Create a Nature Environment using Geometry Nodes | Blender Beginner Tutorial

Mujental
23 Aug 202310:31

Summary

TLDRIn this video tutorial, the creator guides viewers through the process of crafting a detailed nature scene in Blender using Geometry Nodes. The tutorial begins with scattering grass across a plane, introducing the use of a 'Distribute Points on Faces' node and an 'Instance on Points' node to place grass assets. The creator shares a free asset pack from Max 3 and demonstrates how to randomize grass rotation and scale to avoid repetition and clipping. The scene is then enhanced with additional assets like the Ethereum logo and Dead Leaves, and the creator discusses two methods for creating a more realistic grass distribution: weight painting and manual editing. The tutorial also covers texturing with Principled BSDF, adding volumetrics for depth, and creating a forest illusion with an image plane. Finally, the creator adds an astronaut character and foliage for a complete scene, concluding with a final render and a call to action for viewers to like and subscribe.

Takeaways

  • ๐ŸŒฟ **Scatter Grass**: The tutorial begins by using Geometry Nodes to scatter grass across a plane in Blender.
  • ๐Ÿ“ **Scale and Positioning**: A plane is scaled up and a camera is set to view the scene easily for further adjustments.
  • ๐Ÿ”— **Join Geometry Nodes**: The Geometry Nodes workflow involves joining nodes to reintroduce the plane after scattering points.
  • ๐ŸŒฑ **Grass Asset Scattering**: Grass assets from a free pack are added and scattered across the plane using an 'Instance on Points' node.
  • ๐Ÿ”„ **Randomization**: A 'Random Value' node is introduced to add variety to the rotation of the grass assets.
  • ๐Ÿ” **Scale Adjustment**: The scale of the grass is adjusted to avoid extremely small, barely visible grass while maintaining geometry information.
  • ๐Ÿšซ **Clipping Prevention**: The tutorial discusses methods to reduce clipping by adjusting the 'Distance Minimum' and using a 'Poisson Disk' distribution.
  • ๐ŸŽจ **Texturing and Material Properties**: The principled shader is used for texturing, and the material's surface is changed to 'Displacement' and 'Bump' for more realism.
  • ๐ŸŒณ **Adding Foliage and Trees**: Foliage and trees from the Max 3 pack are scattered to enhance the nature scene.
  • ๐Ÿ–ผ๏ธ **Background Image**: An image of a forest is used as a background plane to create an illusion of a dense forest.
  • ๐ŸŒŸ **Volumetrics**: A cube is used with a volume shader to add depth and atmosphere to the scene, adjusting density and color for the best effect.
  • ๐Ÿ–ฅ๏ธ **Weight Painting and Sculpting**: As an alternative method, weight painting and sculpting are used to create paths and details in the grass.
  • ๐Ÿง‘โ€๐Ÿš€ **Adding a Character**: The scene is further enhanced by adding an astronaut character for a focal point.

Q & A

  • What is the first step in creating the scene in Blender using geometry nodes?

    -The first step is to scatter grass using geometry nodes. This is done by sacrificing the default Cube, adding a plane, scaling it up, and setting up the camera for easy viewing.

  • How do you add a new geometry node in Blender?

    -You can add a new geometry node by going to the Geometry Nodes tab, pressing Shift+A, and selecting the desired node type from the search results.

  • What is a 'Distribute Points on Faces' node used for in this context?

    -A 'Distribute Points on Faces' node is used to generate points across the surface of a mesh, which in this case, is used to prepare for scattering grass assets.

  • How can you add assets to scatter in the scene?

    -Assets can be added by importing them from external packs, such as the Max 3 pack mentioned in the script, which is free. The assets are then copied and pasted into the project file.

  • What is the purpose of the 'Instance on Points' node?

    -The 'Instance on Points' node is used to scatter the grass assets across the plane based on the points generated by the 'Distribute Points on Faces' node.

  • How can you randomize the rotation of the scattered assets?

    -To randomize the rotation, a 'Random Value' node is added and connected to the rotation input of the 'Instance on Points' node. The X and Y axis values are set to 0 to avoid rotation in those planes, and the Z axis is set to a full 360-degree rotation using radians.

  • What is the minimum scale value for the grass in the scene?

    -The minimum scale value for the grass should be set to a number other than zero to prevent the grass from appearing extremely small and barely visible.

  • How can you adjust the density of the scattered assets?

