Spatial Funnel on Blender Geometry Nodes
Using Blender Geometry Nodes, we can very easily and quickly create the effect of a spatial funnel with animation.
Using Blender Geometry Nodes, we can very easily and quickly create the effect of a spatial funnel with animation.
With Blender Geometry Nodes we can create one-, two- and three-dimensional arrays of objects, just like we created them with the Array modifier. And even better, the arrays created with Geometry Nodes do not multiply the geometry, which affects the viewport speed, memory consumption and scene size.
By combining text extrusion with a simple mathematical operation, we can get an interesting effect of volumetric text in waves.
Bending text along a curve is one of the spectacular techniques for creating various unusual and interesting inscriptions. In Blender, this can be done using Geometry Nodes.
Blender Geometry Nodes has a number of nodes for working with text strings. There are nodes that allow us to convert numbers into text, and replace substrings in a text string. As an example, let’s implement a “countdown” from ten to zero words.
With Blender Geometry Nodes, we can fill the curve with the required number of objects. We can also make the fill a little more interesting by changing the size of the fill objects randomly.
Filling a curve with random size objects on Blender Geometry NodesRead More »
Let’s fill the curve with the required number of objects so that they occupy the entire length of the curve without gaps, adjusting their scale if necessary.
Filling a curve with the number of objects with Blender Geometry NodesRead More »
Deforming a mesh with texture maps in Blender Geometry Nodes, we can achieve very interesting results. For example, with the Voronoi texture, it is very easy to add a bit of “organic” to any object.
Using Texture Maps to Deform Geometry in Blender Geometry NodesRead More »
With Blender Geometry Nodes we can easily and quickly create a fully procedural golf ball.
The distribution of object instances over the mesh surface in Blender is easily implemented with Geometry Nodes. In the simplest setup of such a node tree, when the scale of the base object changes, the dimension of the instances distributed on its surface also changes proportionally. However, it is possible to set a node tree in such a way that when the size of the base mesh changes, the size of the instances on it will remain unchanged, but their number will change.