Kinetic Trace With Geometry Nodes (3 In 1)

by codesignprojects in Modifier Setups


A pure GeometryNodes setup of a "kinetic fluid art" effect, with a custom object following a user defined curve and carving a shape on its way. There are multiple different files included, with different examples of how to use the node tree. (See links below)

A custom "effector object" (here a sphere, you can set up any mesh), displaces the fluid particle grains along its path, tracing out whatever shape you desire. Since the setup is made for ease of use, you can instance any object on the points, and replace the "fluid particles" to any material you wish to draw within.

The strength and speed of displacement is adjustable. With additional controls included, you can create a "fade effect", where the tracks are gradually covered, the handy way to create loops for decorative interior designs, sci-fi effects and so on.

(In the examples the "carve" object is animated by audio values. It, of course, van be driven by any value you wish)

(MULTIPLE VERSIONS AVAILABLE WITH DIFFERENT MATERIALS AND SCENE SETUPS)

Video here, here, here, and here.

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NOTE

-(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 node groups for easier readability and have detailed explanations. You can embellish, refine as you wish.

-(Read the description text when you open the file, it has a lot of useful info)

- There is an audioreactive setup included . In it we drive the node tree by an audio input, which is baked to an FCurve. Follow the instructions in the description to change the setup and fine tune it to your audio ! (You need to bake it to an Fcurve, fine tune it trough the Map Range nodes, and add keyframes to the material to control the outlook)


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Sales 10+
Published 12 months ago
Blender Version 4.0, 3.6
License Creative Commons
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