    -The density can be adjusted by changing the 'Density Factor' value in the geometry nodes. Additionally, you can plug the 'Density' node into the 'Group Input' to change the density from the modifier menu.

  • What are the two methods mentioned for creating a nature scene in Blender?

    -The two methods mentioned are weight painting and manual editing. Weight painting involves creating a vertex group and painting weights to control grass density, while manual editing involves selecting and manipulating vertices to create desired effects.

  • How do you add texturing to the scene?

    -Texturing is added by using the Shader Editor to apply a principled BSDF shader to the objects in the scene. A texture is selected, and material properties are adjusted to include displacement and bump for a more realistic look.

  • What is the final step in creating the scene?

    -The final step is to add volumetrics to the scene. This is done by adding a cube, scaling it to cover the whole scene, changing its viewport visibility to 'Wired', and then using the Shader Editor to add a principled volume or volume scatter shader for a more realistic atmospheric effect.

  • What is the recommended way to duplicate high-quality assets in Blender to avoid viewport lag?

    -Instead of using Shift+D, which can cause lag due to the high quality of the assets, the script recommends using Alt+D to duplicate the assets.

Outlines

00:00

๐ŸŒฑ Creating a Grassy Scene with Geometry Nodes

In this paragraph, the creator guides viewers through the process of generating a grassy landscape using Blender's geometry nodes. They start by replacing the default cube with a plane, scaling it up, and setting up the camera for easy viewing. The tutorial then dives into the geometry nodes tab, where a new modifier node is created and connected to a 'Distribute Points on Faces' node to scatter points on the plane. An 'Instance on Points' node is added to scatter grass assets, which are sourced from a free pack linked in the description. The creator also addresses potential material issues and demonstrates how to scatter additional assets, randomize their rotation and scale, and adjust the grass density and distribution to prevent clipping. The paragraph concludes with tips on adjusting the density and rotation settings for a more natural look.

05:02

๐Ÿ–ผ๏ธ Scene Enhancement with Weight Painting and Texturing

The second paragraph focuses on enhancing the scene with weight painting and texturing techniques. The process begins with weight painting on the plane to create paths and remove grass from the center. However, the creator finds this methodไธๅคŸ็†ๆƒณ (not very ideal) and opts for a different approach using edit mode and sculpting to add details and create a more natural depression in the grass. They then introduce a sunlight source, adjust its strength and color, and move on to texturing with Principled BSDF in the Shader editor, using a texture from Polyhaven. The material properties are tweaked for a more realistic look, and a 3D model of the Ethereum logo with a gold material is added to the scene. The creator also discusses adding dead leaves and foliage using geometry nodes and emphasizes the importance of not placing trees directly in front of the light to maintain focus on the main subject. The paragraph ends with the addition of volumetrics using a cube and shader adjustments for a warmer tone.

10:03

๐ŸŽจ Finalizing the Scene with Foliage and Volumetrics

In the final paragraph, the creator wraps up the scene creation by adding more foliage and trees from the Max 3 pack to enhance the natural environment. They caution against duplicating assets using 'Shift D' due to potential lag from high-quality assets, instead recommending 'Alt D' for a smoother experience. To create a background forest illusion, an image of a forest is added as a plane. The paragraph concludes with the addition of volumetrics to the scene using a cube adjusted for viewport visibility and shader settings to achieve a warmer, less dense effect. The creator presents the final render and encourages viewers to like and subscribe for more content.

Mindmap

Keywords

๐Ÿ’กBlender

Blender is a free and open-source 3D creation suite that supports the entirety of the 3D pipelineโ€”modeling, rigging, animation, simulation, rendering, compositing, and motion tracking, even video editing and game creation. In the video, it is the primary software tool used to create the scene, demonstrating its capabilities in 3D modeling and rendering.

๐Ÿ’กGeometry Nodes

Geometry Nodes in Blender is a system that allows users to create complex geometry procedurally. It's a node-based method for generating 3D models and scenes. In the context of the video, Geometry Nodes are used to scatter grass and other assets across a plane, creating a natural landscape.

๐Ÿ’กScatter

To scatter in a 3D context means to distribute 3D objects such as grass, trees, or other assets randomly across a surface or within a volume. The video script describes the process of scattering grass using Geometry Nodes to achieve a natural and dense landscape effect.

๐Ÿ’กAsset

In the context of 3D graphics and video game development, an asset refers to any component that goes into the creation of a game or 3D scene, such as models, textures, and sounds. The script mentions adding grass assets from a free pack and using them in the scene.

