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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

Summary

The chapter initiated the creation of animated, surface-crawling bugs by establishing a geometry node tree on a mesh object, laying the foundation for their movement.

Subsequently, points were distributed across the mesh’s surface and animated using a Noise Texture node, introducing dynamic motion.

To ensure realistic interaction, these points were then constrained to the surface, preventing them from floating. Furthermore, a trailing tail was added to each point, with its direction and movement intricately controlled by another Noise Texture, adding a layer of organic randomness.

The tail’s thickness was adjusted, and it was also constrained to the surface, maintaining visual consistency. Finally, the chapter concluded with scene refinement, focusing on adding group inputs to enhance user control and flexibility, thus completing the bug animation setup.

In the next chapter, you’ll learn how we can use the Simulation Zone and Repeat Zone...

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