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GEOMETRY NODES

Computational Explorations

BRIEF

  • Empower the 3D team by creating custom Geometry Node scripts that will assist them with making computational designs easily and quickly in Blender.

  • Learn how to use Geometry Nodes to create said computational workflows.
     

MESH INSTANCING

INSTANCES ON MESH

Places instances based on the target mesh's topology​. Place instances on:

  • Faces

  • Edges

  • Vertices

  • Faces and Vertices

on mesh nodetree.png

INSTANCES ON GRID

Places instances on a grid that is then projected onto the target mesh. The grid can:

  • Scale

  • ​Rotate 45 Degrees

  • Checker Instances

on grid nodetree.png

ROTATED + CHECKER INSTANCES

DEFAULT

ROTATED 45 DEGREES

grid 3.png
grid1.png
grid 2.png

RANDOM INSTANCE DISTRIBUTION

Places instances randomly onto the target mesh. Control the:

  • Seed

  • Density

  • Distance

random distribution nodetree.png

INSTANCING WITH ATTRACTORS

MESH ATTRACTORS

Spawn instances on target mesh based off of proximity from attractor mesh. Control the:

  • Falloff

  • Scaling

Attractor nodetree.png

*Node tree for mesh and curve attractors

CURVE ATTRACTORS

Spawn instances on target mesh based off of proximity from attractor curve. Control the:

  • Falloff

  • Scaling

INSTANCE MASKING

WEIGHT PAINTING

Screenshot 2025-03-01 010430.png
Screenshot 2025-03-01 010559.png

UV ALPHA

Screenshot 2025-03-01 010246.png
vomero swoosh alpha.png
Awe2.png
Awe2.png

ROTATING AND SCALING INSTANCES

INSTANCE TRANSFORMS

Rotate and scale instances non-destructively. Control the:

  • X, Y, Z Rotation

  • X, Y, Z Scale

menu.png

*Global custom Geometry Nodes menu

ROTATE INSTANCES INDEPENDENTLY

Rotate individual instances based on the target mesh's normals by "combing" them to their desired rotations, creating a flow direction.

SDF NODES

SDF UNION OBJECTS

Create a seamless non-destructive union between two mesh volumes. Control the:

  • Mesh Resolution

  • Stickiness

SDF union objects nodetree.png

SINE WAVE DISPLACEMENT

Create a non-destructive sine wave pattern displacement on the target mesh based off of attractor object proximity. Control the:

  • Number of Attractors

  • Wave Density

  • Stickiness

  • Height

  • Falloff

  • Masking

  • Z-Height Chamfer

Sine Wave Node Tree.png

VOLUME TO MESH

VOLUMETRIC TEXTURING

Convert a volume to a mesh to create procedural and organic lattice structures. Control the:

  • Procedural Texturing

  • Mesh Resolution

  • Smoothing Iterations

  • Volume Threshold/Offset

volume to mesh nodetree.png
sdf5.png
sdf4.png
sdf2.png
sdf3.png
Awe2.png
Awe2.png
Awe2.png

EXAMPLE:

geometry nodes thumbnail.png

MESH TO LATTICE

PROCEDURAL LATTICE

Create a 3D lattice within a target mesh's volume using an instance object as a lattice tile. Control the:

  • X, Y, Z Scaling

  • Density

Screenshot 2025-03-02 003256.png

EXAMPLE:

1.png
1a.png
Awe2.png
Awe2.png
Awe2.png
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