Made this breathing crystal effect fully procedurally in Geometry Nodes โ no sculpting, no manual keyframed mesh edits. Spikes grow outward and collapse inward on a loop. Rendered with an HDRI and a glass/refraction shader.
ive been playing around with it, to try and get some vertecies to snap to some specific places. ive tried binding them to an armature, but that breaks all the time.
ive also tried making a custom effector with a set position node inside the closure for the effector.
but that also doesnt really work.
i have then tried to find some info on how these nodes even work, but the blender docs are so bad i feel like i understand them even less now. (they really only list what the sockets are called with basically no explanation at all)
are there any places where these nodes are explained? thanks in advance :)
๐บ๐ธ: You can listen to the video in English through the video settings panel. In this video we analyze the Quadrilateral node that generates a parametrizable quadrangular shape.
Brain was fried a bit after the umpteenth time trying to learn geometry nodes, so today I was just having fun with some proximity crystal nodes and made some nifty stylized crystals material setup.
Just a tiny reminder to not just learn but play around with what you are trying to learn.
Hi all. I'm trying to achieve the following: I have a curve along which I would like to instance some meshes (let's say stretched cubes for now, it will be arrows in the end). The meshes will animate along the curve as if they are showing the flow of a fluid.
This setup is already in place and working.
However, the meshes appear and disappear abruptly at either end of the curve, so I tried to make so that their color was fading instead of them being always fully visible. Also this setup is already in place and working, but I am unable to combine the two of them. The best I could get to was the fading sections to move along the curve together with the instanced meshes.
The SmoothFactor is used in the material shading to drive the material's alpha. The first frame situation is the following:
Frame 0
but then as soon as the timeline plays, the faded section starts moving and at frame 50 this is the situation:
Frame 50
What am I doing wrong? Is something like what I want to get obtainable? I admit most of this is "vibe coded" because I'm not great at GN yet, especially when animation is involved, but Google doesn't seem to be able to solve it anyways, even after he created the setup.
๐บ๐ธ: You can listen to the video in English through the video settings panel. In this video we analyze the Quadrilateral node that generates a parameterizable quadrangular shape.
๐บ๐ธ: You can listen to the video in English through the video settings panel. In this video we analyze the Quadrilateral node that generates a parameterizable quadrangular shape.
Inspired by a Ducky3D tutorial on the new Geometry Sample Sound Frequency node in Blender 5.2 RC, with a few of my own touches. Music is the 2025 version of "Arpeggiator" by Jean-Michel Jarre.