
Explore procedural modeling with Blender Geometry Nodes, learning fundamental concepts and essential nodes, placing objects, building curves, procedural stairs, and modular builds like a wooden castle.
Explore geometry nodes basics by manipulating a cube mesh in the geometry node editor, observing vertex positions, edges, and faces. Switch between Eevee and Cycles render engines and navigate layouts.
Explore geometry nodes in Blender, enable node wrangler, master node connections with shortcuts, view geometry via viewer node, and group input and group output within the modifier workflow.
Learn to use the transform and join geometry nodes, duplicate and connect nodes with shortcuts, organize projects with reroute and frames, and customize node visibility and labeling.
Scale and extrude grid elements with the grid extrude and scale nodes. Adjust x and y sizes, vertex counts, offset, and choose individual or connected extrusion.
Create a procedural arrow using geometry nodes, with grid setup, extrude and offset scale steps, merge by distance, and join geometry, plus manual length and width control via a plane.
Create a procedural pillar by building a grid, extruding and scaling the top faces, and using a value node for pillar height. Materials will be added in the next lecture.
Apply materials to pillar faces with set material; invert selection with not node and boolean math; merge by distance and finalize with root node and joint geometry.
Expose pillar height in the modifier panel. Use a group input for the offset scale with type float and a default value of 1.82.
Explore geometry node sockets, including color-coded boolean, float, integer, string, and vector sockets, as well as circular and diamond sockets that take single or multiple inputs.
Separate the cube's faces using the separate geometry node, first by face index with an index and compare node, then by face normal, providing two methods to isolate side faces.
Explore logic gates in Blender geometry nodes, including and, or, not (inverter), nand, and nor, with examples showing how inversion affects outputs and truth values.
separate the cube's side faces by using a normal and a compare node set to equal, then combine with boolean math, invert with not, and bevel in edit mode.
Place objects on plane vertices by converting vertices to points, then adjust rotation, scale, and point mappings for edges and faces, while exploring mesh data and instances.
Move and rotate instances in Blender using translate instance and rotate instance nodes, toggle local or global space, and adjust the pivot point with a vector for precise rotations.
Align Euler to vector converts a direction vector to rotation and orients geometry accordingly, allowing arrows or cubes to face a target cube while switching between global and local axes.
Explore the random value node Blender geometry nodes, generating min–max numbers with scalar, vector, or integer outputs; use seed and boolean probability shape combine x, y, z scaling and instances.
Capture face normals with a capture attribute node to orient arrows perpendicular to cube faces, then rotate and apply these normals to geometry in Blender Geometry Nodes.
Distribute points on faces places instances on mesh faces using density, seed, and Poisson disk to prevent overlaps. Rotate and scale grass with random value nodes for natural variation.
Explore how the epsilon node controls the degree of influence to reveal faces based on their normals, with animated keyframes demonstrating progressive visibility.
Build a simple procedural house using geometry nodes, extruding the roof and placing doors, windows, solar panels, and a chimney with instance on points and join geometry.
Expose window height, chimney position, and solar panel rotation using group input and translate and rotate nodes in Blender geometry nodes masterclass for beginners.
Create procedural grass in blender using geometry nodes. Instance leaves on points, orient by edge normals, and vary with seed-based randomization and merge by distance.
Distribute grasses across a landscape in Blender using distribute points on faces, adjust density, seed, and minimum distance, then extrude meshes for natural variety.
Explore how the geometry proximity node drives offset in extrusions on a subdivided plane, using a target sphere and range-based selection for border effects.
Identify the extrusion issue: proximity measures distance from the sphere’s faces, not the whole geometry. Add a circle at the sphere’s center, fill, and scale to remove extruded faces.
Learn to use Blender's geometry nodes to distribute grasses around an object with the geometric proximity node, and remove grasses near the cube using object info and distance-based selection.
Append objects across Blender projects to preserve modifiers and geometry nodes, demonstrated by appending a cube with a geometry node to a Suzanne monkey.
replace a grass field with a house using object info node, realize instance node, convert to mesh, remove extrude mesh node, and keep scale elements for a geometry nodes workflow.