๐Ÿ’กRandom Value Node

A Random Value Node in Blender's Geometry Nodes system is used to generate random values that can be applied to various properties of the geometry, such as rotation, scale, or position. In the video, it is used to add variation to the rotation and scale of the scattered grass, making the scene more realistic.

๐Ÿ’กDensity

Density in 3D modeling refers to how closely packed objects are within a given space. The video discusses adjusting the density of the grass and other elements to prevent clipping and to achieve a more natural look without over-crowding the scene.

๐Ÿ’กClipping

Clipping in 3D graphics occurs when objects intersect or overlap in a way that is not intended, often resulting in visual artifacts or parts of the geometry being cut off. The video addresses the issue of clipping and provides solutions to reduce it, such as changing the distribution method from random to Poisson disk.

๐Ÿ’กWeight Painting

Weight painting is a technique used in 3D modeling to assign influence or 'weight' to vertices in a mesh. This can be used for animation or to control the distribution of certain effects. In the video, weight painting is suggested as a method to selectively remove grass from certain areas of the model.

๐Ÿ’กTexturing

Texturing is the process of adding color, texture, or images to a 3D model to give it a more detailed and realistic appearance. The script describes using textures from a source like Polyhaven to apply to the models in the scene, enhancing the visual quality.

๐Ÿ’กVolumetrics

Volumetrics in 3D rendering refers to the simulation of light scattering within a volume of particles or gases, which can add depth and realism to a scene. The video concludes with the addition of volumetrics to the scene to simulate atmospheric effects, such as mist or dust in the air.

๐Ÿ’กDisplacement and Bump

Displacement and bump mapping are techniques used in 3D texturing to simulate small-scale details on a surface. Displacement actually modifies the geometry, while bump mapping gives the illusion of depth through changes in shading. The video script describes adjusting these settings to achieve a more realistic texture effect on the models.

Highlights

Creating a scene in Blender using Geometry Nodes to scatter grass.

Using an undestructive modifier that allows for easy changes.

Distribute Points on Faces node to generate points for grass placement.

Join Geometry node to reintroduce the plane after point distribution.

Instance on Points node for scattering grass assets across the plane.

Adding free grass assets from the Max 3 pack.

Random Value node for adding rotation variation to scattered objects.

Adjusting the rotation axis to achieve a 360-degree rotation on the Z-axis.

Scaling the grass to avoid extremely small, barely visible grass blades.

Using Poisson Disk distribution to increase density and reduce clipping.

Customizing the density and rotation through the Modifier menu.

Weight painting method to selectively remove grass from certain areas.

Using proportional editing and sculpting to add details and create a natural look.

Adding a sunlight source with adjustable strength and color temperature.

Texturing the scene using Principled BSDF and custom texture from Polyhaven.

Adding a 3D model of the Ethereum logo with a gold material.

Scattering Dead Leaves on the second plane using Geometry Nodes.

Integrating an astronaut character into the scene for a focal point.

Adding trees and foliage from the Max 3 pack for a natural environment.

Creating a background forest illusion using an image plane.

Implementing volumetrics with a cube and shader adjustments for a realistic atmosphere.

Final render showcasing the completed nature scene with grass, trees, and an astronaut.

Transcripts

play00:00

today we are going to create this scene

play00:02

in blender using geometry nodes and as

play00:04

always the blender file is in the

play00:06

description below so without any further

play00:08

Ado let's get started

play00:11

so first we are going to scatter grass

play00:13

using geometry nodes so I will sacrifice

play00:15

the default Cube and then press shift a

play00:18

and add a plane then press S10 on the

play00:21

keyboard to scale it up then set up your

play00:23

camera and press n and select the slow

play00:25

camera to view option to change the

play00:27

camera positions easily then I will go

play00:30

to this geometry nodes Tab and join

play00:32

these two screens because we don't need

play00:34

that one

play00:36

and click on new

play00:38

and you can see it's a modifier and it's

play00:41

completely undestructive you can also

play00:43

change the name if you want so right now

play00:45

we have two nodes so I will press shift

play00:47

a and search for distribute points on

play00:50

faces node

play00:52

and you can see these points have

play00:55

appeared on screen but our plane is gone

play00:57

so again press shift a and search for

play01:00

join geometry node

play01:02

place it on the line and also connect

play01:05

group input to join geometry and our

play01:07

plane is back so then add an instance on

play01:11

points node and this node will scatter

play01:13

our grass asset on the plane but right

play01:16

now it's not scattering anything because

play01:18

we don't have any assets so I will add

play01:20

some gas assets from this Max 3 pack

play01:22

which is completely free and I'll put a

play01:25

link to it in the description below and

play01:26

if you want to see the full guide you

play01:28

can watch this video of mine

play01:30

so I will double click open any of these

play01:33

files press Ctrl C to copy this asset

play01:35

and then paste it into your project file

play01:39

[Music]

