To do this, we take the “Rotation” output from “Distribute Points on Faces”, and feed it into the “Rotation” input on “Instance on Points”: the sprinkle should be aligned with the icing mesh itself). We can fix this by making the sprinkles follow the geometry of the faces nearest each sprinkle (i.e. Things now look a little better, but all the sprinkles are pointing in a uniform direction and sticking out from the icing very unnaturally: Rotate your sprinkle so that it’s sitting horizontally (-90 degrees).Īgain, after you do this you have to apply the rotation with “Control + A”, this time choosing “Rotation”: Of course, the sprinkles are now rotated the wrong way. You may need to play with the density a bit before you start seeing sprinkles on your icing: Click on the sprinkle, hit “Control + A”, and then choose “Scale”: One last step: we scaled our sprinkle cylinder, and we now need to “apply” its new scale, before it will start showing up on the icing correctly. We then connect the “Geometry” output of the Object Info node to the “Instance” input on the Instance on Points node: This will generate a new “Object Info” node, like this: Next, we can click on our sprinkle in the Outline view at the top right, then click and drag it onto the Geometry Nodes view at the bottom. We now need to add a new geometry node, “Instance on Points” to our Icing’s Geometry Node setup: Setting the vertex count for the sprinkle to “8” should be OK, as here: Because there will be dozens or hundreds of sprinkles scattered over the icing, we don’t want or need excessive detail (which will slow down renders and also slow down editing in the viewport). We need to scale down the sprinkle and reduce its level of detail. You might have to zoom out to see it: the default size is way too big! From the viewport, we hit “Shift + A” then go to “Mesh -> Cylinder” to add a new cylinder to the scene. Now we take a break from Geometry Nodes to create a model for the sprinkles we want to distribute over the surface of the icing. We need to add a “Join Geometry” node to combine our points with the original icing mesh, like this:įor the time being, we also set the density of our points to “0”, which will hide the giant “blobs” that Blender is currently rendering in the viewport: This is because we have replaced our icing mesh with the output from “Distribute Points on Faces”. The icing also appears to have “disappeared”. We need to toggle the density to adjust this, which we will do later. You can see there’s a single enormous “point” sticking to the icing. Hit “Shift + A” to add a new node, then start searching using the search bar that opens: We now need to add a “Distribute Points On Faces” node. I now delete the Geometry Nodes I created for the Donut, and switch to the Icing instead: We don’t want to alter the donut, but rather the icing (we are adding sprinkles). For instance, if we add a “set position” node and add a Z offset, the donut now moves (the output mesh position has been changed): The node on the right is the final mesh, after any changes made by our geometry nodes. The node on the left (Group Input) reads in the existing data for our mesh (for the donut, in this case). Note that if your nodes disappear, you can get them back by clicking on the “Geometry Nodes” modifier in the right-hand pane: Now, we click on “New” to create a new geometry node setup: We won’t be needing the window in the upper left that shows the positions of all our vertices, so we can close that: Click on that, and choose “General -> Geometry Nodes”. If you don’t see this, look for a little down arrow near the top right corner of the top menu bar. We’ll create a new Workspace (tab) at the top of blender, which will allow us to see our geometry node setup alongside our donut: This enables all sorts of cool stuff, from the ability to dynamically generate frost or icicles on a surface, to the ability to create buildings whose height, window position, and number of floors are all procedurally controlled. Much like the nodes we’ve used so far to create texture, geometry nodes allow use to procedurally generate changes to the mesh (changes to our objects). In previous versions of the donut tutorial, “particles” were used, but “geometry nodes” are a better option in Blender 3.x. Next, we want to add some sprinkles to the donut. This file is the result of my work after following along with the steps in the YouTube video. You can download the associated “.blend” file here.You can download a PDF copy of this post here.Notes below correspond to this YouTube video. I’ll be making additional notes for each of the videos in the series! Just some notes I made while following along with this now-famous blender donut tutorial.
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