Interested in the method of creating cobwebs in Toy Story 4:
https://research.pixar.com/docs/2019.SiggraphTalks.CL.pdf

Trying to replicate this in Geometry Nodes.
It’s deceptively simple. Geometry Nodes are not very suitable for sequential logic, things that are not parallel so to speak.

#b3d #geonodes

I need some initial lines. This will do…

Spawning random points on the mesh, casting to random directions. The longest distance counts right now.

Trying verlet integration / spring constraint in geometry nodes. By scaling the target edge distance, I can introduce a sort of tension.
Cloth Simulation- But With Nodes?

Cloth + Soft-body simulation based on XPBD. Lots of approximations and custom solutions to work around limitations of Geometry nodes (largely related to data handling). I have also tried to avoid loops for performance re…

Blender Artists Community
@thomas_kole Ooh that is a satisfying simulation
@thomas_kole πŸ‘πŸ˜πŸ‘

@thomas_kole So this looks like you came up with a solution to the problem from your first post; this approach doesn't use "sequential logic"?

In any case, this is suuuuper motivating to me to finally try out geometry nodes, thank you πŸ™

@ipsquiggle I'm using a dummy single vertex as a reference for the calculation. Not sure if that's a nice way. I'll post my setup once I'm done.
@thomas_kole I've been re-reading this part trying to visualize, to no avail :
"The target line was
then split into two with a new line added, resulting in all three
meeting at a central new spider position."
Does it mean the target line is split in two at the exact point the spider landed, and then both endpoints from the newly created line are dragged to the spider's start position on the original line ? essentially creating a K shape ? not sure I understand this right
@hadriscus More of an I / H shape. It's worded a bit oddly, but I'm pretty sure this is what is happening (and it works for me)
@thomas_kole haaaaa it makes sense. I struggle to see what the next sim steps do. Trying to build it now...

@hadriscus
My loop is as follows

1) put spider on random position on random thread
2) jump in random dir, see which thread is closest (but not it's start thread)
3) split threads and make new line

repeat