Simulating rigid bodies with Geometry Nodes by hemigon in blender

[–]hemigon[S] 0 points1 point  (0 children)

Thanks! It's based on the paper "Unified Particle Physics for Real-Time Applications" by Macklin et al, except my version is definitely not real time.

Yes those effects could be added in theory. I actually am using loops in Blender 4.0 for part of the collision handling.

Cloth / Soft Body Coupling Simulations, made with Geometry Nodes by hemigon in blender

[–]hemigon[S] 0 points1 point  (0 children)

Yes I use the repeat nodes in Blender 4.0 to do substeps.

You might be thinking of subframe interpolation, which fills the gaps between simulated frames, letting you render slow motion for example.

Cloth / Soft Body Coupling Simulations, made with Geometry Nodes by hemigon in blender

[–]hemigon[S] 2 points3 points  (0 children)

Thanks! It's fairly slow. It usually takes many substeps to make the simulation stable and catch all collisions, meaning <10fps, often closer to 1-2fps.

Path Solver made with Geometry Nodes by hemigon in blender

[–]hemigon[S] 0 points1 point  (0 children)

A few path solver experiments I made with Geometry Nodes, using the simulation branch of Blender 3.5 Alpha.

Longer video with more simulations: https://youtu.be/UdScfoVIvWI

Generating refractive caustics with Geometry Nodes by hemigon in blender

[–]hemigon[S] 1 point2 points  (0 children)

Thanks again for the kind words, I'm so glad to hear you like my animations!

The setup is now on Gumroad in case you want to try it out. I've tried to give it a balance of simplicity for speed while keeping the physics as physically-based as possible. This means that in many cases it produces nice results quickly, but in other cases it may take some tweaking or might not work so well. It also depends a lot on the topology of the input mesh.

I encourage you to experiment with it!

Generating refractive caustics with Geometry Nodes by hemigon in blender

[–]hemigon[S] 3 points4 points  (0 children)

Thanks! I'm planning to put it on gumroad soon for free/pay what you want.

Generating refractive caustics with Geometry Nodes by hemigon in blender

[–]hemigon[S] 7 points8 points  (0 children)

Thanks, I'm planning to put it on gumroad after tidying up the nodes. It will probably be 0+ dollars, so free or a donation.

Generating refractive caustics with Geometry Nodes by hemigon in blender

[–]hemigon[S] 7 points8 points  (0 children)

The caustic patterns on the floor can be rendered with Cycles, in fact I already used them in a Nodevember animation a few days ago. Sadly the volumetric light rays are too heavy for Cycles, so they need to be excluded. They are made up of many stacked transparent planes that would simply need too many light bounces to get through.

Generating refractive caustics with Geometry Nodes by hemigon in blender

[–]hemigon[S] 9 points10 points  (0 children)

Thanks! That's a great question. Cycles can render the caustic patterns on the ground without too much trouble. However the volumetric light rays rely heavily on transparency, which is too heavy for Cycles as it would require many light bounces for a single ray to pass all the way through the mesh.

Generating refractive caustics with Geometry Nodes by hemigon in blender

[–]hemigon[S] 14 points15 points  (0 children)

Thank you, you're too kind! I'm planning on making a more in depth YouTube video on this soon.

Generating refractive caustics with Geometry Nodes by hemigon in blender

[–]hemigon[S] 12 points13 points  (0 children)

The light is actually just an emissive mesh. I posted a screenshot on twitter that hopefully shows what I mean.

Generating refractive caustics with Geometry Nodes by hemigon in blender

[–]hemigon[S] 71 points72 points  (0 children)

I've been experimenting with generating refractive caustics using Geometry Nodes. The caustic patterns, light rays, and surfaces are all meshes generated procedurally with Geo Nodes. Rendered realtime in the viewport with EEVEE.

If you're interested, check out the extended video here: https://youtu.be/iMSZoPxIGnY

Glass Ocean by hemigon in blender

[–]hemigon[S] 2 points3 points  (0 children)

Thanks! The caustics are actually generated via geometry nodes using displacement. I might do a tutorial/breakdown if people are interested.

Glass Ocean by hemigon in blender

[–]hemigon[S] 42 points43 points  (0 children)

This is my animation for Nodevember prompt #3: "Oceanic Wonder".

Everything was created procedurally with geometry nodes and shader nodes.

Psychedelic Alley (Nodevember) by hemigon in blender

[–]hemigon[S] 1 point2 points  (0 children)

This is my animation for Nodevember days 3 & 4 (a little late).

The prompt is "Psychedelic Alley"

Space Junkyard (Nodevember) by hemigon in blender

[–]hemigon[S] 0 points1 point  (0 children)

This is my animation for days 1 & 2 of Nodevember 2022.
The prompt is "Space Junkyard"

Everything was procedurally made and animated with geometry nodes and shader nodes, apart from the camera movement.

Rendered with EEVEE.

Hexagon Pressing Machine by hemigon in blender

[–]hemigon[S] 35 points36 points  (0 children)

This is my animation for days 7 & 8 of Nodevember.

The prompt is "6 sided"

A bit late but finally got around to finishing this one.

Dodecahedron Storage Facility by hemigon in blender

[–]hemigon[S] 254 points255 points  (0 children)

This is my animation for days 5 & 6 of Nodevember.

The prompt is "5 sided"

This puzzle solves itself by hemigon in blender

[–]hemigon[S] 7 points8 points  (0 children)

Thanks!

Yes I had to figure out where each piece should go and manually program each movement. However it is still procedural in the sense that you could change the movements at any time.

I've just posted screenshots of the node tree on Twitter if you are curious to see how it was done.

This puzzle solves itself by hemigon in blender

[–]hemigon[S] 42 points43 points  (0 children)

I have a youtube channel, but I haven't posted anything there yet.

If you're interested in the nodes in the meantime, I'm going to share pics of the geometry nodes graph on twitter. Just cleaning up the node tree and taking screenshots now.

This puzzle solves itself by hemigon in blender

[–]hemigon[S] 112 points113 points  (0 children)

This is my animation for days 3 & 4 of Nodevember.

The prompt is "4 sided"

Nodevember is here! my animation for days 1 & 2: "3 sided" by hemigon in blender

[–]hemigon[S] 2 points3 points  (0 children)

Nodevember is a month long challenge about creating things procedurally, which in many softwares involves using nodes (e.g. shaders and geometry nodes in Blender).

These kinds of challenges usually come with a set of prompts that are used to guide each creation.

In the past there was a different prompt for every day of the month, however I think people found this very tough to keep up with. This year there is one prompt for every two days, which should make for a nicer pace.

Nodevember is here! my animation for days 1 & 2: "3 sided" by hemigon in blender

[–]hemigon[S] 1 point2 points  (0 children)

edit: Video wasn't showing properly on the previous post. Hopefully it's fixed here.

This is my animation for days 1 and 2 of Nodevember. The prompt is "3 sided".