Flow effect with Geometry Nodes in Blender
With Geometry Nodes in Blender we can easily create the effect of an object flowing from place to place. The effect is universal and can be applied to any mesh.
With Geometry Nodes in Blender we can easily create the effect of an object flowing from place to place. The effect is universal and can be applied to any mesh.
It doesn’t need to assemble a large and complex shader node tree to make a parallax shader in Blender. The simplest parallax effect can be achieved by connecting just 3 nodes.
If it is necessary to exclude all nodes of a certain type from the shader calculation, they can be muted by their type. The muted node remains in the node tree, retaining all links, but doesn’t affect the final result.
When we use “Position”, “Index”, “Normal” or any other nodes from the “Input” group in Blender Geometry Nodes we need to be clear about exactly what information they provide.
Features of using nodes from the Input group in Blender Geometry NodesRead More »
In Blender with Geometry Nodes, we can create several mesh instances (copies of a mesh), distribute them along a curve, and slide them along this curve to the desired position.
Sliding instances along a curve in Blender using Geometry NodesRead More »
The ColorRamp node can be quickly filled with the desired colors from the palette image with automatic separators creation.
Quick filling the ColorRamp node with colors from the paletteRead More »
When we create complex shaders in Blender, consisting of a large number of node groups, the menu for adding new nodes to the material gets clogged up very quickly. In a long list of node groups, it becomes difficult to find the one we need, and even a search does not always save the day. The list of node groups in the menu can be reduced by hiding unnecessary node group names from it.
The Mapping node does not exist in Blender Geometry Nodes by default. However, we can build it ourselves.
UV coordinates can be used for mixing materials directly on the mesh. This can be useful if, for example, the shape of the mesh is cylindrical or closed or the UV boundaries correspond to the boundaries of the mesh.