Build a city scene from the project file assets, including a door, windows, AC, and a water tower, and enable ambient occlusion, bloom, and screen space reflection in Eevee.
Master the mesh line node in blender geometry nodes by adjusting start location, offset, count, and end location. See how resolution affects point spacing and endpoints.
Create a city building in blender geometry nodes by isolating side faces, stacking cubes along a mesh line, and extruding the base and floors using a floor count control.
Create a roof on a Blender geometry nodes project by selecting the topmost vertex, forming the top face, and applying extrude mesh and scale elements with offset control.
Blender geometry nodes masterclass for beginners teaches logic for placing doors near ground, with windows and AC on selected side faces, using instance on points.
Place doors on the ground with geometry proximity and random value node to control face probability; apply materials to the base, roof, and floor separator.
Apply brick material to cube faces using uv and object mapping to prevent stretching, rotate 90 degrees on x and y, and assign materials with viewer and root nodes.
Place a water tower on the roof with geometry nodes, using select face, instance on points, join geometry, extrude, scale elements, and merge by distance to create two water towers.
Expose and adjust geometry nodes controls for city building by setting floor count with a group input. Tune door, window, and AC probabilities and seeds to finalize the building.
Create buildings in Blender using geometry nodes, extruding plane edges, arranging balconies and windows, and using sun instances with Eevee lighting, adjusting vertex count, edge size, and world strength.
Demonstrates building a multi-floor structure in blender geometry nodes by extruding planes, instancing on points, controlling floors, offsetting, and using bounding box and proximity to create a roof.
Create a three-floor building by extruding roof and floor faces to form a flow separator, deleting extra geometry, and joining symmetry for clean edges.
Place doors and windows on face geometry with instance on points, using face normals stored as attributes and proximity to ground to position doors, while random values control window/door variations.
Use geometry nodes to place balcony elements by instance on points with random value controls, ensuring doors appear on the ground and windows avoid the balcony.
Capture face area in geometry nodes as a float attribute and use a boolean threshold to hide the balcony and reveal a window when the area is small.
Master placing dish instances on window sides with Blender geometry nodes. Control left-right placement, floor start, and dish probability using random value, switch, face area, and instance indexing.
Place rooftop dish on buildings with geometry nodes, instance on points, and join geometry; control placement by ground distance, then apply roof, floor separator, and wall materials with randomized color.
Expose values in Blender geometry nodes with group inputs and a root node to control floor count and dish probability. Test window, door, balcony, and shed probabilities and seeds.
Learn curve basics in Blender geometry nodes: convert curves to meshes, use profile curves, adjust radius and resolution, and align cubes along curves with tangent and vector alignment.
Create a chain along a curve with geometry nodes, instancing and rotating links tangent to the curve. Use index-based rotation with pi/2 to alternate 90-degree turns.
Manipulate curve handles on a bezier curve with geometry nodes, set handle type from auto to free, and move left and right handles independently.
Rotate the curve with free handles, instance pillars on points, and align pillar rotation to the vector and curve tangent; fix rotation with z-axis constraint and adjust resample settings.
Learn to add windows automatically on side walls as you move the face by splitting edges, capturing edge normals, and using curve resampling with mesh-to-curve conversions to place instances.
Learn to build a Blender geometry nodes workflow that resamples points on faces and uses proximity and boolean logic to place doors, windows, and dishes.
Add roof details by subdividing the roof mesh, then instance air cooler and air ducts on points, join geometry, and randomize rotation and scale with geometry nodes.
Learn to build a three-step stair with a single geometry node that auto adjusts to height, featuring controls for density, width, railing height, and curvature.
Create a stair using Blender geometry nodes by converting a plane to curves, applying sampling, and instancing profiles along points with transform and join geometry operations.
Create stair side rails by shaping a curve, converting to mesh, and extruding along the z axis; bevel vertices and merge by distance to refine the profile and reduce vertices.
Place cylinders along a rail curve with geometry nodes, resample the curve and instance on points, center them with an offset scale, and use geometric proximity to remove unused instances.
Create a stair with Blender geometry nodes by filling a curve, enabling cyclic splines, using a profile with fill curve, merging vertices, extruding, and switching nodes.
