Another trick with Blender using geometry nodes

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SUMMARY

This discussion focuses on advanced techniques in Blender 3.5 using geometry nodes to manipulate fluid simulations. The user successfully converted fluid behavior into a point cloud and applied a turbulence force field to create dynamic particle effects. By introducing effector objects, such as spheres and various shapes, the user explored how these interact with the fluid, resulting in visually striking patterns and color changes based on particle velocity. The discussion highlights the creative potential of Blender's fluid physics simulator combined with geometry nodes.

PREREQUISITES
  • Familiarity with Blender 3.5 interface and features
  • Understanding of geometry nodes in Blender
  • Knowledge of fluid physics simulation in Blender
  • Basic principles of particle systems and color mapping
NEXT STEPS
  • Explore advanced geometry nodes techniques in Blender 3.5
  • Learn about fluid physics simulation settings in Blender
  • Investigate particle systems and their color mapping in Blender
  • Experiment with creating custom force fields in Blender
USEFUL FOR

3D artists, animators, and game developers looking to enhance their skills in Blender, particularly those interested in fluid dynamics and particle effects.

Janus
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After playing around a bit with making star maps, I found another video which introduced me to another trick that can be done using geometry nodes. This one involves fluids. For background, Blender has a fluid physics simulator, which, as the name suggests simulates the behavior of fluids. What this person did was to use geometry nodes to convert the fluid into a point cloud. Then he added a turbulence force field to "stir it around". He was then able to extract the velocity information for each particle and use it to control its color. The end effect was a interesting shifting pattern of particles and colors.

This got me thinking of another way of using this. You can have effector objects that interact with the fluid simulator. For example, you can make a sphere, drop it into the "fluid", producing splashes, ripples etc. So I made a number of different shapes, and had them pass through the fluid domain to see what kind of results I could get. At first, I went simple with a simple color scheme, with white representing the fastest particle movement, and black the least movement. I did this for a round object, a diamond shape, a bullet shape, and finally a tumbling irregular shape. Lastly, I used an airfoil shape, with the angle of attack increasing as it crosses. With this one I upped the color game, with the color for fast movement being bright red, then shifting through the rainbow to dark blue for the slowest movement.

A video showing the results follows. In the description is a link to the original video from which I got this idea, in case anyone is interested in seeing it.

 
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