Maintain control over each individual instance in GN

This work is the result of several new technics with geometry nodes like here I found a method to control instances more precisely with geometry nodes while keeping control of ratation scale and pos over each point. In this case, I managed the house using this technique.






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What techniques did you use?

Initially, I wanted to use a collection instance, but it didn’t provide enough control compared to geometry nodes. Instead, I used an empty to instance assets on points and kept control with GN to rotate the house to match the desired rotation. Additionally, I applied random scaling using GN. This allowed me to have random assets appear when I created a point in GN for scatter on surface on the mesh.

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This looks great!!
A little bit of feedback: It might look good if you added a bit more atmospheric haze to the scene to help hide the sharp transition between the ocean and sky.

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Thank you. You are totally right. I was struggling a lot to find a solution. The only way I found is to add Layer Weight in alpha. I don’t know if it’s the right method, but it works for the horizon. The problem I have here is getting both horizon and water transition of closest asset of the camera. I can’t achieve both with this technique. So, I tried to hide it with a little foam using a noise shader, but it looks very ugly in my case. I need to improve that.

Here technique of horizon


Here technique I tied to make better transition of water and mesh.

Thank you

For the atmospheric haze I’d suggest just using a big cube with a volume scatter, as for the water material, use the ambient occlusion function to drive the foam at the mesh intersection.

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amazing work, very well done!

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I featured you on BlenderNation, have a great weekend!

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