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Volumetric stylised trees using raymarching, Blender 5.0, repeat node, Eevee. 40k Trees. #blender #b3d #shader #nodes #eevee

117,380 views • 1 year ago •via X (Twitter)

31 Comments

Nilpotent | Geodyssey On Steam's profile picture
Nilpotent | Geodyssey On Steam1 year ago

You should do a full tutorial on this

Rombout versluijs's profile picture
Rombout versluijs1 year ago

Thats crazy! So is this soft of a "cheap" method to render fur kinda thing as well?

Shahzod Boyhonov's profile picture
Shahzod Boyhonov1 year ago

I think you mean shell texturing, where objects have multiple layers with different displacement values and with different alpha values. This one is similar to how clouds are rendered in games.

Krysidian's profile picture
Krysidian1 year ago

Insane! How long does Eevee/Cycles take to compile a shader like that? I know Native Repeat zones made it in last second but still, wow!

Shahzod Boyhonov's profile picture
Shahzod Boyhonov1 year ago

As this is a dynamic loop, compilation time is very fast for Eevee. And instant for Cycles

Krysidian's profile picture
Krysidian1 year ago

That's incredible. Looks like an entire paradigm shift for shader nodes has opened up with this

Red5's profile picture
Red51 year ago

you’re a wizard

Zaid Al Kazemi's profile picture
Zaid Al Kazemi1 year ago

@besinpublic

Muhammed Milan's profile picture
Muhammed Milan1 year ago

how heavy is this on the pc?

Henry Ventura's profile picture
Henry Ventura1 year ago

Holy f

Paulo Falcão's profile picture
Paulo Falcão1 year ago

Really cool!

Antonio's profile picture
Antonio1 year ago

That is very cool! Wondering if that could be used for clouds🤔

Shahzod Boyhonov's profile picture
Shahzod Boyhonov1 year ago

This technique is mainly used for clouds in videogames

AnimeArt's profile picture
AnimeArt1 year ago

Insane

August Renders™'s profile picture
August Renders™1 year ago

Looks nice! The colors are beautiful!

Daniel Skaale's profile picture
Daniel Skaale1 year ago

Wow! Nice good job

Sam Francisco's profile picture
Sam Francisco1 year ago

Why use raymarching for this I'm curious. The frame drops tell me this can't be better than regular mesh rendering. I guess it's so you can have very simple meshes and define complex shapes on top of them with fragment shaders? But could you still do this with regular rendering?

Zero Point's profile picture
Zero Point1 year ago

Can u show some tutorials for the things you post? For example the black hole

truth.phd's profile picture
truth.phd1 year ago

Raymarching loves blue noise, so jitter the step offset per pixel and accumulate across frames, and your 40k tree volumes read cleaner

Shahzod Boyhonov's profile picture
Shahzod Boyhonov1 year ago

I'm using white noise for the jittering effect here. The slight noise you see is because I accidentally set the ray step size too high.

Meta__Architect's profile picture
Meta__Architect1 year ago

Fantastic work, can you share your node proccess?

TyroneCa$hMuny 💎's profile picture
TyroneCa$hMuny 💎1 year ago

Looks so fluffy 🤩

Odes Radcliffe's profile picture
Odes Radcliffe1 year ago

Is Blender 5.0 now capable of premium quality fast volumetric cloud rendering over the entire sky with interesting cloud forms without paying money?

Neal's profile picture
Neal1 year ago

great concept. I think you are a step or two away from integrating gaussian splatting into the volumetric. realistic trees with your scatter procedure would look incredible

Saurabh Gayali's profile picture
Saurabh Gayali1 year ago

I wish simple nature scenes like this should not have been this load of node worthy.

irj | b3D's profile picture
irj | b3D1 year ago

lorax approved

andwhynut's profile picture
andwhynut1 year ago

thanks for sharing! very fluid

Evergarden Games 🌹's profile picture
Evergarden Games 🌹1 year ago

They seem a bit furry though haha

Imphenzia / Stefan's profile picture
Imphenzia / Stefan1 year ago

Lorax fluff-level unlocked =)

Japhet Mark Gahob's profile picture
Japhet Mark Gahob1 year ago

Hi, I'm no technical artist and does not even touch geo nodes in blender. Can this be used to scatter trees,grass etc. ? This would be a game changer if we can have this performance for 100k or more grass particles.

Rei's profile picture
Rei1 year ago

Love the look 🤩

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