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WIP - Blender Geometry Nodes (Update #1)

A quick summary of various tools and techniques I'm developing using Blender geometry nodes. I try to update this regularly as I make progress. Nothing here should be considered final work

Building Tool v1

Building Tool v1

Update #1 - Testing using simulation nodes to allow re-using the same process of wrapping details with different settings for density etc. Tis all working well at this point :)

Building Tool v3 - Very early wip of the new attribute and UV projection based workflow I'm trying for the newest version of this. The benefit of this workflow is it allows free deformation of the 3d source mesh

Building Tool v3

Building Tool v3

Building Tool v2 - Wip of version 2, this one spawns modules based on the size of the source mesh with automatic scaling and adjustment. Different module types are controlled by materials and vertex groups on the source mesh. This version also supports

Building Tool v2 - Source Mesh

Building Tool v2 - Source Mesh

Building Tool v2

Building Tool v2

Building Tool v1 - This was made following a tutorial from Kammerbild. A simple modular based workflow with randomisable elements

Building Tool v1

Building Tool v1

Rope Bridges - Some procedural rope bridges originally based on a tutorial with a few extra things added. Supports modular or fully procedural workflow. Driven by a poly line

Rope Bridges

Rope Bridges

Fence and Wall tool, works in 3d based on a spline with auto-subdivisions, can be fully procedural or use modules

Fence and Wall tool, works in 3d based on a spline with auto-subdivisions, can be fully procedural or use modules

Scatter tool v2 - Supports multiple collections with control via texture or vertex colour masks.  The next step will be a hierarchy based scatter tool allowing for each level to be based on the objects placed in the previous one

Scatter tool v2 - Supports multiple collections with control via texture or vertex colour masks. The next step will be a hierarchy based scatter tool allowing for each level to be based on the objects placed in the previous one

Ivy tool, this was a quick tool I made to add a little interest.  I'd like to take it further to support proper ivy and gravity.  It works by using the path finding nodes with vertices to define the start and end points with merging and scaling options

Ivy tool, this was a quick tool I made to add a little interest. I'd like to take it further to support proper ivy and gravity. It works by using the path finding nodes with vertices to define the start and end points with merging and scaling options