Geometry Nodes has just entered a new development sprint focusing on the attribute-based workflow, making it the perfect time to take heed of what has been achieved so far. In a post on the Blender Cloud, Christian Bunyan does just that:
Explore Geometry Nodes for moss & leaves! Supersonic vegetation generation! ? Find out more:https://t.co/Y4rnZUBQV6#b3d pic.twitter.com/zA8e5IhkkA
— Blender Cloud (@Blender_Cloud) February 15, 2021
In his post, Cristian showcases the work of shading artist and node wizard Simon Thommes, a member of the Blender Studio working on Sprite Fright. One of the goals of Sprite Fright was to turbo-boost and laser-focus Geometry Nodes development to useful, production-needed features, in areas such as set-dressing.
Simon showcases the fruit of this collaboration, showing the power and flexibility of Geometry Nodes when it comes to Moss and Leaves generation, and how it is more reusable and extendable than the traditional particle-based approach (the particles of which would have to constantly be re-adjusted and re-aligned)
Watch two full-length walkthroughs by Simon, and get your hands on the moss and leaf .Blend files in the blog post below:
This geometry node looks impressive but may not be the way to go. Too complicated. Look at the nodes just for simple things.
I am still not able to get metaballs to work with geo nodes.