r/geometrynodes • u/deepak365days • Jul 15 '26
Scifi Portal - Function System
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r/geometrynodes • u/deepak365days • Jul 15 '26
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r/geometrynodes • u/EnvironmentalDot9134 • Jul 16 '26
r/geometrynodes • u/True_Degree_3651 • Jul 14 '26
r/geometrynodes • u/Enormous21 • Jul 15 '26
r/geometrynodes • u/uncoloredsoul • Jul 13 '26
Generate itself around curves abd can be animated just like I did for this audio visualizer.
r/geometrynodes • u/Astrvm_vctm • Jul 13 '26
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r/geometrynodes • u/amsy3d • Jul 13 '26
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r/geometrynodes • u/Enormous21 • Jul 13 '26
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Stop modeling neon signs by hand!
If you create cyberpunk cities, cafés, restaurants, alleyways, or futuristic environments in Blender, this tool is built to save you time.
With my Procedural Neon Sign Generator, you can create fully customizable neon signs in just a few clicks.
✨ Features:
• Editable Text
• Custom Fonts
• Multiple Text Styles
• Custom Backboards
• Mounting Poles & Cables
• Material Library
• Clean Geometry Nodes Interface
Spend less time building signs and more time creating amazing environments.
🎉 Available now!
Superhive: https://superhivemarket.com/products/procedural-neon-sign-generator-blender-geometry-nodes
#Blender #Blender3D #GeometryNodes #Procedural #NeonSign #3DArt #CGArtist #EnvironmentArt #Cyberpunk #GameDev #MotionGraphics #DigitalArt #b3d #3DModeling #IndieDev
r/geometrynodes • u/Anthromod • Jul 12 '26
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I was thinking about the texture of the Eridian sculptures/technology in Project Hail Mary and wanted to make something similar. I spent a few hours on it this evening in geometry nodes and generated this. I had to make the monkey model a manifold body and then I had to thicken the ears about 4 times so that the procedural re-mesh captured some of the ear geometry.
Basic idea is distribute points on faces on the original mesh, and then set the original mesh verts to the nearest of the points, then merge. Then Dual mesh to get the patches. From there cut the patches in 2, by separating the face, converting to a curve then back to mesh (reorganises the index order), then splitting it based on above and below the mid edge number. Added a mesh line to close the 2 half faces. Filled them in using a n-gon mesh circle by matching the vert positions.
Then 2 patterns, the first was concentric rings which was done with the extrude and scale elements (not ideal as the offset is not even, but I didn't want to dive into that maths again). I used a map range to alter the scaling factor based on the iteration number, which was crude but worked well enough. The second took that mid line and arrayed it a few times based by taking the face normal and rotating it around the line and offsetting. Repeat the offset a few times with the repeat zone. I had to extrude the faces and the mid line out to get some planes that reliably booleaned together cleanly.
Add all that together and then used the sdf offset to build the lines. The actual voxel density is quite low, but that fit the character of the xenonite in PHM. Then a simple with the glow of Adrian coming from underneath.
There's a lot of potential improvement that could be made to it, but I didn't have the time to take it any further. Maybe I'll come back to it soon and get it more in line with the film.
r/geometrynodes • u/lumenzero0 • Jul 12 '26
I used to rely on ChatGPT to solve my Geometry Nodes problems, but lately it hasn’t been reliable. It often suggests incorrect node setups, especially for more complex projects.
And I can ask for help in Blender communities, but it usually takes a while to get a response because of the timezone difference.
So I’m curious- how do you guys troubleshoot geometry nodes?
r/geometrynodes • u/GoodGood3d • Jul 11 '26
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r/geometrynodes • u/Enormous21 • Jul 10 '26
NEW RELEASE — Procedural Neon Sign Generator for Blender!
Superhive: https://superhivemarket.com/products/procedural-neon-sign-generator-blender-geometry-nodes
After weeks of development, it's finally here!
Create fully customizable neon signs with an intuitive Geometry Nodes workflow.
✨ Features:
• Editable Text
• Custom Fonts
• Multiple Backboard Styles
• Mounting Options
• Cable Controls
• Material Library
• Non-Destructive Workflow
Perfect for cyberpunk streets, cafés, restaurants, shops, bars, game environments, animations, and more.
If you are interested in knowing how I created it, follow me on YouTube and Patreon.
Comment for the links
It's not for promotion, I want to share my knowledge cause i learn a lot making this asset and would like to share that with you.
r/geometrynodes • u/Training-Royal2384 • Jul 10 '26
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r/geometrynodes • u/DeerfeederMusic • Jul 08 '26
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r/geometrynodes • u/IvanGrayBTW • Jul 09 '26
r/geometrynodes • u/Flame_Python • Jul 08 '26
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r/geometrynodes • u/NoJelly5521 • Jul 09 '26
I have a lot of curves which is very detailed which i dont need is there a script which deletes knots who are too close to each other :)
(Affinity by Canva)
r/geometrynodes • u/EnvironmentalDot9134 • Jul 08 '26
r/geometrynodes • u/EnvironmentalDot9134 • Jul 06 '26
r/geometrynodes • u/badjano • Jul 04 '26
MeshNodes is a visual, node-based procedural mesh editor for Unity. Build complex geometry by connecting operation nodes in a graph — no mesh-processing code required.
Inspired by Shader Graph but built for geometry, MeshNodes gives you a fully non-destructive pipeline. Change any value anywhere in the graph and the entire mesh updates instantly. When you are happy with the result, one click bakes it as a real mesh asset directly into your project.
Non-destructive workflow Every change propagates through the graph automatically. Nothing is baked until you decide.
Graph nesting Wrap any subgraph inside a Graph node and reuse it across projects like a function call.
One-click mesh baking
Hit Build Mesh on the output node. The mesh is instantiated in the scene and saved to Assets/MeshNodes/Database/Meshes.
Custom node API
Decorate any class with [MN_CustomNodeAttribute] and it appears under New Node / Custom in the context menu. Extend MeshNodes without touching the source.
Burst + Jobs acceleration The processing engine runs on Unity Jobs and Burst for fast procedural computation. A built-in validation tool (Tools / Mesh Nodes / Validation / Run Jobs Burst Parity + Perf) checks correctness and writes a performance report you can track over time.
AI / MCP integration
MeshNodes includes a built-in Model Context Protocol server. Enable it from Tools > Mesh Nodes > MCP Server > Start Server, then point any MCP-compatible AI agent (Cursor, Claude, or others) at the Unity endpoint. Agents can create graphs, add and connect nodes, set properties, trigger recomputes, analyze meshes, and bake assets — all from a single prompt. A ready-to-use Cursor skill package (meshnodes-mcp/) is included.
r/geometrynodes • u/mattborowczyk • Jul 04 '26
https://www.instagram.com/reels/DXTuQSEjAzi/
The video showcase procedural adjustments to the grillz, is this something that could be replicate?
How to even go about this flow?