Hi all,
here’s a procedural koi animation I made using geometry nodes.
Hope you like it.
WOW. This is insane- I would fully believe this was a real video, if you told me, the fact that it’s all procedurally generated is one of the most impressive things I’ve seen in a long time
I featured you on BlenderNation, have a great weekend!
Thx bart
Wow thx, I’m flattered! Really glad you like it
Wow, that’s incredible! It looks really convincing and realistic. No clue how any of this works but I love it.
Thank you! This was my first geonodes experience and it took me some time to figure out how to do this
My first geonodes experiences: scattering cubes on a monkey head.
joergsla’s first geonodes experience: creating procedural photorealistic koi carps with animation and splashes.
I feel humbled by what some people in this community manage to do.
this is absolutely mind blowing
Thanks so much
Looks amazing, loving the textures. Is the fish made from geometry nodes as well? Did you base the animation on this?
Hi Jeff,
no, the fish is just a basic model. I made some copies of the original geometry and created blend shapes that can be driven and mixed by geometry nodes. One for the tail length and some blend shapes for gills, finns and mouth that are mostly controlled by random noise inside the geonodes setup. And a procedural texture to round things up.
Yes I watched the tutorail by cartesian caramel (he is a genius) but it didn’t work for me. The fish was getting stretched too much. This setup works for fish with long tails but not for the koi I was aiming for and I needed more control of the directions, speed and route of each fish since this was a comissioned work.
My idea started as a simple setup: I used a sign wave as a curve deformer. The instances are then moved and deformed along a curve to define the rough path of each fish.
And lots of noise that effects the sign amplitude and frequency and the swim speed
And again some noise for the finns and tail
Thank you bart
Splendid work, would love a little breakdown on the nodes.
Blend shapes = shape keys, right?
Is the water interactive (simulated ripples, dynamic paint)?
Wonderful! Very nice work.
I didn’t use shapekeys. To have control over the blend shape deformation inside of geometry nodes you just make a copy of the fish and deform it to your liking, then you can blend between original and deformed version with a set position node. You can even mix multiple of these blend shapes if you calculate the delta between original and deformed geometry
Ah, that’s smart! Thanks for the explanation.