Geometry nodes setup for Tame Impala "Currents" ball going through lines

Hi, I’m trying to recreate this cover from Tame Impala’s album in 3d, and I would like to animate the ball rolling through the lines with geometry nodes. I know it has to do with geometry nodes, but I can’t figure out how to have those lines go away smoothly from the ball passing.
Tame_Impala_-_Currents

Thanks in advance !

It’s not going to be easy, you’ll need dynamic paint for sure. I’d start by getting the surface to deform and resmooth with dynamic paint, once you’ve got that it should actually be simple to deform your texture

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Thanks for your answer !

So you think it’s not possible with only a geometry nodes setup ?

I think it might be possible using the raycast node to drive the distortion of a wave texture somehow, with hit distance (or maybe the geometry proximity node.)

Just thoughts I have not tried.

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I found this :smiley:

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Maybe start with some parallel lines (undistorted wave) and mix the a distortioned version with a parable like math funcion like so… (next would be to move the parabel as if moveing the sphere… ?? )

AnimatedParalellDistortedLines.blend (113.6 KB)

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That’s interesting thanks, but do you think it would be possible with actual lines/long rectangles created in geometry nodes procedurally?
I already did some trials but I’m not a geometry nodes expert so I can’t really make it work

Well… the image distortion also could be used to displace geometry… but since evert neighbour pixel is also distorted in a slighlty similar way this was (also more familar with shaders then GN) my first idea. Also the geometry has to be some line-like or continued “something”…

…but know i also see that the disturbence not only “shifts” lines but produce some circular patterns. So this threedimentional texture also seems to be more fitting than some geometry distortion :thinking: ?
And then there is als this drop like shape on the left and sligthly on thr bottom… so i guess that’s whuy this manually painted illustrationis diddicult to “redo” ???

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Here is a bit complicated example using curl noise to simulate flow using geo nodes

Curl_noise_emaple.blend (237.1 KB)

Also you can check Seanterelle tutorial how to create real 2d fluid simulation

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That looks awesome ! Def gonna play with it, thanks !

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