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

117,380 次观看 • 1 年前 •via X (Twitter)

31 条评论

Nilpotent | Geodyssey On Steam 的头像
Nilpotent | Geodyssey On Steam1 年前

You should do a full tutorial on this

Rombout versluijs 的头像
Rombout versluijs1 年前

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

Shahzod Boyhonov 的头像
Shahzod Boyhonov1 年前

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 的头像
Krysidian1 年前

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 的头像
Shahzod Boyhonov1 年前

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

Krysidian 的头像
Krysidian1 年前

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

Red5 的头像
Red51 年前

you’re a wizard

Zaid Al Kazemi 的头像
Zaid Al Kazemi1 年前

@besinpublic

Muhammed Milan 的头像
Muhammed Milan1 年前

how heavy is this on the pc?

Henry Ventura 的头像
Henry Ventura1 年前

Holy f

Paulo Falcão 的头像
Paulo Falcão1 年前

Really cool!

Antonio 的头像
Antonio1 年前

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

Shahzod Boyhonov 的头像
Shahzod Boyhonov1 年前

This technique is mainly used for clouds in videogames

AnimeArt 的头像
AnimeArt1 年前

Insane

August Renders™ 的头像
August Renders™1 年前

Looks nice! The colors are beautiful!

Daniel Skaale 的头像
Daniel Skaale1 年前

Wow! Nice good job

Sam Francisco 的头像
Sam Francisco1 年前

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 的头像
Zero Point1 年前

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

truth.phd 的头像
truth.phd1 年前

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

Shahzod Boyhonov 的头像
Shahzod Boyhonov1 年前

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 的头像
Meta__Architect1 年前

Fantastic work, can you share your node proccess?

TyroneCa$hMuny 💎 的头像
TyroneCa$hMuny 💎1 年前

Looks so fluffy 🤩

Odes Radcliffe 的头像
Odes Radcliffe1 年前

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 的头像
Neal1 年前

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 的头像
Saurabh Gayali1 年前

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

irj | b3D 的头像
irj | b3D1 年前

lorax approved

andwhynut 的头像
andwhynut1 年前

thanks for sharing! very fluid

Evergarden Games 🌹 的头像
Evergarden Games 🌹1 年前

They seem a bit furry though haha

Imphenzia / Stefan 的头像
Imphenzia / Stefan1 年前

Lorax fluff-level unlocked =)

Japhet Mark Gahob 的头像
Japhet Mark Gahob1 年前

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 的头像
Rei1 年前

Love the look 🤩

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