Apply shade smooth to faces in Blender geometry nodes using edge angle, unsigned angle, and a compare node, convert degrees to radians with a math node.
Expose controls for stair generation using Blender geometry nodes. Adjust step density, stair width, railing height, and curvature with group inputs and a railing bar switch.
Learn to move an edge without edit mode using set position and a combined node with a value node to control stair length and y and z offsets.
Learn to build a procedural wooden castle using modular pieces, including two wall types with doors, windows, and a flag, and download the models from the project file.
Master neighbor nodes in Blender geometry nodes by exploring vertex, edge, and face neighborhoods, adjusting counts to highlight selected vertices, edges, and faces, and identifying borders.
learn to create a wooden castle facade by placing modular walls, doors, and windows on cube faces using geometry nodes, including face normals, face area, filtering, and randomized door/window placement.
Build wooden castle frame in Blender geometry nodes, shaping side walls with mesh to curve, apply shading, fill gaps with scale elements, and optimize with merge by distance and union.
Build the wooden castle roof by duplicating roof faces, converting curves to a mesh, filtering edges with edge neighbor and compare nodes, then shade smooth and apply roof border materials.
Learn to build a slant roof in Blender geometry nodes, using extrude, x-axis scale to zero, area filters with epsilon, boolean and merge by distance, and mesh to curve workflows.
Select side faces by area using greater than and less than filters in geometry nodes to place objects on walls or doors, then synchronize drivers for consistent node behavior.
Explore Blender geometry nodes in this beginner masterclass by placing a small window on a selected face, using extrusion, face separation, and edge-based filtering with edge neighbor and geometric proximity.
Extrude faces, place pillar instances along the house using geometry nodes, proximity selection, and raycast to ground, then merge, split edges, and apply materials for a wooden castle pillar setup.
Use geometric proximity to place doors on a castle by comparing ground and face proximity, translating faces along the z axis, and controlling door probability with boolean logic near roof.
Bevel roof edges, filter faces by area with a named attribute, and separate rooftop geometry using geometry nodes to extrude and shape the wooden castle.
Create a wooden castle flag in Blender geometry nodes by building a base, mid section, and top. Drive the height with a ground raycast and apply the flag four material.
Rotate the base pillar to align with the plane's face normal, and use a Musgrave-driven z-position on a subdivided plane to create a terrain.
Learn to add a cube in Blender geometry nodes, apply materials to its faces, and refine face selection with greater-than and less-than logic, booleans, and an end node for extrusion.
Expose probability and seed controls in Blender geometry nodes to reliably drive door versus window choices in a wooden castle, avoiding two random value nodes.
Discover essential Blender geometry nodes workflow for beginners and receive an important message guiding best practices and foundational techniques.
Welcome to the world of procedural generation.
What You'll Learn in this Course: I share the Knowledge and techniques to Generate Procedural Buildings.
This course is designed to provide a comprehensive understanding of Procedural Modelling. Whether you're a beginner eager to dive into the World of 3D and procedural generation or an experienced artist looking to refine your skills, my course caters to all levels of expertise.
Requirements:
Basic knowledge of Blender
No knowledge of Geometry nodes required.
Why Choose My Course:
Practical Approach: My courses focus on hands-on, practical learning, ensuring you gain real-world skills that can be applied immediately.
Clear Explanations: Complex concepts are broken down into easy-to-understand modules, making learning enjoyable and accessible.
All Lectures along with the Project files included.
Course Overview:
Section 1: In First section we will cover Geometry nodes Basics and this section is the foundation of procedural modeling, so do not skip it.
Section 2: In section 2 we will make a beautiful procedural building, and you will learn logic and concepts behind proceduralism.
Section 3: In section 3 we will make another building but this one will have more elements hence more complex logic and we will use different way to create this building.
After completing section 4 you will be able to create scenes like shown in the course trailer.
Section 4: In section 4 you will learn about basics curves and we will enhance our buildings even more.
Section 5: In section 5 you will learn how to use curves to make advance stair packed will many features.
Section 6: In section 6 we will make a Wooden Castle made by using Modular pieces.
This section uses every thing and has much much more concept and complex logic. So make sure to watch previous sections first.