i will devote my life to remind you how epic blender is by showing you the most mind blowing stuff done using blender, and todays series lets look at god level geometry nodes demos made this week starting off, if this crazy display of 8 milllion points, no geometry by miettinene, its no faces no egdes just point clouds, but you can see milllions of leaves, with wind animation, so how is that possible, well because miettinen here figured he could render dense detail like this by rotating the point normal, texture coordinates and something something, yeah he explains it in the tweet either am too mind blown to understand or its simply witch craft and his lying to use, either way its quite impresssive
next up is this slide break down of a chef by koalaOk, seriously who let him cook, the breakdown shows some of the layers that wenti it to the render, giving us a blockout view, a viewport render, a depthmap, and a final render, i wish there where more breakdowns like this, it shows the contrust between what everyone sees and the work that went in to it, so thank you KoalaOk for cooking hope you continue cooking my friend
in the next demo we get jesse again with another episode of here is something cool i can do and know for sure you can't, like serieously are we even using the same program, again they are bending normals in unimaginable ways using matrices and what ever else, he got the idea from @spagetmenot whose version seems even more complicated because you even see the materials, and double layering inteception stype, nesting more detail and projecting everything onto a surface of another object, this is going to change hardsurface modeling for ever, imagine hardsurface modeling without using booleans,
next up is taha torabpour claiming ot have written the world's fastest blender exporter with a demo to go with it, on the left he has i believe godot or some game engine showing a scene that his editing live in blender and it seems to be realtime and quite quick, even the lighting is done directly in blender, and updates in the engine, this might be the worlds fastest exported indeed, so hoolay taha thats amazing
with my years of blender and 3d experience i still struggle understanding how these animations are made, if you know please let me know in the comments, its obviously not screen recording the process, can't be geometry nodes, that would be insane, might be stop motion, where you take a screenshot of the viewport on every major step, but thats alot of work ontop of the modeling process which its self is crazy work, but i guess only insane people would have the patience to learn 3d so may be thats it, stop motion of your progress, congragulations something that would take 4hours to make now takes 8hours, but wow it looks satisfying to watch
next up we have micheal showing off his shoe lases procedural generator, with rope physics to simulate the swaying behavior you see, i llike how procedural everything is and the number of variations you can make out of these, hand ties, leg ties, cloth wrapped on a character, its just amazing and the generator also works on animated characters as well
next one we have node interactive showing off there new remesh tool that generates quodes and maintains the shape of the mesh, they actually turned this into an addon you can find on blender market, called retopo planes, expecially impressive if you are working with matherous designer into blender, you can retopo your clothes quite easily keeping neat edgeloops while keeping the details,
another impressive one they showed off that uses geoemtry nodes, is there tear painter setup, it combines materials and geometry nodes to add tone parts of the cloth with threads and loose chuncks on the mesh, and again works with animation, if you dint know geometry nodes can have unpreditable behaviour if the mesh is deformed thats why i keep mentioning the animation part, and just look at the difference, here one with no tone areas and tone areas, small details that add alot of visual interest
not to be out done, cartesian caramel came through with his iris generator, and his not affraid to show it up close, infact you fly into the eye to see the realistic fibers generated with geometry nodes, and closes the animation out with this color full transition to complete the effect, super amazed
his among the top creators pushing geometry nodes to the limits, here is a ragdoll sim of spider man, seems like a softbody simulation, i like how the character still maintains form during deformation like there is still muscles and bones under the skin
now this is satisfying to watch, kuldeep singh is like the goto guy for fluid simulation especially 2d fluid simulation in blender he has some great demos and addons you can checkout that he has made with geometry nodes, just loook at this melting effect, dont miss the doplet that starts the melting at the start there truellly satisfying, these are just some of the demos he has made over the years and plenty more i have missed my self so i always go back to his page just to check to satisfy my craving for satisfying renders
to close up this episode of godlevel geometry nodes demos, here is a satsifying render made with geometry nodes by adil, it was his submision into pwnisher's 3d challenge, the render is really welll done and he two color tone is just perfect, there so many amazing renders that came from that challenge and its no suprise and nearly 90% of them used blender in there process, what a time to be alive where a free open source program competes and kinda defeats paid ones, anyway thats it like the video if you want to, share and spread the blender love out there, we got to let everyone know how good we have it here, see you in the next one
