First off, excellent tutorial, 2 years later and it still works great. For anyone else struggling with the orientation of the mesh (Leaf): The Mesh should point along the positive Y axis when the object rotation is set to 0 in all axis, and the origin point should be just above the base of the leaf mesh. In the video it looks like the leaf is pointing along the Z axis because our boy rotates both object mode at the start and fixes the rotation of the leaf off screen. The Values of the color ramp are also important, with the black value being ~0.360 and the white value being 0.814
First, thank you for the tutorial. Could it be that the changing from 0.1 to 0.01 was necessary because you forgot to put the square root math node from your radius formula after the first separate XYZ (point number)?
Thank you for for this tutorial. I was playing around with excel and making this same pattern wanting to make it in blender. I was then trying to figures out how to translate the spreadsheet into nodes. You explained it very well. I now understand.
Very well explained and fun tutorial. Thanks. As a fairly mathematical person and somewhat of an art person I am really loving how much of the Blender communality is filled with math and/or programming peps. I mean, art and math are of course very related, but this fact becomes more highlighted when making art with geometry nodes. Anyhow, thanks much. I am fairly inexperienced in blender and learning much from this great community and people like you.
Thank you so much for the amazing tutorial and making math more approachable! I’m having trouble at one specific part of the video however… I was able to follow and do everything exactly as you had it up until 11:15. As soon as I started the instancing process, I started having a different outcome to what you did. For example, when I connected the leaf object to the “ instance on points” node like you did, the leaves were all oriented facing downwards on the Z axis instead of the Y like in your example. From then on nothing worked quite as you showed it with the Aligning to Euler nodes. Did I have to apply any transformations or change orientation settings for the leaf before instancing? Thank you!
I also had this problem. For me, I had to backtrack and model the leaf the exact same way he did in the tutorial. Specifically, this included scaling the point on the extruded side, and creating the face on the side where the circle was first created. As a side note, ensure the origin of the newly modeled leaf is set where the circle was created, or your stems will clip through each other on the bottom. You can also play around with the "apply rotation" command after rotating the object being referenced, but I found just starting over and doing the applications on the sides he does in the tutorial worked for me.
@@Dragonvapour I followed exactly as you said, yet after instancing the object, its rotation is different - even after applying the rotation to the modeled leaf. Any suggestions? Tried recreating this three times.
Hi, really nice tutoiral. One thing I think there is now a field(Not sure if that's what it is or if it's something else) called Index which you can use instead of having to use the Z position to get it.
Great tutorial! I have a question. The Phyllotactic Spiral formula says that you'll have to multiply the Scale Variable with the Square Root of the Point Number to obtain the Radius. However, at 3:40, you multiplied the Scale Variable directly with the Point Number without adding a Math Node to Square Root the Point Number. Could someone explain what I'm missing here please?
First error is at 3:47. Formula is 'Radius = Scale variable * sqrt(point number)', but on your nodes there is no SQRT node (between 'point number' and 'radius').
God! thanks for this tutorial brother, I am from Mexico and I was looking for a way to make a flower called "cempasúchil" and this will save me a lot of time
i need to learn how to get better camera tracks the way you explained it using motion tracking was so freaking cool i wish i was as good as some people. :(
Geo nodes change to an unbelievable degree in Blender. Here I am trying to follow this tutorial using 3.0 and it's not the same as the 3.0 being used in the tutorial. The Set Position node is different and so is the outcome. Of course, I find this out halfway through. I guess the rapid changes is how geo nodes are transforming blender into an industrial force to be reckoned with. Hopefully there can be some consistency soon even though growth is good.
9:48 I ended up using and RGB curve to make my point distribution look a lot more like the one in the tutorial at this point. I put that between the color ramp and the multiplier. Count set to 50 in Mesh Line. I also added a multiply vector between Length and ColorRamp and set Z = 0.7
14:15 I needed to get my leaf back to the original orientation to get this result. I had to rotate it and apply rotation a couple of times for it to work out.
of course the whole idea is not to copy the tutorial but to learn skills to be able to control things how you want. I could not control the results, I could not even copy (though I tried). I think your intro and outro renders look amazing. Next level. I just cannot get there right now.
@@BadNormals yep) i thought so about the intro) thank you for so quality work about all in this videol and others to by the way! Good luck, ot's pleasure to see your sharing knowledges with us
Houdini lookout! C4d and blender are finally incorporating the node system like this makes so many more things easier to access. I’m looking forward to seeing what the blender community comes up with, because blender community tends to smoke the others!
While everyone here is commenting you on your tutorial, I'm going to compliment you on your English: For a french person it is really hard to learn English because of French culture and French being the only language in the world (for the French), and you, as a 2-3 year old, not having access to English cartoons, probably, but forcefed that french drab until you were old enough to browse the internet and find RU-vid there. Again, my compliments! (also, great tutorial)
Hi, Is there any way to do this with a "Align Euler to Vector" worka-around seeing this option is not working in Blender 3.0 "Align Euler to Vector" is missing.
Awesome tutorial! :) Anyone else stuck just at the end on the last colour ramp? Mine won't do anything unless you literally flip the colours, and even then its just a sudden jolt to a new position. EDIT: I put a Length and Divide (both vector math) before the separate XYZ, played around with the divide for the Z value and got something pretty close to what you did (I think), in case anyone else is wondering.
Great video explaining the math and translating it into blender nodes. I don't even use blender but still watched the whole video. Might convert this for Maya or Cinema4D.
You probably know, but to change the color of the subsurface scattering you need to change both the color and the radius. The radius is set to skin tones by default. The input is vector, but its actually RGB, for some reason.
It's "color" in the same sense that normals are "colors" too. You can represent a vector as color, but colors are special in that there's a whole pre- and post-processing applied to them (ie. sRGB vs. Filmic) and have baggage that messes with vector data. The subsurface scattering radius encodes the spreading of light within the material in the R, G and B wavelengths, and are therefore plain vector values.
so ive ran into an issue i cant figure out. around 14:50 once the second "align euler to vector" is added, my leaves fold inward rather then folding outwards. i put the vector to -1 instead of 1 on the second euler to vector and it worked until i added "seperate xyz" to it. any advice?