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.

@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 🙏

@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.