blender 5.3 updates and new god level geometry nodes demos

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blender 5.3 updates and new god level geometry nodes demos

# God-Level Geometry Nodes & Blender 5.3 — References


you havent even downloaded blender 5.2 beta and now they are thinking of blender 5.3 well thats the power of open source people cant help but contribute more features than the team can manage to ship in a new version so today lets look at some amazing god level geometrynodes and some new features coming to blender 5.2 and 5.3


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**"Experimenting with Blender 5.2's new Cloth Nodes on some procedural anemones from my coral system"** — M D Sai Charan

if you still need convincing how powerful integrating physics simulation into geometry nodes is going to be here is a demo by sai charan you have some corals animated with the cloth dynamics nodes the fish acts as a collider creating stunning interaction to keep the ocean looking alive while something like this could still be done the old way the new way is procedural so at anytime you can add more coral more fish by simply changing the slider values of your setup


you have hard thin film is now in blender 5.2 principled shader but do you know what it does or why its important sai charan has a great video explainer talking about it all its a great way to add the color spreads you see when oil is mixed with water or on bugs and metals we used to fake this effect using noise color ramps into the shader but now there is a dedicated input in the principled shader that does accurate calculations to get the right color shifts and reflections if you want to check it out links are in the description


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**"Guys I accidentally made VEX in Blender using the new Expression node in Blender 5.3"** — Maxime Gerardin

there is a new expression node coming to geometry nodes and this might be the biggest improvement to geometry nodes since ever this is bigger than any node you can think of bigger than simulation zones repeat zones physics and cloth nodes expressions are what turns a program into a monster cinema 4d has its own called xpresso houdini has vex and they all augment what the programs can do they give you direct access to attributes through scripting so that you can create complex behavior that is not yet supported by nodes or that would be too much for nodes this requires some scripting knowledge but with AI and MCP servers that should not be a problem for you if you dont code you can just describe what you want done and any AI can give you the code you need though you wont beat coding experience


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**"Making a JSON parser in #geometrynodes for fun"** — Cartesian Caramel

another node that could be useful is a node that takes in json and converts it into an array if you dont know json is like a spreadsheet of data for coding you can have a lot of data stored in a json this can be useful in data visualization creating graphs and renders that rely on data what makes a node like this really powerful is the amount of data on the internet that is formatted in json if you go to reddit on subreddits like data is beautiful most of that data is in json or can be formatted in json most statistics in the world are formatted in json there has not been a good way to retrieve this data but with a node like this it can finally be possible


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**"My new contribution to the #geometrynodes meta" (Float Equation)** — CGMatter

another new contribution to geometrynodes is by cgmatter this is not officially in geometrynodes yet but his nodes are available for free he added these node groups that can convert math and physics equations into geometry nodes usually you have to do this manually looking at the equation you have and recreating it with nodes the problem with this is that equations can get really complicated and translating that to nodes becomes even harder with these nodes you just type in the equation directly and the node group evaluates it for you this is super useful because if you want to create new behavior like a fluid solver a rigid body solver from scratch you have to write complicated equations like this there are a lot of technical papers out there that show how to implement things like cloth simulation particle simulation light simulation but what makes them difficult to implement is this part converting the math to nodes and nodes like these give us the first step


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**"Cloth sim experiment"** — Cartesian Caramel

speaking of what geometrynodes can do look at this demo by cartesian caramel simulating a tree out of cloth simulation visually the demo isnt much but technically its everything that was missing in blender cloth simulation the demo shows a tree unfolding with cloth like behavior while keeping form without glitching it also seems like the mesh starts out with few polygons then it ends with these are key observations because if you added any new geometry to a cloth simulation previously the simulation would break or have unwanted behavior here everything looks stable and most importantly controllable in the old cloth simulation you didnt have a lot of control over the simulation you could pin vertices with vertex groups and simulate and thats it here you can see control over the simulation which is what we needed


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**"More geometry nodes to bullet physics"** — Seanterelle

another glimpse of the future is demonstrated by seanterelle in his demo he shows how geometrynodes could be used in conjunction with bullet physics to drive motion you can create complex procedural structures or rigs and animate them using bullet physics if you didnt know bullet physics is the same engine driving all the simulations you see in houdini its the same engine in blender the difference is implementation geometry nodes can finally give us that layer of control between bullet physics and geometry nodes that we currently lack in blender


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**"Blender上で物体検出モデルを動かせました" (Running an object detection model in Blender)** — Melville

did you know you can run LLMs inside geometry nodes i didnt melville shows how you can do object detection inside geometry nodes and if you are not scared by the sheer amount of nodes he sets up to do this then you might be the exact kind of person who needs to follow him he also has a video explaining how the setup is made so you can start using geometry nodes as an alternative to comfyui


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**"Blender Hair dynamics test I really like that I can add modifiers on top of the simulation"** — Joel_RVC

in case you forgot joel is here to remind you that blender has a fully capable hair dynamics system that runs in geometry nodes and this demo is a great reminder of how its miles ahead of the old system you can attach stuff to the hair and they get simulated too he added these colorful stars to the hair and they swing with the hair too something you could not do previously




Real Particles just got an update with particle attraction. You can now use a Stick Particle object as an attractor pulling nearby particles toward it. Great for science scenes — a virus attacking a cellmagnetic fields pulling debris spores clustering around a target. The attraction works with all three particle types:


- **Pile particles** — create piles of objects (sand leaves gravel). Supports initial states simulate a pile set as new state pile more on top apply forces like wind collide into particles

- **Stick particles** — spawn once not every frame stick to objects on contact adjustable sticky force and breaking thresholds for when things get violent

- **Reactor particles** — impact effects one particle system spawns new particles on impact spaceship crashing into a mountain showering debris everywhere


https://esmiles.gumroad.com/l/enwry


### True Image Editor


Edit images directly inside Blender without external editors. Now with procedural textures PBR layer control contrast and blur filters improved cropping and alpha mask generation. Drag and drop workflow bring in images crop generate masks align UVs.


https://superhivemarket.com/products/true-image-editor?ref=311


### Blender for Advertising Masterclass


Full commercial workflow course on Udemy. Product visualization studio lighting setups composition for print and digital material creation that actually looks good in a client presentation and how to deliver production-ready renders. Both parts are out now.


https://www.udemy.com/course/blender-for-advertising-masterclass/


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