I'm having problems when I scale the leaves in the tutorial they just go farther away from the tree my material for the leaves is exactly like yours even the leaves shape idk why its acting weird
great tutorial but i think theres been an update since, and i cant find the attribute node you added, at least not structured the way yours popped up at 5:48 if help thank you!!!
I don't know what I'm doing wrong, when I apply the instantiated modifiers it simply expands the material to all sides, pushing the image textures outwards.
When I scale my leaves, they look all screwed up. My mesh's faces are even, my code matches yours, and my texture is 2048x2048. I'm not sure why, when I scale my leaves, they go all screwed up. I've tried remaking the mesh 3 different times and I keep getting the same results. How do I make them scale like yours?Edit: When I scale the leaf instances, it seems to warp/rotate each face in different directions.
I have one question when I installed the pack I can ungroup the gun it’s all together like a whole model , how can I get it so I can just pick a particular part of the gun
ive messed with it but i can't figure out how export it as i need to apply the geometrynodes modifier and it wont let me because its stuck as a curve. if anyone has an answer that would be great as im trying to make a scene and im sure im just missing something small.
the error i get when i try to apply the modifier is "Cannot apply constructive modifiers on curve. Convert curve to mesh in order to apply" but i can't convert it to a mesh because it deletes all of the leaves
13:00 -- The transformVector Node, change to be: View Space to Local Space. Works the same as Camera Space, but changes the Shadow pass to still cast world space shadows. Without it, the leaves cast no shadows if your camera is looking through them towards the sun.
Hi here is a small tip to avoid getting a uv seam you can use arch from the curve category to get a seamless result instead of using a curve circle as a curve profile
Your page is like a goldmine. I wish you hundreds of thousands of followers, you are absolutely great. I wish you would do an geometry node tutorial on how to make modular buildings one day :)
@@ALLTHEWORKS11 thank you for replying! :) I'm not sure how you're changing the mesh. At 1:44 you're in edit mode and I can see that your tree mesh is now covered in vertices, which you have all selected... but how did you get those vertices to appear because using the skin and subdivision modifier does not create all those vertices.
@@sharise4668I think you are getting confused in Applying the modifiers. So, when you see the modifiers in the tab, they are active & you can go to drop down of the modifier and click on apply. Then the modifier will be gone and the setting will be permanently applied to the mesh. In this case, when the modifier is active, the object doesn't have any faces. But when you apply the modifier, that converts it to a mesh. Those vertices are after applying the modifier.Check out this video for more details: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-wmn2mdUYt60.htmlsi=4VtdI44QSGi-2kVy
I have a problem were instead of increasing the texture size it'll scale up and deform the entire mesh, so the leaves won't ever touch each other and create that density effect, any ideas on how to fix it?
^_^ Soon (TM) there will be no need to convert to mesh! You'll be able to export the entire node group to run natively in Unreal, even giving player the ability to use generators by giving them access to the inputs! I'm building out a "Geometry nodes" to Unreal "Geometry Scripting" plugin. ^_^ Imagine games where the models are node groups running natively, with inputs changeable on the fly by the player. ^_^ That includes writing entirely new nodes for Unreal. O_O ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-zLgsi_goFjs.html
You're tutorials are ridiculously amazing! Not only only are they easy to follow, you show how to build customizable tools within Blender that can be reused to speed up workflows in future projects. I've learned so much in a short time. Many blessings 🙏
It is AMAZING ! Can you do the same stuff or a tutorial for more realistic tree with export to UE5? It will really help me and the community ! Have a nice day🤠🙏🏼
@@drinorkastrati8824 That depends on the scope of your scene/level. You can compare that yourself by creating both and applying at a test level. Even if you use textures, alpha based(masked) textures are performance heavy then opaque textures. Also , try to keep all foliage in one ( minimum) texture file ( make a collage/board).
@@drinorkastrati8824 QUIXEL has the biggest realistic foliage collection. Also you can find many free trees and grass collections on Unreal Engine Marketplace