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#geometry nodes
masonlindroth · 5 months
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Node mania continues. Palette reduction & dithering in Photoshop. 10 colors + transparency
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🔺🔸◼️🔸🔺/ > \ ' OwO ' / < \🔺🔸◼️🔸🔺
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does your default rectangle based sierpiński pyramid need m0r3 1t3rat10n5?
inspired by @anonymous-leemur
more renders and about how I made this (not below the cut because it messes up the arrangement)
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veetri-bitcrush · 5 months
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As promised, I took my MGS Title Animation project and turned it into a friendly Template that you can download and use to make whatever game over screens you need. For free! (link below)
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zittern100 · 3 months
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shoebill
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cathoderaykobold · 4 months
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I know this isn't what any of my followers followed me for, and it won't be done for a while, but in the mean time I made this cool geometry node that populates bookshelves automatically :D A tip: Don't do the empty slots with a transparent material. There's a bug with Cycles that makes them still have shadows if the material is applied with nodes. Use empties instead.
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technician-the · 2 months
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This video shows the first 9 iterations of the Sierpiński Pyramid fractal (Aka Tetrix), Using a method where the previous iterations is scaled, copied, and then arranged back into a pyramid.
this video was made in blender using geonodes, the music is also by me.
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whoisryosuke · 3 months
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nick-nonya · 7 months
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Stylized fur test in blender :3
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impurplle · 2 months
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It's been tough, this final render doesn't want to come out kkk 🫠
All possible problems are happening in the geometry nodes.
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masonlindroth · 5 months
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Mason Lindroth
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not really lost. more like indecisive on where i should go, where i even wanna go, like, in general. what project should i do next? what should i learn next? what should i pursue? what should i do tonight? what should be my name? what should i major on?? who the fuck am i? i seem to always "still have time" but it never feels like enough time. you telling me i cant do em all??? i have to choose??? i dont know i dont know i dont know i dont know i dont know i dont know i guess ill just scroll tumblr i dont know i dont know i dont know i just wanna get out of this country and be myself whoever that is.
maybe i am a little lost
anyways, look !!!!! its made with geometry nodes so its really dynamic !!! numerous sliders !!!!! look at it go !!!!!!!!!!!
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behold the bush !!
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portrait !!! (yes the creature is just a flat plane i might know some blender but i dont know how to draw 3d [eventuallyyyyyy ill learn that])
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kalamitykas · 5 months
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I was watching Foundation, and loved the intro scene FX of the crumbling particles, so of course I had to see if I could recreate it ^^... Gotta love Blende'rs Geometry nodes system, took me just a couple of hours to get it figured out ^^.
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zittern100 · 3 months
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Hello guys! ive been working on this ps1 styled character of a protogen for the past few days and I think he looks very nice so far :D A major thing Is working out how to limit colors nicely maybe in blender and seeing if it looks good all options i tried so far look rather meh
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I really hope that tumblr doesnt compress it too hard lol there are still a few kinks I need to iron out but so far pretty proud of it
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here is he in all his glory in a more neutral pose
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a closeup and last but not least a viewport image
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Once I figure out how to make the rig a little better and finish up on the ps1 look I will start to make this into a ych thing maybe and add a different texture and props for peoples protogen to be ps1fied
Have a good day guys! Hope everyone enjoyed this post I sure did enjoy making it
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celestialmaze · 4 months
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totenrand · 9 months
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Gelatinous Cube in a Dungeon
Another attempt at starting a quick project series where the second entry immediately got well out of hand, though it did produce an element that I’m quite happy with, so I’ll post that later.
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This first piece is an exercise to try and get my head around Blender’s Geometry Nodes system, at least a little bit. Here I’ve been following two main tutorials, one for distributing air bubbles inside a volume, and one for creating a brick wall on a curve; there was also another video that helped with erasing bubbles that escaped from cube, but for the life of me I can’t find that one again.
Edit -- Breakdown of Blender process and links to relevant tutorials now below the fold, now I know I can add a fold.
The Gelatinous Cube
The gelatinous cube’s mesh is just a cube primitive that’s been gently subdivided and rounded off, and then pinched in around the middle a little so it looks like it’s squishing down toward the floor.
Its surface shader is just a couple of noise textures, fed into a Voronoi texture, then fed into a Musgrave texture, which is then fed through a whole bunch of colour ramps into the Principled BSDF shader’s various inputs to make something glistening, organic, and unpleasant looking.
The same Musgrave is colour multiplied with a couple of different quadratic sphere gradients to feed into the density and emission strength channels of a Principled Volume shader, to give the impression of a thick, viscous, turbulent interior and a glow nucleus. (I know gelatinous cubes are supposed to be completely translucent, but that’s not as visually interesting.)
The main bubble distribution is adapted from this tutorial video by Via Crescendo,
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but I’ve also used the newer than that tutorial “Distribute points in Volume” node to create some more randomly placed bubbles, using a node group from the third tutorial (the one that I can’t find again) that does some maths I don’t understand to erase any instances that leave the bounds of the geometry.
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The Dungeon Walls and Floor
The dungeon floor (and ceiling) are by far the simplest things here, they’re just a single tile model that’s been distributed on a grid with the Z position set to randomly jiggle a bit so it looks old and tumbledown.
The walls are more complicated, I’m mostly following a tutorial for generating a brick wall along a curve by Joey Carlino,
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that I’ve modified to instance from a collection of square bricks instead of a single rectangular brick and this random instancing is where the limits of my understanding are reached, as something this node system does means that points get instanced on in pairs which are sometimes adjacent, and sometimes not… This has led to my three ‘detail’ bricks being more clustered in their distribution that I’d like, but the effect this there at least.
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Brick variants wise, going from right-to-left there is, the standard brick which has a heavily worn stone material, a brick with an inset corroded copper mirror, a brick with an inset panel of ‘hieroglyphs’ that have been worn away, and a hollow brick with a glowing gem surrounded by corroded copper mirrors (because the ‘unexplored dungeon lit by burning torches’ trope bothers me).
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whoisryosuke · 5 months
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