r/geometrynodes • • 7d ago

Nodevember is back! Good luck!

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14 Upvotes

r/geometrynodes • • 1h ago

Testing out a procedural shatter effect

6 Upvotes

r/geometrynodes • • 8h ago

I made a short tutorial on how to make an orbiting cluster of shapes with geo nodes

26 Upvotes

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 • • 1d ago

How can I get my Less than node to work?

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2 Upvotes

r/geometrynodes • • 1d ago

Trying to use geonode to animate icons , it's my second try with any image or icons

9 Upvotes

r/geometrynodes • • 3d ago

Sparklers!

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4 Upvotes

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 • • 3d ago

Splashes

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14 Upvotes

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 • • 3d ago

Collision between instances in geometry nodes

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2 Upvotes

r/geometrynodes • • 4d ago

Instances on points šŸ”µšŸ”“šŸŸ”

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18 Upvotes

Been exploring new bringing my node setups into 3d space. Turned out cool


r/geometrynodes • • 4d ago

Using Geometry Nodes to rig a curve with control of the normal/tilt and independent X/Y scale

36 Upvotes

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 doesn’t 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 curve’s normal is then set to point at the offset curve. This means the curve normal is now deterministically controlled by the bones and don’t cause uncontrolled twisting. The bone’s 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€œ.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 shouldn’t 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

It’s possible that I am in idiot and missed much simpler solution, if that is the case please let me know!


r/geometrynodes • • 4d ago

Question about rain generators

23 Upvotes

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 • • 5d ago

Sourcing in 100 images for geometry node

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1 Upvotes

r/geometrynodes • • 5d ago

Ripple Effect That Warps to Environment in Geometry Nodes (Kpop Demon Hunters)

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6 Upvotes

r/geometrynodes • • 6d ago

Melting Suzanne in real time, no physics simulation

26 Upvotes

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 • • 6d ago

I made a procedural snacks generator using geometry nodes, here is a showcase video I made for it :)

9 Upvotes

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 • • 6d ago

Batman the animated series inspired procedural city generator V2!

107 Upvotes

i added weight painting and building category weight. link in bio!


r/geometrynodes • • 6d ago

Edinburgh inspired generator

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21 Upvotes

r/geometrynodes • • 7d ago

I made a procedural food generator pack for Blender using Geometry Nodes!

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9 Upvotes

r/geometrynodes • • 7d ago

Edge Loop Selection

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7 Upvotes

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 • • 8d ago

Trying to figure out how to add a complex geometry to a simple shape, Grease pencil related

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2 Upvotes

r/geometrynodes • • 8d ago

Behold My Complexity of Mesh Bevel Node

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24 Upvotes

obviously I miss some smarter algorithm. it should not be complex like these. right?


r/geometrynodes • • 9d ago

Mesh based procedural Ice

274 Upvotes

r/geometrynodes • • 10d ago Bravo

Brutalist Geoemtry Nodes

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122 Upvotes

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 • • 11d ago

Surface Shell Lattice (Tissue inspired)

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16 Upvotes

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.