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Procedural 3D Modeling Using Geometry Nodes in Blender

You're reading from   Procedural 3D Modeling Using Geometry Nodes in Blender Discover the node-based workflow for physics-based and procedural modeling using Blender 4.5 LTS

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Product type Paperback
Published in Oct 2025
Publisher Packt
ISBN-13 9781836203018
Length 428 pages
Edition 2nd Edition
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Table of Contents (32) Chapters Close

Preface
1. Part I: Familiarizing Yourself with the Node System
2. An Introduction to Geometry Nodes FREE CHAPTER 3. Understanding the Functionality of Basic Nodes 4. Must-Have Add-Ons for Building Node Trees 5. Part II: Creating a Mesh in the Geometry Nodes System
6. Making Use of Node Primitives 7. Distributing Instances onto a Mesh 8. Working with the Spreadsheet in Blender 9. Creating and Modifying Text in the Geometry Node Editor 10. Part III: Modifying Meshes and Curves in the Geometry Nodes System
11. Editing Curves with Nodes 12. Manipulating Mesh Using Geometry Nodes 13. Part IV: Hands-On Projects Involving Advanced Workflow Techniques
14. Creating a Procedural Plant Generator 15. Creating a Procedural Brick Wall Generator 16. Constructing a Procedural LED Panel 17. Part V: Best Practices to Improve Your Workflow
18. Tips and Tricks for the Geometry Node Editor 19. Troubleshooting the Most Common Problems in Geometry Nodes 20. Part VI: Familiarizing with the Simulation Zone
21. Introduction to the Simulation Zone 22. Experimenting with Points in the Simulation Zone 23. Creating a Procedural Fountain Using Points 24. Baking in the Geometry Node Editor 25. Part VIII: Intermediate Exercises to Improve Your Workflow
26. Simulating Bugs Crawling on Objects 27. Creating a Shrinkwrapping Simulation 28. Common Issues Users Experience with Simulation Zone 29. Unlock Your Book’s Exclusive Benefits 30. Other Books You May Enjoy
31. Index

Creating a Procedural Fountain Using Points

In the previous chapter, we introduced you to the cool tricks we can do utilizing Points in the Simulation Zone. In this chapter, we’ll take a look at how we can add proper physics and gravity to these Points to turn them into a procedural fountain animation.

Before we get any deeper into this chapter, let us first explain how we will achieve the effect of gravity using simple mathematics. In this project, we will have Points being thrown upward, which fall down due to gravity, much like a fountain seen in real life.

When you drop or throw something, gravity is the force that pulls it toward the ground. If an object starts moving, its speed and direction are called its velocity. The starting speed of that motion is called the initial velocity.

For example, if you toss a ball straight up, the initial velocity is the speed you gave it by throwing it. As the ball moves up, gravity slows it down, and when it comes back down...

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