play01:43

and I have seen some people had an issue

play01:45

with the materials but as you can see I

play01:48

don't seem to have any of these

play01:50

so just like this I have added three

play01:53

more assets from this Max 3 pack which I

play01:55

am going to scatter

play01:56

and I've also placed them in a

play01:58

collection so go back to the geometry

play02:00

notes tab grab this collection and place

play02:03

it here

play02:04

connect instance to instance and now you

play02:07

can see the glass has been scattered

play02:08

like this solve this just click on

play02:11

separate children and reset children and

play02:13

also check Peak instance

play02:16

and now it's fine

play02:18

you may have noticed that if you click

play02:20

on any other object the jio nodes

play02:22

disappear but if you click on the spin

play02:24

icon it won't disappear now

play02:27

so now you can see some repetition going

play02:29

on so for this add a random value node

play02:33

and before connecting change it to

play02:35

vector and then connect it to rotation

play02:38

and it's looking crazy right now so

play02:40

under Max section change the X and Y

play02:43

axis value to 0 because we don't wanna

play02:45

rotate in those axes

play02:47

and also we want a 360 degree rotation

play02:50

on Z axis but this dot only accepts

play02:53

values in radians and 1 degree is

play02:57

57.295 radians and yes there is

play02:59

mathematics in blender you should have

play03:01

taken your classes more seriously so

play03:03

instead of writing 360 I will write Tau

play03:07

in here which is equal to 6.283 which is

play03:10

equal to 360 degrees of course you won't

play03:13

see this Randomness in case of grass but

play03:15

if it were other objects like stone or

play03:18

rock you will see some randomization

play03:19

going on

play03:23

so the grass is incredibly small right

play03:25

now so I will add another random value

play03:28

node and this time don't change it over

play03:30

to Vector keep it on float and connect

play03:33

it to scale

play03:35

and since the minimum scale value is 0

play03:37

we are seeing this extremely small grass

play03:40

which is barely visible but still taking

play03:42

all the geometry information and we

play03:44

don't want that

play03:46

so change the minimum scale value to

play03:48

anything except zero and also change the

play03:51

maximum scale value play around with

play03:53

these values and see what works best for

play03:55

you

play03:57

you can also increase the density and

play04:00

you will see some clipping obviously

play04:02

it's good in case of grass but anyways

play04:05

if you want to prevent clipping just

play04:07

change it from random to poisson disk I

play04:10

hope I go there right anyways now we

play04:12

have two more options which are distance

play04:14

minimum and density Factor

play04:17

you can change the density from density

play04:19

Factor

play04:20

and by increasing distance minimum you

play04:23

reduce clipping but you will also see a

play04:26

decrease in density which means you will

play04:28

have to compromise on density in order

play04:30

to reduce clipping and also there is no

play04:32

clipping proof value there is always

play04:34

going to be some clipping so I will

play04:36

change it back to zero

play04:38

and if you take this density node and

play04:41

plug it into group input you can see now

play04:43

you can change the density from modifier

play04:45

menu

play04:47

and you can also put the rotation and

play04:50

scale node or any other node that you

play04:52

want

play04:53

and we have two Max values here which

play04:56

can be a bit confusing so press n to get

play04:59

this menu and go to the group section

play05:02

click on this Max and change its name to

play05:05

rotation Max

play05:07

and this one to scale Max

play05:10

and there you go

play05:12

so in order to make this kind of scene

play05:14

there are two ways that you can follow

play05:16

the first one is the weight painting

play05:20

so for that go to edit mode by pressing

play05:22

Tab and then right click and select

play05:24

subdivide and from this drop down menu

play05:26

add 50 or 100 cuts

play05:29

then go to Weight pen mode

play05:33

and if you append on the plane you can

play05:35

see that a new vertex group has been

play05:37

created you can also change its name

play05:40

then paint on both sides and leave a

play05:42

path in the center

play05:44

drop the weight of the brush to zero to

play05:46

erase the paint

play05:51

once you are done go back to Geometry

play05:53

nodes section and instead of density Max

