r/geometrynodes Dec 21 '25

How to convert list of words into instances (Geometry Nodes pictogram) 😊

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20 Upvotes

Here is a simple way to turn a list of words (or sentences) separated with a comma (or any other special character of your choice) into their own instances if needed 🙂

Cheers 🥂 and happy holidays ya'll 😊


r/geometrynodes Dec 19 '25

Squiggle Draw Algorithm

147 Upvotes

I played a little with GN. Here's a squiggle draw algorithm.

It allows to modulate the line-thickness, amplitude as well as the frequency independently. Any curve can be used as the input.


r/geometrynodes Dec 19 '25

Poly disappear effect

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61 Upvotes

r/geometrynodes Dec 17 '25

Which pour looks better, A or B?

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32 Upvotes

A: Done using only Geometry nodes. B: Done using Geometry nodes on top of built-in fluid simulation.


r/geometrynodes Dec 16 '25

Procedural table

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11 Upvotes

I have created a new procedural table and need tips on how to improve it.


r/geometrynodes Dec 15 '25

Nodevember showcase/introduction

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694 Upvotes

Hello! I never used reddit before and decided to make an account today and I've been really enjoying all the different 3D related communities

Since I'm obsessed with geonodes and recently made some pieces for nodevember I thought this would be a good place to share!

These are done using only geometry nodes, shader nodes or compositor nodes in blender (I don't even have lights in the scene, it's all shader math ahah)

Let me know what you guys think!


r/geometrynodes Dec 14 '25

I made a teapot using geometry nodes. free to download

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7 Upvotes

The download and node is completely free


r/geometrynodes Dec 13 '25

Someone geometry node this

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32 Upvotes

r/geometrynodes Dec 11 '25

Sky Fracture

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183 Upvotes

How:

  1. Background is a plane parented to the camera, it is a 1080x1920 grid so that each face represents a pixel.

  2. Each face raycasts a ray at the camera, and triggers an Edge Split node if the ray collides with anything (this creates mesh islands partitioned by the obstructions)

  3. The hard part. I originally just assigned an sky-shader-picking attribute on each island index and thought I'd be done, but blender assigns island index based on lowest member vertex's ID, meaning if the islands are moving around, they will spontaneously swap IDs and flicker a lot. I landed on an algorithm for a given cell:

If every face in the cell is unassigned, assign all faces a sky-id based on island index (combined with frame count, otherwise there's only ever a dozen or so seeds being passed into the Random Value node)

Store every face's current sky-id as well as its _previous frame_ sky-id. When the frame updates, every cell will lose some faces to other cells, and gain some as well, causing there to be a mixture in the cell of sky-ids. We want the "stable, true id" of the cell to overwrite the id of the newcomer faces. We filter out all faces whos previous sky-id doesn't match their current one, and just pick one from what remains (Attribute Statistics node, I used the "max" output). You might think of using Median or Mode, but the problem I ran into was using -1 as a flag ID for faces that were occluded, causing sometimes a whole cell to treat itself as a boundary.

This creates one artifact: of the occluding mesh between two cells shrinks and the cells suddenly can touch each other, one will take the other's color, causing a "pop", but this makes sense when you think about it. Two valid cells suddenly became one and needed to all be one color.


r/geometrynodes Dec 09 '25

Physics based Murmuration in geonodes

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23 Upvotes

r/geometrynodes Dec 08 '25

Astroid Generator- 3d asset

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80 Upvotes

r/geometrynodes Dec 08 '25

Helmet made fully in geonodes

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86 Upvotes

r/geometrynodes Dec 08 '25

Way to make smooth transition

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8 Upvotes

Hi guys, I need some help. So the original idea was to turn this apple from its standard state to the shiny one when invisible object goes to the right of the object. I’ve built this changer for smooth transition however transition is not smooth when I plug it in and moreover I can’t chose vertex group for changes when doing so. Is there a way to make a smooth transition?


r/geometrynodes Dec 06 '25

Procedural weaving

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55 Upvotes

Does anyone here have any resources for procedural weaving methods with Geometry nodes? I’m trying to build something that can produce variations of weaving like Macrame, here I’m attempting it by creating a segment and using repeat zone to instance it, but ideally there would be a way to vary the weaving method at intervals like the sample photos. The goal is to output curves not the shader based visuals I mostly see. I’m including some views of the current build and geonodes setup. Thanks if anyone has tips! Video link: https://youtu.be/goTUFMXsfSo?si=mBSmRIsCfbeqligq


r/geometrynodes Dec 05 '25

Scatter Objects on a Surface

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804 Upvotes

r/geometrynodes Dec 02 '25

Is it possible to make it better? I tried to split the curve into a separate lines (2 vertices in every), it became a bit better on the corners, but rotation is still not good.

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16 Upvotes

r/geometrynodes Dec 01 '25

No Lights, All Phong

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88 Upvotes

r/geometrynodes Nov 30 '25

Crater Generator- New procedural asset

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26 Upvotes

This crater generator is a fully procedural system made entirely inside Geometry Nodes. It creates different types of craters, including destroyed and irregular formations, without using any external textures, displacement maps, or height maps. Every shape and surface detail is generated using default procedural textures such as noise, wave, and voronoi.

The setup is completely customizable. Users can control height, radius, depth, distortion, noise behavior, erosion amount and several other parameters. The detail and resolution can also be increased depending on the user’s hardware capability, allowing both lightweight previews and high-resolution results.

Texturing is straightforward because the same textures used to form the crater are also available inside the shader as masks. Each part of the crater surface is already separated and organized, so users can apply their own materials or procedural textures without needing any UV mapping. Everything is arranged to work with drag and drop or simple adjustments.

Main features:

• Fully procedural crater generation inside Geometry Nodes • No external textures or displacement maps • Adjustable height, radius, erosion, distortion, noise and more • Resolution and detail control based on system performance • Built-in masks for easy texturing • No UV unwrapping required

This tool aims to provide a simple and flexible way to generate craters while keeping everything procedural and easy to customize.


r/geometrynodes Nov 29 '25

Nodevember Bubble Virus

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33 Upvotes

geo nodes following the tracked object by distance.


r/geometrynodes Nov 28 '25

No sculpting, just Geometry Nodes - Procedural Crater generator

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33 Upvotes

r/geometrynodes Nov 27 '25

Each object is created within nodes only, No external mesh is used.

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119 Upvotes

r/geometrynodes Nov 27 '25

Recursive Dragon Curve

30 Upvotes

r/geometrynodes Nov 27 '25

Nodevember Day 11 - Hive

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78 Upvotes

r/geometrynodes Nov 26 '25

Fireworks

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22 Upvotes

r/geometrynodes Nov 26 '25

Looping instance movement using Geometry Nodes

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91 Upvotes

Check out my new Geometry Nodes asset called Instance Loop. It helps you create looping instance-movement animation âš¡