced as smaller cube objects, illustrating how Geometry Nodes can be used to create detailed and realistic textures.

💡Instance on Points

The Instance on Points node is used to replace points with instances of a chosen object. In the tutorial, it's used after points have been distributed on the faces of the cube to create the effect of sugar crystals. This node is essential for turning points, which are invisible in renders, into visible geometry that can be rendered.

💡Random Value

The Random Value node generates random numbers, which is used in the video to create variation in the rotation and scale of the sugar crystal instances. This node is crucial for achieving a natural and random distribution of objects, which is essential for creating realistic effects like the scattering of sugar on candy.

💡Tau (2π)

Tau, or 2π, is a mathematical constant representing the circumference of a circle and is used in the video to set the range for random rotations of the sugar crystals. Understanding Tau is important for creating rotations that span a full 360 degrees, which is more intuitive for artists than working with π.

💡Join Geometry

The Join Geometry node is used to combine multiple geometry inputs into a single output. In the video, it's used to utilize the cube data twice: once for rendering the original cube and once for creating points that will be replaced with instances of the sugar crystal. This node showcases the flexibility of Geometry Nodes in handling complex operations.

Highlights

Geometry nodes allow artists to perform actions based on defined rules, enabling the creation of previously impossible designs or tools for faster production.

Every artist should learn the basics of geometry nodes for core functionality understanding.

The tutorial begins by opening a new scene and accessing the geometry nodes tab.

The spreadsheet, showing exact coordinates of vertices and faces, is introduced but deemed not essential for the tutorial.

Geometry nodes are modifiers that affect the mesh, and their order in the modifier stack matters.

The concept of input and output in geometry nodes is explained, demonstrating post-processing for meshes.

A transform node is used to move, rotate, and scale the cube, showing the difference between node operations and actual mesh changes.

The tutorial aims to create a sugar scattering system on a cube to make it look like a lolly or candy.

The 'Distribute Points on Faces' node is used to scatter points on the cube's surface.

The 'Join Geometry' node is introduced to use the cube data twice within the node setup.

The 'Instance on Points' node replaces points with instances of another object, such as sugar crystals.

A new cube is added as a sugar crystal and scaled down to be used as an instance in the node setup.

The importance of applying the scale of an object in geometry nodes before referencing it is discussed.

The 'Random Value' node is used to generate random rotation values for each sugar crystal instance.

The concept of radians is introduced, explaining the difference between degrees and radians in geometry nodes.

The 'Random Value' node is also used to create random scaling for sugar crystals, but keeping them as cubes.

The tutorial concludes with a preview of the sugar crystal effect on the cube, encouraging viewers to join for the next part.

Transcripts

play00:00

geometry nodes is like artist-friendly

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programming letting you perform actions

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based on rules that you define and you

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can do some crazy things with it create

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things that were previously impossible

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or build tools to enable faster

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production

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every artist should learn the basics

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which is what this series is all about

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you'll leave with an understanding of

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how to use the core functionality of

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geometry nodes while making a practical

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sugar-coated candy let's begin

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so with a brand new scene opened up go

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to your geometry nodes tab which is at

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the top there and when you do that you

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will see a familiar 3d viewport on your

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top right and then on the left you've

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got this scary looking thing you've

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never seen before it's called the

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spreadsheet

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you won't need to use it basically it's

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just showing you the exact coordinates

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of like vertices and faces and things

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you can see the position of it is

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changing as i move that vertically there

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useful in a handful of cases but really

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we don't need it out of sight out of

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mind so i'm just going to right click

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join these areas so we don't have to

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look at it and now i'm going to click on

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new and now we have a geometry nodes

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system applied to this cube

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you will also note you have a modifier

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that has been added here called geometry

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notes and that is because geometry nodes

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are importantly a modifier

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and just like any other modifier the

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order of it matters whether i have my

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subsurf modifier before it or after it

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because it will work top to bottom

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and also you could actually add another

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geometry node system right underneath it

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you could have two so it does this one

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first and it does this one after it but

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generally you only need one

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so

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this uh system here is the easiest way

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to think of geometry nodes is really

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like it is post processing for meshes

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okay so we've got our input over here

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which is our mesh this cube here and

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then it's working left to right and then

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it's feeding us an output over here so

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whatever i put between those two points

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it will do as a post-processing step and

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let me demonstrate that you don't have

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to follow this this is just for

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demonstration i'm going to add in a

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transform here and i could move the cube

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i could

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rotate the cube and i could scale the

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cube now that looks like i have changed

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the object looks like i've changed the

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mesh but actually i haven't if you go

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into edit mode you can see that the cube

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is still there that hasn't changed that

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hasn't moved because that part the mesh

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part is what is over here it's only this

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part here and then this part here which

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is then creating and

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it's basically doing that operation and

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it's using it here as a modifier if i

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disable it in the 3d viewport um you can

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see that i've still got my original mesh

