
Discover how to translate Udemy course subtitles into your language using Microsoft Edge, by enabling captions and translating to languages like Turkish or French, with on-page translation steps.
Learn Blender object manipulation with shortcuts G, R, S, axis constraints X/Y/Z, and the item panel to precisely move, rotate, and scale.
This lecture summarizes Blender 3.4 to 3.5 updates, highlighting minimal changes, subcategories in the shift A menu, UV map handling, and renamed nodes like transform geometry and evaluate on domain.
Access free textures for the Blender 3D geometry nodes course, with 2K and 4K options, including sci-fi and environment textures for personal or commercial use.
Explore an interactive Blender shortcut keys cheatsheet with common keys, searchable by action such as grab, edit mode, and sculpting, with GIFs and clear explanations.
Download a comprehensive geometry nodes pdf that consolidates the Blender manual into a single resource, with searchable terms like instance on points and curve to points for quick reference.
Discover all dot blends from the course in the video resources, with textures packed and a downloadable zip folder to reference blends from any project.
Learn to display face normals in Blender geometry nodes by using a capture attribute set to face and a normal node, with Node Wrangler enabled and ctrl-shift-left-click to view.
Explore geometry nodes with the geometry node modifier and spreadsheet in blender 4.1, switch to the geometry node editor, and manage output, input, and named attributes.
Discover core geometry node types, socket colors and shapes, and how group input and group output transfer geometry in Blender, supported by a cheat sheet and a snowman project.
Explore mesh primitives in geometry nodes to transform a cube into a UV sphere, adjust segments, rings, and radius, preview group output, and understand integers and floats in inputs.
Learn to move, rotate, and scale entire objects with the transform geometry node; understand vector inputs, origins, and the shift-a workflow in Blender 4.2.
Use the join geometry node to combine multiple inputs into one, then duplicate and transform uv spheres to build a snowman and apply shading.
learn how to use the set shade smooth node in geometry nodes to shade geometry smooth or flat based on a boolean, with optional selection inputs and node order considerations.
Learn to apply materials to a snowman using the set material node in geometry nodes, including assigning materials to individual spheres and exploring shading and subsurface scattering basics.
Improve Blender geometry nodes organization by adjusting noodle curvature, adding reroute nodes and frames, and using groups with labeled, colored frames to manage snowman and floor nodes.
Explore Blender 4.0 updates to the principled bsdf, including its layered base, specular, coat, and sheen, with practical guidance on color, roughness, ior, and subsurface scattering.
Explore the principled bsdf subsurface options, including the random walk skin and the random walk for subsurface scattering, and tune index of refraction, anisotropy, tint, roughness, and transmission in cycles.
Explore the coat layer in the new principled bsdf, adjusting weight, roughness, ior, tint, and normal input, plus sheen and emission; map old settings to the new shader.
Master the extrude mesh node in geometry nodes to extrude faces, edges, or vertices with selection, offset, and top or side options, and apply materials to build layered city geometry.
Explore fields in geometry nodes, including circle sockets and diamond sockets, how random value assigns per-face data, and how fields are read backwards when joining nodes.
Learn how the instance on points node places an object on grid points, creating instances efficiently while using an instance index to vary which object appears at each point.
Explore group input and group output nodes in Blender, wiring controls, renaming inputs, and switching socket types (vector, float, integer) to drive geometry, attributes, and data like image and color.
Explore the combine X, Y, Z node to extract and control individual X, Y, and Z channels, enabling precise building height adjustments by isolating the Z scale before the cube.
Learn to use the Blender math node for two-input operations, and drive z translation with a building height value via a transform node, keeping buildings on the ground.
Explore Blender's random value node in geometry nodes to generate random scales for buildings, controlling floats, integers, vectors, and booleans with min/max, seed, and ID-based variation.
Blender 4.1 updates integrate musgrave into the noise texture; set normalize off, then adjust detail and roughness to match musgrave looks, or switch to FBM or hetero terrain.
Explore the index node in Blender geometry nodes to drive selective extrusion and apply materials to buildings—windows, rooftops, and sides—using voronoi and musgrave textures with color ramps.
Apply the compare node to evaluate A and B inputs and drive rooftop coloring and extrusions in a procedural city built with geometry nodes.
Explore the resample curve node in Blender geometry nodes to distribute instances along a bezier curve, creating procedural fences with poly splines and adjustable counts, lengths, and resolution.
Use the object info node to drive instancing with another object's data—location, rotation, and scale—and drag the object from the outliner to set up a fence along a curve.
