The Surface Flames - Mesh Conforming Particle Flow Setup In Geometry Nodes With Surface Swirl
A Noise distributed GeoNodes setup, constrained to a custom mesh surface. Additional control for distance from the surface and the style of the noise flow.
In this "Mesh conforming particle flow" setup, we add a bonus degree of movement - away from the mesh, along its normals. This way a fuzzy, warm and chaotic movement is created, which surrounds your mesh with floating and buzzing particles - while keeping them above the surface all times.
In this example the rotation speed is driven by audio. It, of course, could be driven by any value or manual keyframes too.
You can, of course, replace the main object and the particle objects with anything you wish to visualize.
The surface swirl effect is driven by a regular Noise texture, or - if you wish - you can use the provided Curl noise node group, which uses a "leapfrog integration" method to calculate the Curl and Gradient of the noise field, and creating nice, pleasing patterns.
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NOTE 1
(Since it is a concept demonstration, it is kept as simple as possible.) The GeoNodes trees are kept clean, the nodes are not contracted into nodegroups for easier readability and have detailed explanations.)
NOTE 2
(This setup comes in two versions. One working in "normal" Blender (currently 3.5), and an other with Simulation Nodes. The first version buffers the state every frame in an other GeoNodes object and calls it as input. In this version the GeoNodes object cannot be rendered in Cycles, only in Eevee. Use the second version, if you need cycles or you are interested in Simulation Nodes. That version of the setup must be opened in the experimental SimNodes branch. Link to it included. )
Published | 2 months ago |
Blender Version | 3.2, 3.3, 3.4, 3.5 |
License | Creative Commons |

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