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there right um so that's that's really

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the easiest way to to think of geometry

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nodes

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but you can do a lot more fancier things

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with it than just a simple rotation and

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scale and things

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like for example um we want to do a a

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sugar scattering system on our cube and

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the cube is then going to become a lolly

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we're going to make it look like a lolly

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or a candy if you're american or what

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not everything has become american we

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just call it candy now anyway um the the

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node that we are looking for

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by the way shift a if you want to add a

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node you can also find it here

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uh the note that we're looking for

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look you've never heard of it before you

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wouldn't know which one to use until

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you follow a tutorial and then you see

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it and honestly that's the easiest way i

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think it that's the best way to learn in

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my opinion is to not like look up like

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in alphabetical order like what does

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each of these things do and when do i

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need to use it like just you need to

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know it when you need to know it so like

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try and do things yourself and then like

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look up google it you find a screenshot

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or a tutorial and then you learn about

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that node that sounded complicated or

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weird before so in this case we want to

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create

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scattered objects so we need points so

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underneath points we're looking for

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distribute points on faces so when you

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click

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and if i just you can see as i mouse

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over this uh this line here

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if i just click do a single click it'll

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then automatically join it for me now

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joining nodes is if you're familiar with

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shaders it's roughly the same thing but

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you generally want to have the same

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color go into the same color so green to

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green purple purple etc there are

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exceptions to that and we'll talk about

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that later but that's just a general uh

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rule so what this has done is it has

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taken our mesh data of a cube and it

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said okay instead of the mesh you want

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to see points and it has now scattered

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points on that and you can see if i

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increase the density there it looks like

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the shape of my cube

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okay cool i can do i can do really cool

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things with these points i could do

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animations i could make them fall i

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could do everything but this is just you

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know the the most basic form of it now

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we actually want to have not just the

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points by themselves because if i if i

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was to render actually i would get

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nothing

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because points don't actually render

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they're just for the 3d viewport until

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you reference them and tell them what to

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render them as

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i

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as well as these points i want to see

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the cube so i want to use

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the cube data twice and i can do that

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with another node that you'll need all

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the time which is join geometry shift a

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join geometry by the way if you can't

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ever remember which which menu it is

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under if you just go up to search and

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then just type in join or whatever it is

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you're looking for you can find it that

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way as well so if i drop this in here

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after my points on faces you can see

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this input here is different it's longer

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than these other ones and this is

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actually a new concept for geometry

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nodes this didn't used to exist but this

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will let you put in as many inputs as

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you want into this so i can for example

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i can take my output of my original cube

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data and put it in here which is it's to

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me that's pretty cool it's like it's

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using the cube data twice it's using it

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for rendering the cube and it's also

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just taking removing the cube data

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replacing it with points and then it's

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using that as well and it's combining it

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into one which is very cool

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so um that's great now again if i was to

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render this i wouldn't see those points

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because they do not render unless you

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tell them what to render as so to do

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that we need another node

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right after here not before but after it

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points we're looking for

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points no not points sorry instances

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instance on

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point not two points completely separate

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uh instance on

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points someone's honking their horn

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right outside all right if i was to drop

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this in here you can see the points of

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vanish because now it has you're saying

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replace those points with whatever is in

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the instance right here and we've got

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nothing in there right now

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so we need another object we need to put

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an object into this instance here and we

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want them to look like sugar crystals

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sugar crystals are basically little

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cubes you can by the way you could if

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you were fancy you could use cube

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whereas mesh primitives you could add in

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a cube if you want to but we want to

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bevel it later and you know it's just

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helpful if it's its own object so i'm

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going to in the 3d viewport add another

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cube and let's just move this to the

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side and i also want to scale it down so

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that it's much smaller than this so i'll

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just scale this and i'm going to type in

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point one so s point one and then enter

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and then it will scale it to uh

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a tenth of the size okay i have to make

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sure i'm like ten to one percent no ten

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percent anyways all right also you'll

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know by the way if you click on another

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object like a camera a lamp or anything

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like that the geometry nodes have

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vanished and that's because it will by

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default it'll only show you what is

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selected and it'll also only show you

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what's selected in your modifier stack

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there if you don't want to have to keep

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like searching for your object in order

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to see this if you click that pin icon

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there then that will pin this here no

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matter what is selected this will always

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be here until i unpin that so we want to

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have that pinned all right so i'm going

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to rename this cube here

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sugar

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crystal

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and then i want to reference this in my

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geometry node setup down here so i can

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do that very simply i love that you can

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do this now in blender just click from

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my outliner down here

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into this node setup and it's now

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automatically created an object info

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node with that object selected which is

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pretty cool all right so i want to

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reference this into the instance so you

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can probably guess so let's just make

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this a little bit bigger

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we're going to go green to green

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geometry to instance haha

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all right now that we've done that um

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you can see that it it's doing something

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but it's not working the way that we had

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hoped and that is because when we added