Learn how to align rotation to a vector using Blender's align rotation to vector node, replacing the deprecated align Euler to vector, with rotation sockets and pivot options.
Learn how the curve tangent node outputs the curve direction at control points to orient fence pieces along a curve and adjust spacing with length in draw mode.
Master the delete geometry node to randomly remove points, edges, faces, splines, or instances using probability controls and seeds, and adapt node order for desired results.
Learn how to use the set position node in Blender geometry nodes to move vertices on a subdivided plane and create a hilly landscape.
Explore the position node, which outputs a vector of each vertex position (X, Y, Z) and can feed set position, noise texture, and instances to adjust vertex positions.
Create a hilly landscape in Blender by combining noise texture with geometry nodes to displace plane vertices on the Z axis, adjusting scale, detail, roughness and distortion.
Distribute points on faces places points on mesh faces and enables instances, such as grass and rocks, across a surface. Use random or Poisson disk methods with density and distance.
Explore the mesh line node in geometry nodes to create a line of vertices and edges, then distribute grass along plane using offset, start location, count, end points, and resolution.
Use the vector rotate node to bend a curve into a blade of grass by rotating vertex positions around a center, guided by vertex index and a multiply factor.
Convert a mesh to a curve with the mesh to curve node, turning points into poly splines and showing how edges and faces affect the resulting curves in Blender 4.5+.
Convert curves to meshes using the curve to mesh node, add depth with a profile curve, seal start and end with fill caps, and note Blender 4.5+ introduces scale option.
Explore the curve line node in Blender's geometry nodes, using points or direction mode to define a curve profile and convert it to a mesh along the curve.
Learn to use the set curve radius node to control a curve’s radius and its control points, and replace it with the curve scale option for curve to mesh workflows.
Explore the spline parameter node in Blender geometry nodes to drive blade grass thickness from base to tip using factor, length, or index, via set curve radius on a curve.
Learn how the map range node remaps an input from 0–1 to 1–0 in shader editor and geometry nodes, and how min/max, clamp, and smoothstep affect the result.
Use the mesh circle node to generate a circle with fill options (none, n-gon, triangles) and radius. Instance grass on points and distribute on faces with random rotation and scale.
Learn to use the collection info node to create a grass collection, instance patches on a plane, control density, patch size, rotation, height, bending, and separate or reset children.
Learn how to use the input attribute toggle to switch between a single value and an attribute, and drive grass density with a vertex group created by weight paint.
Explore using the Musgrave texture, now the noise texture, to distort rock geometry with geometry nodes, and mix Voronoi textures with noise textures for detailed displacement and bump.
Use the duplicate elements node in geometry nodes to array and offset duplicates, control repetition by selection and amount, and apply per-duplicate offsets using the duplicate index.
Transform geometry into separate instances with geometry to instance node to enable per-instance random rotation of rocks. Input multiple geometries and switch to duplicate instances using cones, cubes, and grids.
Learn to use the rotate instances node in Blender geometry nodes to rotate selected instances with random Z rotations, control pivot points, and switch between local space and original object.
Explore the scale instances node in Blender geometry nodes to apply random per-instance scaling, with optional local space, center control, and min/max values.
Learn to use the switch node to switch between two grass density setups for viewport and render, using a boolean input and two distribute points on faces.
Use a viewport node to display fewer blades in the viewport and more in the render, since it outputs true in the viewport and false in the render.
Learn to build an abstract tree in blender using geometry nodes, combining trim curve, resample curve, instance on points, and leaf textures for a scalable tree system.
Master the capture attribute node in Blender 4.2 to texture and UV unwrap trees, creating tree UVs from spline factors and curve attributes with base color, normal, and roughness maps.
Finish a blender 3d geometry nodes scene by placing trees with curves and depth, importing city, and creating a material blending grass and dirt with noise and a mask.
Finish the scene by muting extra geometry, adding a background plane, and building a grass ground with geometry nodes, UV maps, and sky lighting in cycles.
Explore the Raycast node in Blender geometry nodes to cast rays from a plane onto a target geometry, and place roof tiles based on hit position.
Explore the subdivide mesh node in Blender to rapidly subdivide a cube, using geometry input and adjustable subdivision levels to produce 24 faces and flexible control.
Use the scale elements node after extruding a mesh to scale selected faces or edges, create window patterns, and control uniform or single-axis scaling from an adjustable center.
Learn how the normal node outputs face and vertex normals and how true normals versus custom split normals affect shading and orientation in geometry nodes.
