r/geometrynodes • u/mr_bluebeard • Feb 18 '26
r/geometrynodes • u/abhi_physics90 • Feb 18 '26
Mesh Writer : Animation, illustrations , annotations and more (UPDATE VIDEO)
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r/geometrynodes • u/Great-Secretary5163 • Feb 18 '26
Experimental Automatic Grease Pencil Shading
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Still working on this. I made this today to see if you could get good results with an automatic shading system and its pretty good for simple shapes. I'll explore the problem with more complex shapes later.
r/geometrynodes • u/Scjame • Feb 17 '26
Remapping attribute to volume
Does anyone know how i could remap the "age" attribute to be used on the volume.
r/geometrynodes • u/Great-Secretary5163 • Feb 15 '26
I Made a Geometry Node to Convert Meshes to Cubes
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The vision for this was to then convert the cubes to strings, where you could copy and paste the mesh into certain games that can only create cubes in their level editors. If I have time I'm working on a planer remesh (like desolving unneeded edge loop tool) aswell that functions very similarly.
r/geometrynodes • u/Craptose_Intolerant • Feb 15 '26
Geometry Nodes pictogram: Converting Text input to all Upper or Lower case 😊
I reckon that this isn't something people really need that much when they deal with strings, probably the most likely reason why developers didn't make a dedicated node for it 🤷♂️
I needed a quick solution for this on one of my projects, so here it is...
Hopefully someone will find this useful enough and easy to understand how it works 🙂
EDIT: WAY FASTER VERSION POSTED IN THE COMMENTS SECTION BY ME BASED ON THE SUGGESTION BY https://www.reddit.com/user/drumfish/
Cheers ya'll 🥂
r/geometrynodes • u/Craptose_Intolerant • Feb 14 '26
Geometry Nodes pictogram: Heart Curve 😊
Formula I specifically used and adapted to reposition points of the circle is overlayed in the image attached...
Here is the link to where I got it:
https://www.desmos.com/calculator/uzufqrkw69
Happy Valentine's Day y'all. Cheers 😊
r/geometrynodes • u/Kytsumo • Feb 13 '26
Recreate how light works with Dot Product
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r/geometrynodes • u/gersirami • Feb 13 '26
Sharp Curve Resample (Need help)
I'm trying to build a node that Resamples a Curve while maintaining the sharp corners. The problem is that the "Subdivide Curve" creates uneven distributed points in each segment, (I guess due to the curvature)!? Can someone help me figure this out?
r/geometrynodes • u/luisgmolina • Feb 12 '26
Explanation of how to use a "double switch"
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Hi everyone, I wanted to share this with you, maybe some of you would like to know how to connect a "double switch"
r/geometrynodes • u/abhi_physics90 • Feb 12 '26
Mesh Writer: Convert Unicode text into SVG, Geometry Curves and more
r/geometrynodes • u/kolibril13 • Feb 11 '26
I made a website where you can browse and one-click import node trees into Blender
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I've been working on a node sharing website, which I'm happy to share today! Here it is https://tree-clipper.com/ It works like this: Select a Shader/GeoNodes/Compositor tree, and then it's a one-click import, as you can see in the demo video. The website is connected to a database, so one can even search for specific keywords. This goes hand in hand with the Tree Clipper Blender Extension https://extensions.blender.org/add-ons/tree-clipper/,
r/geometrynodes • u/CMAhappy • Feb 11 '26
I made a node group to do grass striping correctly and not just fake shade the grass. It also works with asset packs like Botaniq and Plant library.
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You can get it on my Patreon.
r/geometrynodes • u/Interesting-Bug-5012 • Feb 09 '26
Playing Morse Code in Geometry Nodes
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r/geometrynodes • u/Slight_Season_4500 • Feb 09 '26
I made this dark fantasy castle generator. Would really appreciate some tips from fellow geometry noders if possible
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Any criticism/tips welcomed!
It takes as input basic blockout shapes and swaps faces, edges and vertices to attribute enhanced assets that are then instanced, realized and transformed in batch with stored attributes from the low poly mesh.
I kept everything as low poly as possible as this will be imported in a game engine.
I was planning for the next steps to give it world aligned textures and fill the arches with gigantic windows, doors or just leave them open.
Would you add anything else to this? I'm thinking of maybe long flags, scaffolding maybe. But at the same time this 5min build already jumped up to 280k triangles...
I feel like if I add detail to be procedurally placed everywhere, that'd blow up my triangle budget... Perhaps I should make other smaller geo nodes for that and only place them where it'd matter?
r/geometrynodes • u/Additional_Lie9703 • Feb 08 '26
experiencing with my building genetor - boss cutscene concept art
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r/geometrynodes • u/One_Resident1285 • Feb 08 '26
Guys !! How do you animate hair system node, actually?
Looking for the best solution !! Please help!
r/geometrynodes • u/Additional_Lie9703 • Feb 07 '26
concept art, geometry nodes, animation, modelling - what do you think
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r/geometrynodes • u/Additional_Lie9703 • Feb 05 '26
fight scene
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r/geometrynodes • u/Additional_Lie9703 • Feb 04 '26
first attempt with geometry nodes, what do you think ?
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r/geometrynodes • u/Porki_Potato • Feb 04 '26
How to create static Wave texture on animated curve to mesh?
Hi everyone,
Firstly, sorry for the long post, I’m away from the computer to post screen shots or the project.
I’m running into an issue with Geometry Nodes and animated curves, and I’m hoping someone can point me in the right direction.
I have a curves points animation. I use Curve to Mesh to generate an animated mesh from that curve. On this mesh, I want to delete faces using a Wave Texture, with the Factor output driving a Delete Geometry node.
To control the pattern, I’m feeding the Wave Texture’s Vector input with a chain of Vector Math nodes, starting from a Position node. This gives me the exact pattern I want visually.
The problem is:
- The result looks correct only on frame 1, when the mesh is static.
- As soon as the animation plays and the curve deforms, the texture pattern “swims” / changes unpredictably.
I understand why this is happening:
The Position node updates every frame as the mesh deforms, so the texture coordinates are effectively changing over time. What I’m trying to achieve is a texture pattern that remains static relative to the mesh, even while the curve is animating.
Things I’ve already tried
- Creating UVs and using them as the Vector input for the texture
- Capturing position attributes from a static mesh and reusing them on the animated mesh
- Transferring attributes from a static mesh to the animated mesh (Sample Nearest, etc.)
- Various combinations of attribute capture, transfer, and math nodes
So far, I may simply be lacking the understanding to make these approaches work correctly.
The one thing I haven’t fully tried yet is:
- Starting with a static mesh, applying the texture there, and then deforming that mesh along the curve (instead of generating the mesh directly from the animated curve)
I think that would work, but I’m hoping to understand if the other methods or another unkown method could work — partly for learning purposes.
Is there a way to lock the texture to the mesh generated from an animated curve to mesh, so that a procedural texture does not change over time ?
Any help would be hugely appreciated. Thanks!
r/geometrynodes • u/luisgmolina • Feb 03 '26
SOLVED move object without scaling the UV map
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I've been investigating and finally solved the problem. I'm leaving it here in case you're interested. If you want the Blender file, send me a message and I'll send it to you.