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in this cube and we scaled it down when

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you've scaled something down it's not

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referencing it in your geometry nodes or

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everywhere else in blender perhaps until

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you have applied the scale of that so i

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did this deliberately just so that you

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could see the scale of this is still 0.1

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so we need to apply it by hitting

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control a and then hit scale and now

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those values are one and now it's

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referencing it correctly

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right so if i was to adjust this uh

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density here you can see that i can

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choose how many sugar crystals do i want

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to appear on my uh my cube it doesn't

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look very detailed yet we'll get there

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and that value will change it there

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which is cool

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all right now

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it currently looks like i don't know

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like a

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lazy spaceship you know like how they

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used to do like grebel on uh on

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spaceships and things for like old

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animations and it was just like blocky

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shapes um we want this to look like

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sugar crystals which are clinging on and

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those have to be rotated so each of

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these little cubes that we want to be

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rotated now there is a rotation value

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here in this instance on points but if

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we were to change this it's changing all

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of the points one by one whereas we want

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to create a random value for each of

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those points

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so for that we need another node that

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you will use all the time as well and

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that is let's just move this up

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shift a

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utilities random value again you can

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also search for it random if you can

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never uh remember what it is random

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value

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and does what it says on the tin random

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value generates a random value between

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in this case zero and one

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now this is a float a float is a single

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number

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and that's a gray output a single number

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whereas rotation is three it's three

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axes x a y and a z so you could actually

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connect this into it like that and you

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would get rotation but you would see

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that you've got kind of like a pattern

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right like they're all kind of

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rotating almost to the same sort of

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thing and it's because like let's say

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it's generating a value of like for one

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of these points like point two it's

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rotating it at exactly

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you know

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0.2.2.2 or you know whatever like that

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for all three of the axes which is not

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actually what we want we want each axis

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to have its own value independently so

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instead of float what i'm looking for is

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vector okay so now if i drop this in

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here you can see we get a lot more

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values

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because there's three there's three

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there's the min for each of the three

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axes x y and z and x y and z for the max

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but now that we've got that you can see

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that we've got a lot more

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uh random rotation happening right

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um now the other thing to note is like

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okay one is that one degree it looks

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like it's more than one degree what is

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going on this this value here these are

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actually

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radians

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that's right radians what is a radian a

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radian is

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57.29

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degrees all right it's a mathematical

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concept and geometry nodes is generally

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mathematical so it's you just have to

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get used to it there's like a lot of

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math functions and things like that when

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it comes to geometry knows

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and radians is one of them so this is

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not one degree it is one radian which is

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about 57 so it is giving us a random

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value between 0 and 57-ish degrees if we

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set this to 2 it's a little bit more

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right it's giving us a little bit more

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rotation but again it's not 360. it's

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360. it's like you could actually type

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in pi

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pi would be 180 right because it's uh

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3.142 it would be uh yeah it's half of

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it but actually we want double pi so if

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you wanted to you could type in two

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times pi or there's a word for that

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which is called

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tau

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which i didn't know was a word until i

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needed it for this exact thing um and

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arendelle uh erindale's youtube channel

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everyone should subscribe if you want to

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go deep into geometry nodes like really

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deep um he's the master of it um but tau

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towers twice pi it's the full

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circumference or whatever of the

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circle i should pay attention to math

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shouldn't i um anyway

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um and just quickly for environments

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like if you were say scattering some

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photo scan rocks from polygon or you're

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building an environment in those cases

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you would actually want to rotate on

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every on only the z-axis anyways all

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right so now let's do these scales so

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i'm going to duplicate my random value

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here and i'm going to plug this into my

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scale

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now in the case of scale

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uh different to our rotation

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we don't want to have um separate values

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for our

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x y and our z because we might get

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something that is not a cube shape right

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this looks like they're the same value

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but remember each it's generating a

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value like in between those right so

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you'll get some that are like

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rectangular prisms and things so we want

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to keep it as a cube but yeah just like

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different values of the cube so for that

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we want to change it back to float and

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then plug that into scale and now they

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all stay as cubes but just different

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values in there

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now i would never have the minimum set

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as 0 because then that could technically

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be a value which you would not be able

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to see but it would still be rendering

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so i'm just going to make it just a

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little bit more yeah you can see it's

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exactly what it's doing there's like a

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cube that's like invisible

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so yeah i just make it a little bit more

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than zero and then it comes through and

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there you go and you can see now that

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we've got that we've got the sizing that

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looks pretty good if we cranked up our

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density there you can sort of see what

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we're getting at with this tutorial

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so we've learned about the basics of

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geometry nodes go ahead join me in the

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next part as we delve a little more

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deeper into some of the idiosyncrasies

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so click here on the screen and i'll see

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you there

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3D ArtGeometry NodesBlender TutorialCandy TextureMesh ProcessingArtist ToolsPost ProcessingSugar CrystalsRandomization3D Modeling
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