How I could achieve something like that
https://www.instagram.com/reels/DXTuQSEjAzi/
The video showcase procedural adjustments to the grillz, is this something that could be replicate?
How to even go about this flow?
https://www.instagram.com/reels/DXTuQSEjAzi/
The video showcase procedural adjustments to the grillz, is this something that could be replicate?
How to even go about this flow?
I’m looking for 5 Geometry Nodes beginners for a 20-minute private test.
I’m building a Blender add-on that teaches GN inside Blender using node lessons, data-type explanations, practice setups, visual previews, and graph checks.
I’m not looking for bug hunting only. I want to see where the learning flow becomes confusing.
You’ll get a private build and free access to the launch version. Best fit: users who have tried GN but still feel lost about which nodes to use or how sockets/data types connect.
Just to be upfront, we don't have tons of money, this is a passion project. However, you are absolutely welcome to share any results you get out of this in your portfolio or on your socials etc., and if the project should ever make money, you will be compensated, which is the first thing we'd discuss before getting you on.
That being said:
Hi everyone! We’re a small 4-person team working on a vertical slice for a turn-based, rogue-lite sci-fi game called "Echoes of Steel". The premise is to delve into a biomechanical dungeon, using harvested robot parts to craft custom gear, which opens up new strategic possibilities to delve even deeper. Our team currently consists of a Systems Programmer, a progression and combat-focused game designer, an animator, and myself handling all the art assets and general creative direction.
At this point, we have a bunch of unique assets, but I'm currently thinking about how feasible it would be to create modular kits that could be seamlessly fused together and "drawn out" rather than painstakingly put together by hand.
How would the assets need to be built for this?
It would be great to have someone who can "see through the matrix," so to speak, and let me know what requirements certain assets need to meet to make this possible - especially since our style is somewhat organic.
I've attached some art assets, as well as the player character and the combat feel we're going for. They are all a work in progress, but before going any further, I wanted to put this out there and see if someone could help us out. Ideally this would help us focus on the creative aspect and safe time to make biome creation in such a small team possible.
What we're looking for: dynamic island connection via cables and the ability to draw walls on a hexagon field.
If anyone has questions let me know!
Hello everyone!
I've been using Blender for several years, but I've never really explored Geometry Nodes.
I know how powerful it is and the wide range of possibilities it offers. That's why I'd like to ask those of you with more experience whether the workflow I'm imagining is actually possible.
I work in interior visualization, mainly focusing on custom cabinetry. I use Blender to create the environments and render the final images. In addition, one of the main services I provide is the technical documentation required for manufacturing and installing the furniture—which is actually the core of my business.
The problem is that all of the manufacturing data (cut lists, part lists, etc.) is created in a different piece of software. As a result, I have to rebuild the furniture project almost from scratch a second time.
That made me wonder: what if I could do the entire workflow directly inside Blender?
I know it's possible to create parametric furniture with Geometry Nodes, but what I'd really like to know is whether it can also support the manufacturing side of the workflow.
Example
Let's say I have a parametric two-door cabinet module created with Geometry Nodes. In the Outliner, it appears as a single object.
However, when it's time to generate the technical documentation, I'd like to export a CSV file containing every individual part that makes up that cabinet, even though it exists as only one object in Blender.
For example:
Bottom panel
Left side panel
Right side panel
Top panel
Left door
Right door
Each part would need to include its name and final dimensions.
This would allow me to design an entire project using parametric furniture and then automatically generate a complete manufacturing parts list without manually rebuilding the project in another application.
Applying the Geometry Nodes shouldn't necessarily be required, although doing so in a duplicate file or a separate scene would be acceptable if needed.
The biggest challenge I haven't found an answer for is edge banding.
Would it be possible to define, within Geometry Nodes, the edge banding for each of the four edges of every panel and then export that information to the CSV as well? For example, indicating which edges receive edge banding type A or type B.
I understand that exporting the CSV itself would probably be handled by a Python script rather than Geometry Nodes.
My main question is whether a Geometry Nodes system can expose all of this per-part information such as part names, dimensions, and custom manufacturing metadata even though the cabinet is represented as a single object inside Blender.
I really want to recreate something like this. I’ve been testing out a bunch of methods to create ponytails in blender using geometry nodes to try and get close to what I want but so far I haven’t really been satisfied with the results, especially because I need it to be animated, probably via proxy mesh.
Th creator said that they’d be making a tutorial some time but that was a while ago and I don’t want to bug them, especially because they seem busy. I’ll add pictures to the comments of my attempts so far once I’m at my computer.
Frankly I’m still a huge geonodes noob so if anyone has any recommendations on vidoes/guides/projects that help understand the basics/fundamentals I’d really appreciate it
am i in a right place? anyway what i want to ask, is "is there or can it be done? to make a, well any polygon, regular or irregular, concave or convex, showing interior angles, where i also can put the measurements of each angle on the right or left side and summing those interior angles, so then my students will see the measurements of the angles, whenever i move any of the vertices of the polygon, i hope anyone can understand what i mean. thanks..
Created this for my self it helps me to learn easily , it's not applicable for Blender 5.1 ,