It's out! Download my Cobweb generation and simulation experiment from Gitlab.
It should be easy to integrate: it's just a Geometry Nodes setup.
Have some fun with it, and let me know if you run into anything.
It's out! Download my Cobweb generation and simulation experiment from Gitlab.
It should be easy to integrate: it's just a Geometry Nodes setup.
Have some fun with it, and let me know if you run into anything.
✨ Points Text with Geometry Nodes || SMGS -07
Link - https://youtu.be/uUOQGueL7r0?si=NZRX-6PI4Z8QUpiq
#b3d #geometrynodes #Blender #MotionGraphics
🧩 Panel Pattern with Geometry Nodes || SMGS -06
Link - https://youtu.be/dT1q3pvTN4U?si=i_cR5Xfo-zgbDAep
#b3d #geometrynodes #Blender #MotionGraphics
🧵 Material Layers with Geometry Nodes || SMGS -05
Link - https://youtu.be/Ha1OfKykwmE?si=xdGEa91rJ1QAs82P
#b3d #geometrynodes #Blender #MotionGraphics
🌅 Layered Sunset with Geometry Nodes || SMGS -04
Link - https://youtu.be/Hie7D4CqYVg?si=OwNVgSI5H8hjHcBK
#b3d #geometrynodes #Blender #MotionGraphics
I just published a free Geometry Nodes setup on Gumroad:
https://alemarcati.gumroad.com/l/geonodes_plexus_v1-0
It generates a three-dimensional "plexus" - a graph of connected nodes/points.
It has lots of tweakable settings, like generating the points from a customizable grid or from a custom mesh, using custom meshes for the nodes, lines thickness and maximum length, looped position animation driven by noise, and more.
#Gumroad #Blender #Blender3D #3D #Free #GeoNodes #GeometryNodes #Plexus #Animation #MotionGraphics #3DArt
In preparation for my talk at #VIZBI2026 in two days, I decided to write a tutorial about how we visualize trajectories from Mastodon, a recently released cell tracking software, in #Blender, since 30 minutes just doesn't cut it when explaining the intricacies of #procedural visualization workflows.
https://artsnscience.eu/mastodon-blender-cell-trajectories/
This visualization pipeline is part of a paper we recently published: https://www.biorxiv.org/content/10.64898/2025.12.10.693416v1
Okay, time for integration.
1) Make initial lines
2) Simulate spiders (and bake)
3) Simulate physics
It's all coming together :)
I wasn’t doing my velocity calculations right, turns out we can have a little more fun still: