I had an idea about using shape keys and #geometrynodes and made a little extension to make it even easier #b3d #blender3d
I had an idea about using shape keys and #geometrynodes and made a little extension to make it even easier #b3d #blender3d
There is a new blog post summarizing what we talked about in our recent #GeometryNodes workshop in Amsterdam. It covers various topics including dynamics, lists, curve mapping widgets, viewers, assets and more. #b3d #devfund
https://code.blender.org/2025/07/geometry-nodes-workshop-july-2025/
They just... don't... stop...
It looks a little less realistic this way, but here's a quick turntable of the final cookie, if you're not hungry enough already.
After all the feedback from yesterday, I think I'm done with these. A fun experiment!
Thanks again to everyone who gave me ideas for improvements. They were a big help!
I included the original render as well, so you can see how things progressed.
Alright, here's a new batch.
Moved some of the material shader stuff into the Geometry Nodes setup so the cookies have more interesting shapes and are less reliant on bump maps for larger details.
Also added a layer of fine detail to the bump maps and adjusted the texture to be less busy overall.
The only downside is that the face count has gone up ~3.5x to accommodate the extra geometry.
I wanted to see how close I could get to a photorealistic chocolate chip cookie with procedural textures/geometry.
After a failed attempt a while ago, I'm trying again. I think it's pretty close, especially at a glance. Looks a little video game-y on closer inspection, though!
Okay this is an exciting update to #blender in 4.5. The ability to load data directly into #geometrynodes
However I am not seeing #OpenUSD yet, but if these formats are a stepping stone to importing and manipulating USD data in geonodes then we are soon going to be making huge leaps in blender
Gaea is cool and everything, but what about fluvial erosion in #Blender with #GeometryNodes?
The concept rather simple:
- spawn points somewhere
- calculate a movement vector with ( N x (0,0,-1) ) x N, where N is the normal vector, sampled from the mesh surface (its a double cross product)
- update the points in a simulation zone
- accumulate the point proximity in a per-face attribute for the mesh. This requires a high res mesh
- optionally displace the mesh
Last night's stream ended up being a #b3d #geometrynodes rabbit hole, with this as a final result. Check it out if you wanna see how I got there: https://www.youtube.com/live/7FdfSKOkzXg
New video out today. This one is part 2 of my lamp rigging tutorial. In this one I build #geometrynodes based springs to place on the arms and then connect them to the rig to make them stretch perfectly.
I made this to test out a Geometry Nodes neon sign thing I made and now I kind of wish this neon sign existed IRL.
pneb-0x03
loop_127 - Free Download: https://mantissa.xyz/vjloops
loop_126 - Free Download: https://mantissa.xyz/vjloops
loop_125 - Free download: https://mantissa.xyz/vjloops
loop_124 - Free download: mantissa.xyz/vjloops
Made some improvements to Rivets Node.
Choose a collection, and Node will place lines of rivets according to topology.
Can control Inset, Spacing, and Scale.
Rivets will rotate to match face Normals.
Added Node Group to Asst Browser. Think it's a bit muddled tho...