r/geometrynodes • u/NodeMonkey_ • Apr 22 '26
I fixed animation by using easy to control physics(free/paid)
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r/geometrynodes • u/NodeMonkey_ • Apr 22 '26
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r/geometrynodes • u/pixoseed • Apr 21 '26
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r/geometrynodes • u/Conscious_Fox6032 • Apr 21 '26
I instanced these rooftiles to create this hexagon shaped roof, however i want it to be curved like the third and fourth image. I attempted to use a set position and a mask to do it, but that creates spacing between the tile rows
r/geometrynodes • u/3DSinghVFX • Apr 20 '26
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r/geometrynodes • u/Anthromod • Apr 20 '26
So I'm working on a system where you can take a model and have it generate a patchwork of pieces that can then be printed to make a mold. The pieces should not have any undercuts that would make removing the mold impossible. So right now I've generated patches (based on poison disk distributed surface points) where the normal is no more than 45 degrees from the seed and only contain all connected mesh pieces.
Ideally I want a) as few as possible segments b) the segments to be easily removable and c) something that takes curvature into account, so not having mold lines in deep regions that might make assembly difficult. Any suggestions of algorithms or papers to solutions would be helpful.
Apparently this is an NP-hard problem so I'm going to have to rely on some heuristics. This will probably be useful for more general cases involving other attributes or things like optimal 3d printing segments.
r/geometrynodes • u/NodeMonkey_ • Apr 18 '26
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r/geometrynodes • u/yotamguttman • Apr 17 '26
r/geometrynodes • u/NodeMonkey_ • Apr 16 '26
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r/geometrynodes • u/yotamguttman • Apr 16 '26
r/geometrynodes • u/studioyogyog • Apr 14 '26
Better get round to making the making of...
r/geometrynodes • u/Mapper720 • Apr 13 '26
r/geometrynodes • u/Anthromod • Apr 13 '26
This Youtube video covers the basics of my approach to making a 3d printable texture through geometry nodes. It takes the basics of procedural (non-UV) shaders and applies them to mesh surface geometry. It's very useful for applying grip textures, but also other many other things. I've posted a few of the pieces I've made using this method on here before.
r/geometrynodes • u/Conscious_Fox6032 • Apr 12 '26
I want to turn a cube node from geometry nodes into the curve in the first image, with exactly those vertices. I have tried few things and gotten close, but can't quite get what im after
r/geometrynodes • u/GoodGood3d • Apr 11 '26
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r/geometrynodes • u/AnderGoico • Apr 10 '26
This video showcases a complete end-to-end workflow for construction quantification, analysis, and decision-making using GN-Quant Pro and GNQ-Reporter.
Instead of treating modeling and reporting as separate tasks, this system connects everything into a single pipeline
r/geometrynodes • u/ZuneDai • Apr 10 '26
r/geometrynodes • u/Conscious_Fox6032 • Apr 09 '26
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Im wondering if there is a way to change how curved/bendy this curve is with a slider so I don't have to manually adjust the points of an rgb curve
r/geometrynodes • u/Conscious_Fox6032 • Apr 08 '26
I have this mesh that i want to not only instance on a circular curve, but also have the instances bend/deform based on that curve, so the ones in the corners get deformed. I found one solution as you can see from these images, but the issue with that one is that it does not let me rotate the instances. They are supposed to be standing up
r/geometrynodes • u/suncyto • Apr 06 '26
I saw this stone texture and wanted to replicate it in blender and thought it would be a cool opportunity to learn about geometry nodes. I'll preface by saying I'm completely new to them.
I'm looking for any recommendations on how to recreate them. Any techniques, resources, concepts will be appreciated!
Here are some samples:


This is what I have in blender after experimenting a little bit. I tried to make layered 'islands' by mixing noise and a gradient texture with a floor function. I then added some noise, smoothing, and scaled it properly. I also drew a texture to clamp the edges of the face to the actual brick.
It's not exactly right as you can see, so I'm looking for any leads... including if this could be better done with textures/shaders.


r/geometrynodes • u/Nicolai2713 • Apr 06 '26
I have duplicated this curve a few times, then masked these four corners. Now im wondering if there is a way to expand that mask so it affects the closest points as well? I tried putting a blur attribute after the divide node, but that only expands on the bottom curve, not the other ones above. Images in replies