Help with geometry nodes

Help wanted recreating this effect … reveal style.

test2

Is there a way to create a dissolve effect that follows the flow of the geometry (expanding along neighboring verts/face) instead of a radial distance to a stating point/intesection/emptry?

I know in blender you can expand selection in edit mode, so I assume there is a way to use the same functionality via geometry nodes.

Or a shader version perhaps?

Cheers,
James!

Check out this thread.

in a similar fashion you should be able to use Shortest Edge Path in combination with Spline Factor to parameterize your “reveal” gradient which you can then control in a shader.

Hope that helps.

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You could do something like this and just reverse it…

Thanks @zeroskilz
I can see how this could work, I could also use it to grow a proxy mesh around the surface and use a proximity node to the original mesh to create a mesh mask.

Or can]g gemotery nodes be used to modify the underlying mesh instead of using it as a reference to place instances

Thanks Again!

Thanks @RSEhlers
I love the effect and will be trying it out.

The problem I’m trying to solve is how to create a shader/ geometry node setup to expand from a certain location on the mesh to surrounding faces (based on ‘neighbors’) rather than using ‘as the crows fly’ distance to external/empty to drive the effect which doesn’t follow the surface like I’m after.

Thanks for sharing that video still very useful and cool!
Cheers

I saw it done years ago by arranging everything along the x axis in the UV layout. Add a new UV layer and rearrange everything in that layer. Then call that with the UV map node in the shader. It becomes the Vector / Mapping input. Animate your color ramp / mask (B/W texture) along the X axis to swap the mesh shading from transparent to the textured material.
Remember to ignore standard UV layout and arrange everything to give the continuous flow from section to section. So break up the body if / when you need too - like how the flow ends at the waist and at the top of the head. In your example the chest and neck both need to come after the shoulders.

Here is example using shortest edge path node and masking areas in shader editor

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Thanks you @higgsas this is perfect, exactly what I am after!
I’ll post my results soon

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@higgsas
Is there a way to use an empty or mesh with something like geometry proximity node to set vertex group starting point dynamically?

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With empty you can use this

For the mesh you can use Geometry Proximity with Compare node

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@higgsas Mate you are amazing! Really appreciate your responses, extremely helpful!

Here’s what it looks like in a play blast… I’m loving the results. Will add a mesh effect to the main edge and maybe noise to the effect to break up the edge.

Render5

The old version using noise, kinda looks like liquid dripping down but didn’t look good animating over time

Will post an updated render soon!

Thanks again for your help… you now have a new follower on your IG and YouTube channels :smile:

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