Another trick with Blender using geometry nodes

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Blender's fluid physics simulator can be enhanced using geometry nodes to create dynamic visual effects. By converting fluid into a point cloud and applying a turbulence force field, users can manipulate particle velocity to influence color, resulting in captivating shifting patterns. Effector objects can be introduced to interact with the fluid, generating splashes and ripples, with various shapes tested for different visual outcomes. A color scheme was developed to represent particle movement, transitioning from white for fast movement to dark blue for slow movement. This technique opens up new creative possibilities for fluid simulations in Blender.
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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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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...
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