It's out! Download my Cobweb generation and simulation experiment from Gitlab.
It should be easy to integrate: it's just a Geometry Nodes setup.
Have some fun with it, and let me know if you run into anything.
gitlab.com/thomaskole/g...
#b3d #blender3d #geometrynodes
Posts by Thomas Kole
Thanks for your help! The result is awesome!
For human illustrations I turned to my friend and illustrator Pedro Rafael Mena. With his background in archaeology he was the one to do it, and he added a lot of life to these scenes.
www.artstation.com/rafael-mena
All reconstructions were done in Blender, in close collaboration with National Geographic staff. A list of credits can be found on the webpage above. Here's a view of different passes:
Now that it's out I can finally show this:
For the May 2026, National Geographic Magazine commissioned three 3D archaeological reconstruction of the Indus valley site Mohenjo Daro
www.thomaskole.nl/md_natgeo.html
#b3d
Do recommend ;)
🇬🇧#PortfolioDay I'm Rafael Mena, Mexican archaeologist and illustrator doing Mesoamerican stuff, among others.
🇲🇽#PortfolioDay Soy Rafael Mena, arqueólogo mexicano e ilustrador de cosas mesoamericanas, entre otras.
📧 rafaelmena432@gmail.com
#art #Painting #indigenous
Experimenting with some Polyhaven assets. I think these cobwebs are almost done :) #b3d #geometrynodes
I have a first working version of Cobwebs up on @blenderartists.org
blenderartists.org/t/cobwebs/16...
Give it a try, let me know what you think :)
Okay, time for integration.
1) Make initial lines
2) Simulate spiders (and bake)
3) Simulate physics
It's all coming together :)
#b3d #geometrynodes #simulationnodes #blender
I wasn’t doing my velocity calculations right, turns out we can have a little more fun still:
#b3d #geometrynodes #simulationnodes #blender
Trying verlet integration / spring constraint in geometry nodes. By scaling the target edge distance, I can introduce a sort of tension.
I need some initial lines. This will do…
Spawning random points on the mesh, casting to random directions. The longest distance counts right now.
Interested in the method of creating cobwebs in Toy Story 4:
research.pixar.com/docs/2019.Si...
Trying to replicate this in Geometry Nodes.
It’s deceptively simple. Geometry Nodes are not very suitable for sequential logic, things that are not parallel so to speak.
Cute :)
It reminds me of le Moulin du Bonheur, Porquerolles
There's many images of the sailing on this one online
bots?
Awesome! The little "T" is creative license, I liked the idea of acalli being able to access the market directly. We actually know very little about the market and it's whereabouts / size.
What do you think about the 3D map?
Spectacular. What does the wireframe look like animated?
Your whole geonodes project looks super cool. Not sure what you're making but it's super inspiring :D
This is how the pieces come together.
I was just working on some recursive stuff, your post tricked me into making a quick and dirty prototype.
Interesting, I ran into the same thing and came up with almost exactly this solution. Are there any downsides to this? Can you cheaply check if the RenderFeature exists for that camera, and warn if not?
mildly suzanne shaped
What if, instead of steps like this, you add a "crown mold" like curve profile to the arc?
What a funny guy. I love how the wing tips look like gabor noise. "Hard surface" insects must be easier to capture than fuzzy ones, no? Even still, the benefits over normal photogrammetry are obvious.
Anyway, the reason I remembered this is because I'm getting Google Play spam mails and want to close my account. If you want to play it, you'll have to find some shady apk. You probably need an old device / old android anyway.
This is how the scene builds up. It's a short and sweet experience, you land and then get to unpack and drive the rover. Driving was unhinged, as there was no input, the rover would steer where you were looking.
Funny enough I did not actually have a smartphone then, so I was constantly bothering others whenever I wanted to try a new version. It felt a bit like "drawcall-golf", as VR on phones then was super taxing. Like, this is the terrain. I think it turned out decent looking, especially in VR.
Heh, about 10 years ago, I developed a little VR application for google cardboard, titled "Apollo 15 moon landing VR".
It was kind of a hit in that niche, as there wasn't much available.
I did it while in school, I thought VR was super interesting!
Godot and Blender have the most impressive release pages