# Work with particles

I want to try to do the same.

As I understand it, this effect needs to be created using a particle system and Force Field.
If this is really the case, then I can imagine how to make small particles like in the video. But what about moving lines, I can’t even imagine how to do it?

tbh if you search for “Blender particle trails” you will find tons of tutorials. From particles, to smoke sims to geometry nodes.

The lines are not moving, the camera is.

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They are probably not actually moving. The entire line is present the whole time as a static winding tube, and that tube is UV unwrapped so a gradient can move across the length of the tube.

Here is a quick re-creation:

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I tried to experiment, but so far I can’t get a good result.

I would not do it in the texture like that. I would use the curve’s draw tool to put a bunch of curves on the surface of a character, like this.

Then, you add thickness to the curves and use the “match texture space” option so they have proper UVs.

After that, my setup with an animated gradient will go along the curves nicely.

For the moving lines you can use this GN setup, it uses the Trim Curve node to control start and end points (those are the values you animate), the rest of the setup is to give it thickness, resolution and keep the end points closed.

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Yes, indeed, it is something similar.
Such a moment, is it possible to somehow procedurally distribute these lines throughout the human body?

The simplest way I can think of is by selecting random edges on the model and convert them into curves. It not procedural but it’s quick and easy.

To have something more procedural I think maybe by distributing random points over the surface with the Distribute Points on Faces node, and then connecting them with Points to Curves, but I suspect you’d need a bit of GN math knowledge to properly control how the points are connected.

I fiddled around a bit and somehow it turned out that way. These lines were created through the simulation zone.

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Also check out this curve effect from 3D_Singh:

Good luck.

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Do you have an idea how to make the effect work correctly when the character moves?
I’ll upload my file so you can see the nodes in detail.

Put the armature modifier before the GN modifier.

Good luck.

Maybe I understood something wrong, but in this case I don’t have a skeleton, but made a simple change in the coordinates. And the problem looks like this.

No idea… The network form my example should just follow the geometry:

Are you doing a Sim instead of repeat zone?
If so you need remember that the sim-feedback is isolated, you’ll need to feed in the positions from outside the sim, like explained here.

Good luck.

Do you know why I can’t reproduce the simulation using alembic?

Again, no idea… I’m guessing that since GN is a Blender thing and not an Alembic thing that you would need to bake the simulation, use realize instances node, and then convert it to a mesh so that it can be exported… Hoping someone with more Alembic experience can help you.

Something like this:

Good luck.

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