Procedural Abandoned House with Geometry Nodes

Hello,

I’ve make this little project to learn more about Geometry Nodes,

Except from a few assets from polyhaven.com everything is done using nodes, a bit overkill but perfect for the sake of learning.

I’d like to thanks @Jacques_Lucke, @HooglyBoogly, Johnny Matthews, Charlie Jolly and the rest of blender’s developer for their hard work !

Cheers,

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OK, I have no idea how you did this, but it does change my assumptions about what geometry nodes are capable of. I really need to spend some time looking into them properly.

This looks great. Well done!

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This is extremely impressive, a stellar job for sure!

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That is amazing! Really shows the potential of GM.

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Thanks a lot !
@neil it’s already quite powerful and that’s probably just the beginning !
The thing is many nodes are small, simple, generic building blocks that are not that inspiring at first.
But once you start digging you can make some more specific functionalities and extend the tool set with custom node groups. Some simple things are still a bit too complicated to do for what they are, but given some time with the tool available you can workaround many issues !
I’m really looking forward how it will evolve and it’s already quite fun to use !

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That is remarkable, I can’t begin to fathom how you develop this. Honestly impressive

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Crazy stuff! :metal:t2: Are the wires hanging from the mostly destroyed buildings an aesthetic choice or a byproduct of the procedural destruction?

I’m not much of a modeler but seeing a giant leap like this in Blender’s capabilities makes me giddy for the future and the areas in Blender that I do work with.

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This looks really great. I’ve just started looking at building some Victorian London buildings but I think I’m going to see if I can be more efficient with geometry nodes. Any tutorial recommendations?

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Damn, that is fantastic. You guys out there are too smart and talented

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Thanks you for the nice comments that’s really appreciated !

@Null_Dispatch, Thanks, I can share more about the process if you’re interested in a particular area. I’ve thought about making a more in depth breakdown but there is a bit too much to cover.

@anon55679826 , yes it’s the same cables that normally stick to the roof and hang straight, but when destroyed do these things. I found that cool so I keep it like that !

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There are quite some possibilities with GN when you need some advanced arrays, or some modeling based on curves. In fact most of the modeling I’ve done are made with curves and a profile for thickness to get some beveled angles.
I think for regular modeling the best is to create some custom modifiers with GN that can help speed-up some tedious tasks, and these you can reuse on a regular basis. In general it’s quite slower to model with nodes, unless you really have a lot variations of the same basis.

Here are some tutorials that helped me to get started :
https://www.youtube.com/c/JohnnyMatthews/videos

I’ve also watched some houdini tutorials to understand more the procedural workflow, and I’ve tried to replicate a few things in blender.

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This is unbelievable! So cool!

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I am definitely interested in any further content you put out on your technique. Amazing work!

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I’ll try to find a way to explain some parts without overwhelming details,

One of the basic things that helped me a lot was to make a “Instance grid on faces” node group.
It uses the Mesh to point node set to face, and instance a giant grid with lots of subdivisions.
Then using a geometry proximity node it’s possible to delete points that are outside the faces.
There are a few caveats that were possible to handle, but that’s basically it…

With that, I was able to make the roof tiles, by instancing tiles on grid’s points.
The outside walls uses the same node group, and by taking the grid and separate the horizontal lines ( using a cross product) I had a basis geometry. Then I converted these lines to curves and massage them from there.

Many things are done with little cheats like that, the more I played with nodes the more I find some ways around what I wanted to do. Before I worked a lot with shader nodes that are quite helpful to get the logic, and a bit simpler because most of the time you are thinking in 2D.

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I saw some similar houses made by a game artist in Houdini some time ago. Her work was very nice, and I wasn’t sure if Geometry Nodes was able to create similar things, but here you are, posting this awesome work. Great job!

Also, it’s incredible how much can be done with geo nodes after just a couple of years dev time. The geo nodes team and users giving them feedback to keep improving the system have done an amazing job.

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Indeed !
I think I’ve seen it too : https://80.lv/articles/procedural-house-production/
That inspired me a lot !

Yes ! Every addition is quite clever and opens a lots of new possibilities. For now it needs to mature a bit more and eventually all the basic tools will be there. But it’s already possible to have a lot of fun and do cool stuff with it right now.

wow… this is amazing! Well done

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This is incredible! Wonderful job!

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if your nodes are easy to use, you could easily sell it on blendermarket

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Thanks a lot for the nice comments !
@stger, it wasn’t build with that in mind, but I’ll use them in other projects and once fine tuned I’ll see if that’s worth sharing in one way or another.