Let’s kick off another week with a full dose of absolutely wild, god-level Geometry Nodes experiments from creators all over the world — from the ongoing Nodevember challenges to fresh tools and R&D demos.
Gaussian splats In Geometry Nodes

We’re starting with Gaussian splats. They’re not officially supported in Blender yet, but as always, if you’re good with Geometry Nodes, everything is just a few nodes away. And here, Cartesian Caramell proves it again by rendering 4D Gaussian Splats entirely inside Blender using nothing but a custom GN setup.
Blender is an incredible piece of software, but development is getting tougher. If we want to keep seeing features like these become native instead of hacks and experiments, more of us need to support the Blender Foundation directly. So if you can, head over to Blender.org and chip in whatever fits your budget. It keeps the lights on, and it keeps this amazing tool moving forward.
physics-based animation in Blender

When he’s not busy rendering Gaussian splats, he’s out here cooking up physics-based animation tests. The first time I saw something like this was in the recent Unreal Engine update, where you get these guided physics simulations — you animate the main motion, and the physics engine handles all the secondary movement on top. It saves a ton of time.
What Cartesian Caramell is doing here isn’t exactly the same, but it feels like the perfect starting point. He has a bus following a curve — something anyone can do in Blender — but then he layers physics on top of it, turning the whole thing into a full-on rollercoaster. I have no idea how he even pulled that off. And of course… he did it all inside Geometry Nodes.
Nodevember challenge

https://x.com/hashtag/nodevember?src=hashtag_click
Now let’s check in on the Nodevember challenge. We’re already 17 days into November, which means 17 prompts should be done by now. If you’re new to Nodevember, it’s basically a month-long ritual where artists push themselves to create something procedural every single day, all following the same prompt list. It’s not limited to Blender either — anything node-based is fair game.
Day one was Pumpkin, then Fire, Ice, Bouquet, Feather, and so on. You can look at the full list below. What makes this challenge special is the mix of artists who join in — different backgrounds, different skill levels, different software — so you end up seeing a hundred completely unique interpretations of the same idea.
And honestly, my favorite part is when they include breakdowns. Seeing how someone builds a procedural asset from scratch is insanely inspiring. If you ever need to take a break from doom-scrolling, diving into these Nodevember posts is one of the best ways to reset your brain.
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Geometry Nodes to Addon Pipeline

Most addons these days are basically Geometry Nodes wrapped in a nicer UI. They can be anything from simple quality-of-life setups to full-on complex tools — like whatever Miettinen is cooking up here. I’ve been following the development of this road-destruction system closely, especially since I’ve built my own version too, which you can grab inside the EverythingPack addon, by the way.
He’s also adding animation to the collapsing pieces. I’m not sure if it’s just smart instance transforms or if there’s some kind of lightweight simulation happening under the hood — but I doubt it needs to be anything too complex. What stands out is the level of detail he’s packing into every fragment. Makes me wonder how heavy it gets in a real scene and what the performance trade-offs look like when everything is instanced and animated at this scale.
incredible artists
When you only speak English, you end up missing out on hundreds of incredible artists from other parts of the world — like Nabeshou. He works in advertising, but he also does these wild experimental Geometry Nodes projects, including this fluid-style setup where he simulates a river made of particles, fully textured and flowing downstream.
He was also part of the team behind an animated billboard project, so he’s not just doing cool experiments — he’s using this stuff in real production work too.
New Archviz addon - Sanctus viz
Back to addons — here’s another one I’ve been featuring in these demo videos for a while, and it’s finally out: Sanctus Viz. It’s basically a big collection of Geometry Nodes setups that generate procedural objects like bathrooms, rugs, tables, roof shingles, tiles, procedural walls, tiling patterns, wooden floors — all already set up with materials.
I haven’t tried the addon myself yet, so I’m not sure if the materials are image-based or fully procedural. But considering it’s made by the same developer behind Sanctus Materials — which is a massive library of purely procedural shaders — I’d bet most of the materials in Sanctus Viz are procedural too, maybe with a few textures mixed in where needed.

Everything Pack

Oh, and I’ve also been updating my Looped Clothing addon. I’ve added a bunch of textured clothes now, and I made it way easier to swap out materials so you can change the look of any outfit in seconds. At this point it’s not even just “looped clothes” anymore — I should probably rename it to something like Cloth Library 2 or something along those lines.
Anyway, if you need a quick way to drop animated clothing into your scene without doing any sims yourself, go check it out.
