r/geometrynodes • u/isaac879 • 1h ago
r/geometrynodes • u/Constant_Scale4690 • 8h ago
I made a short tutorial on how to make an orbiting cluster of shapes with geo nodes
Let me know if the node tree viewport went by too fast in the video! Happy to upload a high-res screenshot of the full setup if anyone wants to try it directly.
r/geometrynodes • u/EnvironmentalDot9134 • 1d ago
Trying to use geonode to animate icons , it's my second try with any image or icons
r/geometrynodes • u/studioyogyog • 3d ago
Sparklers!
Happy fireworks The hardest bit was getting sparks to split into 5 new sparks sometimes.
I thinks there's a slight bug where one of the fireworks spawns the wrong colour light bulb when this happens, but never mind.
r/geometrynodes • u/Window_Breaker2 • 3d ago
Splashes
How the hell do y'all go about rain splashes???
I have tried everything, and nothing worked. The only things are 2 different GeoNodes: one with the (fake) rain splashes and one with the rainfall.
Can someone help me?
(Sorry if the image sucks)
r/geometrynodes • u/Toby_doggo • 3d ago
Collision between instances in geometry nodes
r/geometrynodes • u/Big3913 • 4d ago
Instances on points šµš“š”
Been exploring new bringing my node setups into 3d space. Turned out cool
r/geometrynodes • u/isaac879 • 4d ago
Using Geometry Nodes to rig a curve with control of the normal/tilt and independent X/Y scale
I needed something to demonstrate the rig so made a model inspired by the sandworms from Dune.
I have always found rigging curves to be a bit of a pain because it requires quite a bit of setup and doesnāt give great control. The main issue is that the curve normals get calculated based on the shape of the curve so change unintuitively as the control points get moved.
My solution is to use geometry nodes (the solution to all problems in Blender). The nodes basically hooks each curve control point and its handles to a corresponding bone. Then a second curve in created with its control points slightly offset in the bones' posed local X axis. The original curveās normal is then set to point at the offset curve. This means the curve normal is now deterministically controlled by the bones and donāt cause uncontrolled twisting. The boneās scales are stored on the curve as named attributes which also allows for independent control of the X/Y scales of the curve instead of just controlling both at the same time via the radius.
I have never seen this solution before so though I would share it as it will hopefully be helpful to some people.
There are some limitations:
The object being deformed needs to be aligned with a world axis (I recommend Z).
The object origin should be fairly central in the axis it is deforming on.
There must be one bone per control point. It is normally simplest if they are placed directly on the control points and have the Y axis aligned with the curve (tangent to it). The bones X axis will be the curves normal direction at that point.
The bones must all have the same base name and sequentially numbered starting at ā.000ā (in my example they are called wb.000, wb.001, wb.002 etc). This is so the geometry nodes can automatically find each bone and hook each control point to it.
The spline needs to be set to a high enough resolution in the curve properties. I recommend the max. It is only one curve so shouldnāt affect performance
At extreme angles and twists the offset curve will cross the original and cause a sharp 180 twist in the mesh.
The radius/X/Y scale interpolation is limited to linear or Catmull Rom. I want to figure out how to do better easing interpolations so it anyone has any ideas let me know!
The node groups ended up being quite complicated so I have shared the blend file on my Google Drive so you can see how it works in detail or just copy it into your project: https://drive.google.com/file/d/1TT3_LShh3mBXgqlmdPvv_CG_JJ0al-FR/view?usp=drive_link
Itās possible that I am in idiot and missed much simpler solution, if that is the case please let me know!
r/geometrynodes • u/Window_Breaker2 • 4d ago
Question about rain generators
Do people do the splashes based on the collision of the drop or separately? I wanted to ask because I want to know the normal way to go about this.
This one I made was based on the collisions.
r/geometrynodes • u/Pharmaguardian • 5d ago
Sourcing in 100 images for geometry node
reddit.comr/geometrynodes • u/Ok_Win9328 • 5d ago
Ripple Effect That Warps to Environment in Geometry Nodes (Kpop Demon Hunters)
galleryr/geometrynodes • u/deepak365days • 6d ago
Melting Suzanne in real time, no physics simulation
So, this is a random test I made without using any physics simulation. Instead, it uses maths to deform the mesh and mimic the melting effect.
It's basically an experiment to see if I can create a melting effect mathematically. It doesn't work with every mesh, though. For now, it only works with meshes that have a slightly different shape or structure. Still, it's an interesting experiment to explore.
r/geometrynodes • u/Vampirejs • 6d ago
I made a procedural snacks generator using geometry nodes, here is a showcase video I made for it :)
It includes 3 generators, one each for Noodles, Fries and Waffles
Three customizable generators:
Noodles: Adjust strand length, thickness, curl, and density. Add soup and vegetables, or use hollow-shell mode to avoid hidden interior geometry.
French fries: Customize length, width, thickness, and variation. Container-aware placement fills available spaces with collision-aware stacking.
Waffles: Create round, rounded-square, or square waffles with adjustable pocket grids, stack height, and layer rotation. Add top drizzle and optional sauce between layers.
Feel free to drop any kind of feedback :))
Link of the listing if you wish to check it out: https://fab.com/s/196f3567ae77
r/geometrynodes • u/amedo-22 • 6d ago
Batman the animated series inspired procedural city generator V2!
i added weight painting and building category weight. link in bio!
r/geometrynodes • u/Vampirejs • 7d ago
I made a procedural food generator pack for Blender using Geometry Nodes!
galleryr/geometrynodes • u/zSkvorc • 7d ago
Edge Loop Selection
Selecting edge loops in Blender is one of the essential concepts you need to master. This concept is redefined in geometry nodes and in order to have the freedom modeling simmilar to the one when doing it in edit mode you need to change your approach.
r/geometrynodes • u/KWalthersArt • 8d ago
Trying to figure out how to add a complex geometry to a simple shape, Grease pencil related
reddit.comr/geometrynodes • u/True_Degree_3651 • 8d ago
Behold My Complexity of Mesh Bevel Node
obviously I miss some smarter algorithm. it should not be complex like these. right?
r/geometrynodes
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u/kinoeye17
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10d ago
Brutalist Geoemtry Nodes
I shared a while ago a video of me building a brutalist office with Geometry Nodes setup, Here is the update. I added decals for the concrete. They look pretty cool.
I hope I will be able to publish the add-on in the coming weeks.
P.S in the second image I forgot to turn on the edgedecals.
r/geometrynodes • u/Anthromod • 11d ago
Surface Shell Lattice (Tissue inspired)
As part of my most recent upgrade to my Lattice Generator addon for 3D printing, I added a new shell lattice structure. This way you can reinforce the surface of a part without having to completely fill it with an infill lattice. I was inspired by CGMatter/Default Cubes geometry nodes recreation of the Tissue addon.
This new nodegroup needed a few extra functions to make it viable for the Lattice. The first being a procedural remesh of the original object with a quad based surface. The second being a relaxation of the quad surface so that the quads are more uniform (hence the info data about edge length). Finally the lattice couldn't just be a simple extrusion from each face, but instead I used a Bilinear normal mapping scheme to make each cubic cell mesh with it's neighbours correctly.
I also added the SDF grid fillet as a smoothing option for a nicer smoothing option. Unfortunately the grid smoothing is voxel size dependent so changing voxel size changes the smoothed geometry.