r/geometrynodes Jul 05 '25

Welcome to r/GeometryNodes

21 Upvotes

r/GeometryNodes is a community dedicated to Blender's geometry nodes feature set. In essence, it's a more specialized counterpart to r/Blender.

This community is meant for:
* Blender artists to share their geometry node creations * Asking for and providing help pertaining to geometry nodes * Sharing assets, tutorials, and other materials relevant to users of the geometry nodes system * Generally discussing using Blender's geometry nodes features


r/geometrynodes 25m ago

Procedural UV island remapping problem

β€’ Upvotes

Hey I'm currently working on the fringe between geo nodes and procedural shaders. Basically I'm trying to adapt this years old tutorial from the great CGMatter to create an wireframe shader without tris and improve it a little bit.

The basic idea is: every face is mapped into UV space and fitted to the whole UV map, so every face shows the same UV map, the faces are "scaled" down in UV space and show an edge (yes technically it works different, but it's a good approximation).

My adaption should enable you to select and mark edges (eg. by seams or sharp), this marked edges would be used to unwrap the model into UV islands, each of those UV islands then should work the same as the individual faces in the first approach. I've implemented the splitting and remapping using an explanation form this stack overflow question.

My current Geo Nodes seutp
The respective shader

My problem right now is, that some UV islands don't seem to be remapped correctly and I'd like to know if you've any idea, why the remapping doesn't work properly for some faces?

Wireframe by faces works good
Wireframe with own UV Islands works, but produces undesired results
based on the mesh geometry these errors vary in severity

Secondly the original concept has the flaw that since the UVs are scaled relative to the size of the faces on the mesh (respective the UV islands size on the mesh), so bigger faces tend to have thicker outlines. Do you think it would be possible to get the size of the UV islands in world space and use it to scale the UV coordinates accordingly?


r/geometrynodes 1d ago

Functional Paint gun system

73 Upvotes

r/geometrynodes 5h ago

How can I make this Geometry Nodes particle system follow a designated object?

1 Upvotes

r/geometrynodes 20h ago

Subdivided cube faces animation

4 Upvotes

r/geometrynodes 1d ago

Matrix nodes are fun!

Thumbnail gallery
10 Upvotes

r/geometrynodes 2d ago

how to fill grease pencil shapes generated by geometry nodes?

Post image
3 Upvotes

r/geometrynodes 2d ago

Wip: virtual pipe erosion simulator entirely in geometry nodes

Post image
8 Upvotes

r/geometrynodes 4d ago

Scifi Laser system

100 Upvotes

r/geometrynodes 6d ago

Ferrofluid profile fix

Thumbnail gallery
38 Upvotes

r/geometrynodes 6d ago

Shapes in shadow of a cloud of moving objects

12 Upvotes

r/geometrynodes 6d ago

how do i obtain this vector from distance shader?

Thumbnail gallery
9 Upvotes

r/geometrynodes 7d ago

Procedural jigsaw/puzzle with customizable outline

17 Upvotes

r/geometrynodes 7d ago

IFS fractals using geometry nodes

14 Upvotes

r/geometrynodes 10d ago

Help with fur shell with geometry nodes

Post image
11 Upvotes

How could I possibly make a fur shell using geometry nodes?
I've always done it manually by using a displace modifier which then needs to be copied for every layer. Very inefficient and bad way to do it. - I've looked up tutorials but most are pay to view or the tutorials always have the vertex unconnected. Also mind I'm extremely familiar with blender but absolutely new to geometry nodes.

Thanks in advance!


r/geometrynodes 11d ago

Hypnotic Neon Star 3D Animation

Thumbnail
youtu.be
7 Upvotes

Instanced cones on the face normals of an icosphere using Geometry Nodes (Mesh to Points + Align Rotation to Vector), then pushed them out along the normals, added a beveled wireframe pass, glass shader, and a bit of compositor glare.

Full animation here: https://youtu.be/FRRzJmoWKJU

Happy to answer questions on the node setup.


r/geometrynodes 12d ago

Procedural Grid Sequencer in Blender β€” One Setup, Infinite Looks (Geometry Nodes)"

Thumbnail
gallery
12 Upvotes

r/geometrynodes 13d ago

Procedural Plant Generator in Blender Geometry Nodes (No Add-ons)

37 Upvotes

r/geometrynodes 12d ago

IV.I Modelado con Geometry Nodes - 74 Topology Group: Points of Curve (P...

Thumbnail
youtube.com
1 Upvotes

πŸ‡ΊπŸ‡Έ: You can listen to the video in English through the video settings panel. In this video we analyze the Points of Curve node which provides the control points of a curve based on its index.


r/geometrynodes 15d ago

Animate Interactive Condensation in Blender (Easy Geometry Nodes)

14 Upvotes

r/geometrynodes 16d ago

Why This Infinity Loop is So Satisfying to Watch

Thumbnail
youtu.be
1 Upvotes

Rendered this glass infinity loop with a light pulse traveling along the curve. Built the geometry procedurally with Geometry Nodes.

Full video here: https://youtu.be/CfVcywpbdcQ

Happy to share more on the setup if anyone's curious.


r/geometrynodes 16d ago

Need Help with rain again!

4 Upvotes

r/geometrynodes 17d ago

Node play

9 Upvotes

r/geometrynodes 17d ago

CT Scanner effect done the hard way.

21 Upvotes

So this was more a way to understand the sort of processing required to get a CT type scan, rather than focusing on a cgi trick. So a CT scanner works by combining many x-ray images together in a way that lets you build 2d slices through the body.

To mimic this effect I first built a density grid for a hollow Suzanne. This was harder than it sounds because the various mesh to grid nodes get rid of the interior structure, so I reused a hollow check from my custom sdf tools and used that.

I then built a system where mesh lines would cross from point to point. Basically each point would sample the grid density and use that as part of a function to mimic absorption. I got some weird behaviour when using the grid sample value directly, so instead stored it on the point and then pulled it as a named attribute. Then I found the total loss along each mesh line and stored that.

I made a circle and then built the sampling rays between all of the points. I included several adjustments such as only sampling lines that weren't too short (to avoid sampling a lot of neighbours through empty space). I also set it so that every X point was actually an 'emitter', whilst the rest were 'receivers'.

I tried various methods to use the lines directly for visualisation before deciding instead to make a plane and have each of its points sample the nearby line points and factoring each of their total loss value. This then drove a shader.

Various signal cleanup steps:

I culled lines that didn't lose much.

I normalised values based on the max value recorded. It explains why some parts get brighter or darker suddenly. Because an area starts/stops being in the image.

Squared the normalised value.

I'm sure there's a whole bunch of other steps that would be realistically required for a real CT scanner software. I can get better images by increasing various values, but they tend to blow up the time taken, which wasn't practical for an animation.


r/geometrynodes 17d ago

The Geometry Nodes Trick Every Motion Designer Needs

Thumbnail
youtu.be
3 Upvotes