Summary
In this chapter, the concept of creating a procedural fountain animation using Geometry Nodes was explored. The chapter began by implementing gravity through velocity vectors, using attributes to simulate realistic point motion.
Terminal velocity was added to cap acceleration, and initial velocity was introduced to give the Points a starting motion. Randomization techniques were applied to vary the initial velocity for a more dynamic effect, while calculations were made to gradually slow down the X and Y velocity.
Finally, we introduced randomized movement driven by a Noise Texture node to achieve the finalized procedural fountain look.
Building on this simulation, in the next chapter, we will learn how to bake this simulation with the help of the Bake node in the Geometry Node editor!
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