We don’t want to alter the donut, but rather the icing (we are adding sprinkles). For instance, if we add a “set position” node and add a Z offset, the donut now moves (the output mesh position has been changed): The node on the right is the final mesh, after any changes made by our geometry nodes. The node on the left (Group Input) reads in the existing data for our mesh (for the donut, in this case). Note that if your nodes disappear, you can get them back by clicking on the “Geometry Nodes” modifier in the right-hand pane: Now, we click on “New” to create a new geometry node setup: We won’t be needing the window in the upper left that shows the positions of all our vertices, so we can close that: Click on that, and choose “General -> Geometry Nodes”. If you don’t see this, look for a little down arrow near the top right corner of the top menu bar. We’ll create a new Workspace (tab) at the top of blender, which will allow us to see our geometry node setup alongside our donut: This enables all sorts of cool stuff, from the ability to dynamically generate frost or icicles on a surface, to the ability to create buildings whose height, window position, and number of floors are all procedurally controlled. Much like the nodes we’ve used so far to create texture, geometry nodes allow use to procedurally generate changes to the mesh (changes to our objects). ![]() In previous versions of the donut tutorial, “particles” were used, but “geometry nodes” are a better option in Blender 3.x. Next, we want to add some sprinkles to the donut. This file is the result of my work after following along with the steps in the YouTube video. You can download the associated “.blend” file here.You can download a PDF copy of this post here.Notes below correspond to this YouTube video.I’ll be making additional notes for each of the videos in the series! The first few hours were a bit challenging, Blender's interface was still overwhelming at first, but slowly my pace increased by modeling something simple (and tasteful).Just some notes I made while following along with this now-famous blender donut tutorial. With these notes in mind, after some course research, I started 3 basic tutorials with Grant Abbitt, aiming to understand the interface and basic commands. I need to be able to express my artistic view via a 3d environment after the course, so most likely I won’t be spending too much time learning photorealism style modeling or rendering. ![]() Therefore the tutorial that suits me can be about low-poly modeling, simple animation with basic rendering skills. The tutorials need to be professional but focus on the foundations. My goal is not to become a 3d artist in the industry, it’s purely for a hobby, so it has to be fun. So it’s important to understand my self-learning goals: I guess this is the challenge of self-learning nowadays, when all information is accessible, how to find the ones that can actually help you is not that straight forwards. Here’s only one catch, although these lessons are free, one has to do their own research to find the best one for themselves. So here's my learning process during roughly a month period.Įven completely new to Blender but thanks to the internet, I should be able to learn the basic controls, 3d modeling terms, and workflow with many free tutorials online. Isn’t this the most socialist thing in the digital world? I wish someone can challenge the empire of Adobe just like that. Not only that, the wonderful open-source community allows it to be developed so fast, that every new version delivers solutions that could compete with the industry giants. I can't believe how easy to learn the basics compare with my experience before. The hardware was also a problem, instead of painfully waiting for one image to be rendered for two hours, I rather pick up a pen and draw something on paper straight away.įinally, Blender refreshed my view towards 3D software. Not only because I simply can’t afford the expensive software, but also I felt like, as an artist, there would be a million steps in between before I can actually express myself in 3D form, it just too much effort. ![]() The reason it took me a decade to put myself together again to learn it, was non-arguably down to the traumatized memory of the Maya course I took back in the Uni. Learning 3D software back in early 2000 was not an easy task.
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