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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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Siemen Lens Siemen Lens
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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

Simulating Bugs Crawling on Objects

In the previous chapter, we learned how to utilize the Bake node to save sequences of our node tree. In this chapter, we’ll learn how to create crawling bugs in the Geometry Node editor.

The techniques covered here are highly relevant for any procedural artist. The overall goal of this chapter is to build a versatile, fully procedural system that simulates bug-like creatures crawling across the surface of any mesh, giving you a deep understanding of how to build stateful animations from the ground up.

We will start by adding a node tree on a mesh object for our bugs to crawl on. After that, we’ll distribute some points over this surface.

We’ll also make the points move by making use of a Noise Texture node. After this, we’ll make sure the points stick to the surface, and we’ll give the points a tail.

Lastly, we’ll make the tail move randomly by the use of another Noise Texture node.

Figure...

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