GeoTree: Procedural Trees in Geometry Nodes

Hey, it’s my turn to ask a bunch of questions!

I thought transferring data through a named attribute would be fairly simple to do, but, par for the course, it’s not.

To explain what I’m doing here, at the point where I set the curve radius on the trunk, I throw in a Store Named Attribute node named “tradius” just beyond where I grab the geometry after setting the radius, and using the value of the multiplied float curve I use to define the radius.

Sure enough, it started grabbing float data, just like I wanted. I saw it pop up in the spreadsheet, and figured I was good to go.

Now, I go into my Limb node, bring in the stored attribute into a setup similar to how I defined the tapering trunk radius, and…

…nothing. It produces no branches, and leaves the splines as-is. If I detach the Named Attribute node, it works as intended. With it, it doesn’t do a thing.

So what dumb thing am I doing or not doing here?

I’m working off the assumption that storing a named attribute is just like capturing an attribute, but you can slap a name on it that can be referenced elsewhere to keep from having to drag noodles all over the place.

It should work the way your using it


Check the spelling for the attribute name, could even use a string node to be sure its the same

Unless theres some other weird thing going on

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About that warning it is normal, Blender does warn you before running an embedded python script in a file.

https://docs.blender.org/manual/en/latest/advanced/scripting/security.html

This is a good thing because potentially someone could write a malicious python script, python is a programming language and you can do many things with it.

It is similar to the typical “are you sure you want to run this” warning you get when you download any program from the internet (I get it when I run a portable Blender version for the first time.)

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I figured as much. My major concern was why it was running a script to begin with, and whether it was somehow important to the shader or not.

There is, though I can’t say exactly what.

After further experimentation…

I came across this thread here while doing endless amounts of Googling to figure out what the hell I’m doing wrong.

They provide a link to the .blend file, which I grab, then proceed to reconfigure to match what I’ve got going on in geotrees. And what do you know, IT WORKS!

So now that I’ve verified that it should work under normal circumstances, I have to now search for the variable in my node tree that’s screwing me over.

…woo. party.

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bobs-burger-louise-belcher

…guess you all want a picture too. WELL FINE THEN! HERE!

It’s a bronchial tube simulator.

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That’s just slightly disturbing, but it’s progress :grin:

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It may not be pretty, but damn if it don’t work!

I’ve gone through the whole tree looking for badly scaled branches, and haven’t found a single one. Everything is fitted as it should be. This has been my dream for SO long now! It’s just…just…

…give me a moment. Got something in my eye.

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This is a very, very early version of GeoTrees Redux. Once I got the scaling issue down, the rest started falling into place surprisingly quickly. I’d say it’s already giving me better results than the previous geotrees, and it’s actually quite a bit simpler on the deeper end.

I still have a lot to do, but I figured I’d go ahead and release what I’ve got for everyone to check out. If anyone has any suggestions, or wants to add anything to the node tree, feel free!

GeoTreeR_0.1.zip (181.0 KB)

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Downloaded and going to have fun checking!
First tip, do not bother putting it in a zip. Compress in Blender’s save as dialog (N panel compress),
It does better than zip. :slightly_smiling_face:

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Hey, even more progress :+1:t2: It looks less like weird coral and more like a tree!

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I’ve had this bookmarked all week, I finally downloaded it and tried it out. I’m extremely impressed. Now I just need to find 50 dollars somewhere and cough up for Instant Impostors - I think these two tools combined together would allow you to actually make gouache style forests in Blender, something I previously thought wasn’t feasible at scale

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Check out this video:

I tried some experiments with this technique a while back. I never got around to making a usable system, but it looks quite promising.

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Thanks! There’s lots of tricks out there for forests, Instant Impostors is the best I’ve found so far in terms of maintaining quality across different lighting setups, view distances, and viewing angles. I’ve been following the development pretty closely on Twitter, it’s truly game-changing stuff

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That’s a lot like Deep Trees, an addon I always thought looked really cool, and should’ve been more popular than it ended up being.

The only difference is that instead of buying pre-made trees, you can make them all yourself.

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Yeah, Instant Impostors gives a lot more freedom with styles, it preserves the shaders so you could even do something crazy like a half-tone ink forest. I would bet it works well for complicated rocks as well.

Im getting off-topic, I apologize, I’ll reserve future comments for when I have II and can test it with GeoTrees

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Man, you all are WAY too polite around here. :stuck_out_tongue:

I’m glad you recommended that to me, cuz it’s awesome, and I want it now.

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Looks cool so far, quite clean, but why is the trunk just randomizing along the y axis?

It should be randomizing along X and Y. Let me check it out right fast.

Edit: Okay. The reason why it’s only randomizing along the Y axis is because I forgot to plug the noodle in to the X axis slot.

No need to hurry, just had a look, thats all.

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