play05:55

plug in density Factor

play06:01

and then click on the spreadsheet icon

play06:03

and choose your vertex group that you

play06:05

just created

play06:06

and you can see it has removed the grass

play06:09

from the center but not completely there

play06:11

are still some patches in the center

play06:14

and even if you tweak some settings it's

play06:16

not very ideal

play06:19

so I will use the second method which is

play06:21

by going to edit mode

play06:23

and selecting the middle vertices

play06:26

turning on the proportional editing and

play06:29

move this area down on Z axis

play06:33

then go to the sculpting mode and add

play06:35

some details using clay brush

play06:41

and once you are done add another pane

play06:44

on top and scale it up like this

play06:47

then I will add a sunlight

play06:51

and increase its strength to 30 and also

play06:54

choose a warmer color and now comes the

play06:56

texturing part so go to the Shader

play06:58

editor click on principle bstf and press

play07:00

Ctrl shift t

play07:02

and select your texture I will use this

play07:05

texture from polyhaven but you can use

play07:07

any texture that you want

play07:10

then go to the material properties and

play07:12

scroll down until you find settings and

play07:15

under surface change it to displacement

play07:17

and bump

play07:19

and it's looking crazy right now so

play07:21

decrease the displacement height

play07:22

something like 0.02

play07:26

I will also change the scale value to 7

play07:28

on X and Y axis in mapping node

play07:32

now just like this add a different

play07:34

Shader to this plane

play07:36

[Music]

play07:38

then I have a 3D model of ethereum logo

play07:41

and I have added a gold material to it

play07:48

then I have these Dead Leaves which I

play07:51

will scatter on the second plane using

play07:53

Geo nodes it's pretty simple just click

play07:55

on the plane add a geometry node

play07:57

modifier to it

play07:59

I'll select the node system that we just

play08:02

created

play08:03

click on this button to make a copy of

play08:05

it and uncheck pin and under collection

play08:08

choose your asset

play08:11

click on plane and press Ctrl a to apply

play08:14

the scale transform

play08:16

and then you can play it on with the

play08:18

settings as usual and with the grass it

play08:21

looks something like this obviously we

play08:23

will add some more assets because right

play08:25

now it's looking Miserable as my life

play08:29

so then I will add a connector to the

play08:31

scene if you want this astronaut

play08:33

character you can watch this video of

play08:34

mine which has the full guide for

play08:36

downloading texturing and rigging this

play08:38

character

play08:39

right now the scene is kinda empty so I

play08:42

will scatter some foliage again from Max

play08:44

3 pack

play08:50

there isn't a nature scene without any

play08:52

trees so I will add a 3D and duplicate

play08:55

it a few times

play08:56

make sure to press alt D instead of

play08:59

shift d for duplicating because these

play09:01

are high quality assets and they can

play09:03

make your viewport a bit laggy

play09:05

so press alt D for duplicating and

play09:08

rotate them to create some randomization

play09:14

I haven't placed any tree directly in

play09:16

front of the light because I want the

play09:18

light to focus on our connector

play09:24

just like this

play09:26

to create an illusion of a forest in the

play09:29

background I will add an image as a

play09:31

plane of a forest

play09:35

and now the only thing remaining is

play09:37

volumetrics so for that add a cube scale

play09:40

it up so it covers the whole scene

play09:43

then change its viewport visibility to

play09:45

wired

play09:47

and then go to Shader editor click on

play09:50

new delete the principal bstf and add a

play09:52

principal volume or volume scatter it

play09:55

doesn't matter decrease the density and

play09:57

also choose a warmer color

play10:00

down with the density value and see what

play10:02

works best for you

play10:05

and we are done

play10:11

and here is our final render

play10:14

if you found this video helpful make

play10:15

sure to give it a like subscribe to my

play10:17

channel and then I'll see you guys in

play10:19

the next video

play10:21

[Music]

play10:29

thank you

Rate This
โ˜…
โ˜…
โ˜…
โ˜…
โ˜…

5.0 / 5 (0 votes)

Related Tags
Blender TutorialGeometry NodesGrass Scattering3D TexturingVolumetric EffectsNature SceneRealistic RenderMax 3D AssetsWeight PaintingSculpting TechniquesEnvironment DesignFree AssetsRendering Techniques