Learn to use the boolean math node in blender geometry nodes to create window patterns by evaluating normals on the Y axis and applying OR logic for both sides.
Master the mesh boolean node and boolean modifier, using difference, union, and intersect to cut, join, or subtract geometry; compare fast and exact solvers and self-intersection handling.
Convert the mesh to points with the mesh to points node, selecting faces. Capture attribute to read face normals; drive rotation with align Euler to vector and use epsilon.
Learn how the bounding box node creates a minimal bounding volume around objects and drives boolean cuts to embed windows into walls, using geometry nodes and viewport bounding box demonstrations.
Finalize a procedural house in geometry nodes, expanding the model and refining roof tiles and windows based on the bounding box, with front-end controls for tile and window sizes.
Convert meshes into volumetric forms with the mesh to volume node, adjusting density. Tune voxel amount, voxel size, and bandwidth to refine the cloud look.
Explore the distribute points in volume node, using random and grid modes with density, seed, spacing (X, Y, Z), and a density threshold to control grid points for instancing.
Convert points to volume to create a cloud-like volume in Blender geometry nodes, adjusting density, voxel amount, and radius, with a Musgrave texture to vary the puff clouds.
Explore the volume cube node to generate a volumetric cube with a field density input and adjustable size; then hedge by distributing points and instancing leaves.
Master the star node in Blender geometry nodes to create star shapes for a fountain by combining two circles, adjusting outer radius, inner radius, points, and twist.
Use the Phillips curve geometry node to round off curve corners by adding control points, with busier, radius, limit radius, and poly options for control points per corner.
Explore how the fill curve node turns a curve into a mesh (triangles or ngons), and how extruding, scaling, and shading create a decorative fountain pattern.
Create a curve circle with Curve Circle node, adjust radius and resolution, and use the points option with three points to position and size the circle for fountain centerpiece.
Discover how to shape a fountain profile in Blender using the Bezier segment node, adjusting start/end points and handles, and applying geometry nodes, extrude, and materials for a stylized scene.
Learn to convert volumes to meshes with the volume to mesh node in Blender geometry nodes to create water droplets for a fountain, adjusting resolution, threshold, adaptivity, and voxel size.
Finish scene by procedurally generating trees with geometry nodes—curve to mesh, resample, and instance on points for branches; add leaves with transparency and bark materials, set the camera and shading.
Create procedural mountains with a color ramp node in geometry nodes, using noise textures, color stops, and shading to produce snowy textures and realistic terrain.
Finish a Blender 3d geometry nodes scene by replacing the ground, weight painting the grass, shaping dirt and mud, adding a sky texture, and using crypto mats for compositing.
Learn how the axes to rotation node uses a primary and secondary axis with curve normals and tangents to orient objects along a path, demonstrated with Suzanne on a circle.
Learn how transformation matrices in blender geometry nodes encode translation, rotation, and scale into a 4x4 matrix, using the combined transform and matrix transformation nodes to apply precise 3D transformations.
Explore the combined matrix node to construct a 4x4 matrix from individual values, and learn how column and row values control scaling, rotation, shearing, and translation in homogeneous coordinates.
Use the transform point node to displace mesh points with a matrix. Transform each vertex position via translation, rotation, shear, and scale in geometry nodes.
Explore the transform direction node in Blender's geometry nodes, applying rotation and scaling to direction vectors while ignoring translation and using a transformation matrix.
Explore the separate transform node to split a transformation matrix into translation, rotation, and scale, and apply each component to objects.
The separate matrix node splits a matrix into its individual components, enabling you to drive translation and rotation with those values.
Explore how the transpose matrix node swaps the columns and rows of a matrix in Blender geometry nodes. See how column and row swaps occur.
Invert the matrix node to reverse a transformation, demonstrate scale inversion (e.g., 2 to 0.5), verify by multiplying with the original to yield the identity, and check invertibility.
In the Blender 3D geometry nodes course, the multiply matrices node combines two matrices into a single transformation, showing how order: first then second, affects translation, rotation, and scaling.
Explore the matrix determinant node in Blender 4.3, which takes a transformation matrix input and outputs a determinant value. See how the determinant reveals scaling or flipping to assess geometry.
Learn to use set position, transform point, and combine transform to selectively animate vertices with field inputs, map range, and scene time animations.
Procedurally create a Blender donut with geometry nodes by setting a spline cyclic, drawing a circle, extruding frosting, and distributing sprinkles with instance on points.
