I love Blender... But not as much a I love Blender 3.0! I have intentionally been holding off on making anything in Blender 3.0 prior to it becoming a full version and, woah, what a full version it is! Geometry Nodes are kicking it out of the park! I mean, Blender was good, but now it's just amazing. It's slowly becoming a little free Houdini. The renderer in Houdini is not great, but the one in Blender now is blistering fast even on my little 1080ti. For a fully integrated GPU renderer, it is something any company should consider using now. Anyhoo, this tutorial is about the process of making a snowflake completely out of Geometry Nodes, not a shape primitive in site, as well as then linking inputs into the geometry node modifier so we can animate the growth of each stem individually. It's a little long, so here is a breakdown for you to go to the bits you're most interested in: 00:00 - intro 02:36 - into the geometry nodes side. 03:55 - making your first curve. 05:55 - making the curve a mesh. 07:02 - making the radius of the mesh different over it's length. 09:03 - remapping the parametric length of the radius. 10:16 - adding randomness to the radius. 13:40 - adjust the radius over it's length with vector curve. 19:48 - adding a trim curve to grow the stem with animation 21:23 - using this setup made to make the other stems 22:25 - Duplicating the setup, adding a transform then connecting it to the group output. 25:29 - replicating the process to make duplicates and mirrored instances with geometry transforms and join geometry nodes. 41:01 - connecting the trim curves to the input of the geometry node to allow us to animate them. 44:29 - turning our one stem into multiple instances, again using geometry transforms of one element into the join geometry. 46:13 - Adjusting the arms in the geo node to make them appear nicer 49:15 - SAVE! 49:30 - Start animating the snowflakes growth using the Geometry Node Inputs we created. 55:11 - Shading geometry made entirely in Geometry Nodes 58:56 - Outro and thoughts Please click subscribe for more tutorials or one by one learning and tooltips from GENVFX Bye and stay safe. -------------------------------- website: http://www.gen-vfx.com twitter: https://twitter.com/genoden If you want to use the music in this tutorial, you can! It is: "Work It Out" by LiQWYD https://www.liqwidmusic.com Music promoted by https://www.free-stock-music.com Creative Commons Attribution 3.0 Unported License https://creativecommons.org/licenses/by/3.0/deed/en_US
I love Blender... But not as much a I love Blender 3.0! I have intentionally been holding off on making anything in Blender 3.0 prior to it becoming a full version and, woah, what a full version it is! Geometry Nodes are kicking it out of the park! I mean, Blender was good, but now it's just amazing. It's slowly becoming a little free Houdini. The renderer in Houdini is not great, but the one in Blender now is blistering fast even on my little 1080ti. For a fully integrated GPU renderer, it is something any company should consider using now. Anyhoo, this tutorial is about the process of making a snowflake completely out of Geometry Nodes, not a shape primitive in site, as well as then linking inputs into the geometry node modifier so we can animate the growth of each stem individually. It's a little long, so here is a breakdown for you to go to the bits you're most interested in: 00:00 - intro 02:36 - into the geometry nodes side. 03:55 - making your first curve. 05:55 - making the curve a mesh. 07:02 - making the radius of the mesh different over it's length. 09:03 - remapping the parametric length of the radius. 10:16 - adding randomness to the radius. 13:40 - adjust the radius over it's length with vector curve. 19:48 - adding a trim curve to grow the stem with animation 21:23 - using this setup made to make the other stems 22:25 - Duplicating the setup, adding a transform then connecting it to the group output. 25:29 - replicating the process to make duplicates and mirrored instances with geometry transforms and join geometry nodes. 41:01 - connecting the trim curves to the input of the geometry node to allow us to animate them. 44:29 - turning our one stem into multiple instances, again using geometry transforms of one element into the join geometry. 46:13 - Adjusting the arms in the geo node to make them appear nicer 49:15 - SAVE! 49:30 - Start animating the snowflakes growth using the Geometry Node Inputs we created. 55:11 - Shading geometry made entirely in Geometry Nodes 58:56 - Outro and thoughts Please click subscribe for more tutorials or one by one learning and tooltips from GENVFX Bye and stay safe. -------------------------------- website: http://www.gen-vfx.com twitter: https://twitter.com/genoden If you want to use the music in this tutorial, you can! It is: "Work It Out" by LiQWYD https://www.liqwidmusic.com Music promoted by https://www.free-stock-music.com Creative Commons Attribution 3.0 Unported License https://creativecommons.org/licenses/by/3.0/deed/en_US