this is awesome! :) I'd been wanting to explore procedural trees for some time now, but was never entirely sure how to start. don't think I'd have been able to figure this out myself, and I don't have a full understanding of the many different nodes. just doing this myself is probably over my head without fallowing your tutorial, but it has also given me a bunch of ideas that build off of this that I'd like to explore :).
if you want a crazier leaf you can use geometry nodes and a noise texture to create leaves. Something that can help is to apply the geometry nodes multiple times.
This is so incredible I am finding it hard to articulate. If there were a tutorial to make this somehow work in UE5 I would use this for my entire game.
Fantastic, very easy to understand, would love to see is there is a method to generate rooms etc in such a manner. Potentially just some 3d cubes, ideally with variation.. lots to think about
Great tutorial. This will be even more useful when we can convert the final output from the geometry nodes to a mesh and keep the uvs. because right now in 3.0 it makes creating different trees faster but you would still need to unwrap and retexture every single one if you want to export them to a game engine.
Tbh. If you wanted to create a level design workflow kinda like this you'd be better served to use the Unity/Unreal workflows already present. Procedural placement and procedural asset creation should be possible in Unity (I've not attempted it, but I am very certain it is being done in many games)
Amazing tutorial. Thank you. How can we create a Group input switch to control the "Pos" value of a color ramp? In order to be able to control min and max height of branches
One thing I want to figure out how to do is use a solidify modifier to create outlines for an object like this, because so far I haven't been able to get it to work
When they finally implements loops? If I make procedural tree there no possible seed by position and make procedural forest where every tree is different
Help! I can't get the curve parameters part to work. :( once i connect the color ramp to the selection slot in the instance on points node, only pure white or pure black works... and it affects ALL the instances!
hi, i have a question...when i drag for example de branches collection in the collection info instead of appearing Geomtry it says instances...is there something that im doing wrong or missing? pls help
How do i give only selected polygons a texture? 6:20 How did you do the shapes at 6:20? Everything else works fine, but when i try to add those shapes it all gets messed up
Ok so ive done all of this and it works all great and fine, but is there anyway to transfer this to an fbx file i dont think geometry nodes can be in them
this is really cool, kinda sucks you skimmed over the last part with touching up branch count and adding detail, i have literally no idea what im doing and honestly the half way point feels more like playdough rather than the awesome final look you gave it, still really awesome though.
Hi, I really enjoyed your tutorial, I have a question, would you be ok if I was to make a track in a game using this exact geometry node setup? if you need it I can of course credit you too, thanks
I am currently at 7:21 in the tutorial and my bark doesn’t align with the tree. It’s just kinda floating around it. My nodes are the exact same though. Anyone know how to fix that? :‘)
I'm also running into an issue with the look of the bark =( i hope i can figue it out because it's currently a mesh of blocks instead of the nice overlapping look you got