Hi all, I want to share a project I have been working on for the past few weeks. My goal is to simulate believable deformation using Geometry nodes. Right now the results are not too exciting, but I am sure they will improve.
This is looking good! I don’t want to sound greedy after getting a whole tutorial on something I’ve been trying to accomplish for years now, but would you mind sharing a picture of the final node setup or the file? I’m having some trouble following the tutorial, and I really want to see if I can recreate this effect in my own characters.
The node group is too big to take a screenshot where you could read any of the nodes.
What I will do is make a generic one that’ll work with any model and upload it somewhere, with instructions on how to use it. But, it’ll take a few days for me to get around to it.
It’s going to take longer than expected for torso joints. I can’t figure out how to get the position of the knee/elbow, nor the angle of the hip/shoulder for IK joints. FK is easy.
I think if I added some more math of the foot position, it could recreate the torso angles… but that’ll take time.
I created the node group from ground up a couple of times, improving the falloff and the performance. This demo is a bit on the exggerated side, but it looks quite cool
That’s really cool ! well done !!!
Can you share a bit of the theory behind the process ? I’m wondering if it’s possible to use the same technique for other use cases.
I’m working on a procedural flower, do you think it would be possible to prevent petals from intersecting using a similar method ?
I’m very curious about how this work !
If the dot product of the raycast and hit normal is more than 0 then the mesh is intersecting. I don’t think this method would work very well with thin meshes. Perhaps you can DM me with your particualr problem so that I can help you out?
I planning on putting the node groups on Gumroad soon-ish
I’m trying to do some growing plants for fun, but it’s hard to add randomization without creating some intersections especially on the petals. But I think I’ll live with it and try to hide the issues on close up shots. Do you think it’s worth trying something ?
That looks really cool! I would suggest using raycast in the +Z direction with a mask at the top parts of the petal. Delete the vertex if the hit distance is less than some threshold. After that you can do some topology test like V+F-E=1 to delete the whole petal
Thanks for the advice !! If I understand correctly you suggest to get rid of intersecting petals ?
That’s a brilliant idea ! but as I plan to animate that, I think it’s not the ideal solution, because they’ll flicker while moving. But it seems complicate to do something that works well… Maybe in the version 2 of my setup
Thanks again for the suggestion, I’ll keep that in mind for another experiment !