Use the realize instances node to convert instances on points into actual geometry, enabling per-sprinkle color and UV mapping, with options like realize all, selection, and depth.
Master the store named attribute node to color geometry procedurally in Blender geometry nodes, reuse attributes in shader editor, and color sprinkles on instances.
Use the split edges node to separate faces on a futuristic city mesh and drive edge-based building layouts. Instance buildings on edges, apply random rotations, and prepare for meteor impacts.
Explore the geometry proximity node to drive vertex displacement and shrink wrapping with a target object, using distance and position outputs and group-based sampling for complex scenes.
Create a meteor in Blender using geometry nodes, turning a cube into a rock with fire and a smoke trail, using mesh to volume, randomization, and volumetric shading.
Explore the float curve node in Blender geometry nodes to shape a landscape, apply Musgrave textures, and distribute and instance buildings on upward-facing faces for a city scene.
Learn the sample curve node in geometry nodes to place cars along a road created from a curve, using curve to mesh, mesh to points, set position, and randomize colors.
Explore the scene time node to animate cars along a road, using a sample curve and a random value to scatter them and loop with a fraction.
Finish a meteor scene by texturing the road, distributing meteors with geometry nodes, adding mountains and a sunset sky, and polishing with depth of field and compositing.
Explore the ecosphere node in geometry nodes to generate a triangle-based sphere, adjust radius and subdivisions, and quickly create a sci-fi corridor with a single click.
Explore how the triangulate node converts quads and ngons to triangles in geometry nodes, producing a hexagonal honeycomb pattern. Learn choices like beauty, clip, fixed, and min vertices for control.
Learn to separate geometry in Blender using the separate geometry node, with selection versus inverted outputs, and apply compare and normal nodes to build a sci-fi corridor.
Explore how the UV unwrap node drives texturing for geometry nodes pillars and pipes. Learn to use seams, margins, and fill holes to unwrap cylinders and create pillar UVs.
Utilize the face area node to define and delete faces by size, creating top, bottom, and side seams for uv unwrap, and place pillars via geometry nodes.
Describe translating instances with geometry nodes to add sci-fi corridor details, extrude walls, and set lighting and materials. Animate a gravity-enabled walk-through in cycles.
Finish the sci-fi corridor by randomizing pillar textures with geometry nodes, placing greebles via instance on points and orienting them with align Euler to vector, then render and composite.
Fully compatible with Blender 5.1 & above!
Have you ever wanted to learn geometry nodes but didn't know where to start or were overwhelmed by them? Well look no further! This course will go from A-Z of geometry nodes. We will cover ALL geometry nodes and ALL their options and along the way create some awesome scenes!
This course is structed so that every video introduces a new geometry node. With every new node we learn, we will build on the previous knowledge of what we learned. Each section of the course will introduce between 10 to 15 new nodes and by the end of each section you will have created an awesome geometry nodes scene!
This course is project based so we will be making an awesome project with each section!
We will learn how to make things such as:
Buildings & Villages
Trees
Clouds
Grass
A road With Cars on It
Vines
Lighting
Dragons
A Candyland Scene
A Sci-fi Corridor
Rivers With Boats on Them!
A Donut
A Strategy Game
How to Create Hair Using the Hair Nodes
AND MUCH, MUCH more!
3 Different Ways to Do the Course!
Because of how the course is structed, you can do the course 3 different ways:
Again we are going to learn every single geometry node, their options and how to use them. Because of this there 3 ways you can do this course.
For options 2 and 3 I recommend knowing a little bit about geometry nodes first. If you are not familiar with geometry nodes at all it is best to go with option 1 or do the first couple sections of the course so that you understand the basics of geometry nodes before going for option 2 or 3.
Option 1 is to do the course from start to finish. If you are new to geometry nodes or would like to learn every geometry node, this is the best option. Every video we will learn a new geometry node and each video will build on the last one
The second option is to skip to any project or section and do just that section. Each section we start a brand new project so if you want to do a particular project or learn some particular nodes you can just skip to that section.
The third option is if you want to learn or go over a particular node you can go to just that node and learn about that node or refresh your memory on that node!
What will you have gained by the end of this course?
By the end of this course you will have learned every single geometry node, their options and HOW to use them. Not only that but you will have created some awesome projects along the way. The best part? you will now be equipped with the knowledge and understanding to create your own geometry node based scenes! This course will empower you so that you no longer are in confusion about geometry nodes but you have mastery over them like a pro!
So get the course & let's learn about geometry nodes!