Note: the clip below contains spoilers.
Sprite Fright is the new Open Movie, now in production.
As Sprite Fright reaches its final stages, Shader Artist Simon Thommes provides a new production lesson focused on a unique effect: creating cartoony hairspray.
This lesson is focused on Geometry Nodes, still a relatively new feature within Blender. To add structure to his video, Simon focuses on dissecting the effect’s node tree in detail, step-by-step. He covers everything you’ll need, from generating a cloud of points and manipulating the points’ formation/properties, to creating the final effect by converting that point cloud to volume, and then to mesh geometry.
It’s a powerful workflow for a number of reasons. Flexibility, of course, but also: you don’t have to worry about topology.
Here’s an extract. If you’re a subscriber, click the link to get the full lesson.
Part of Simon's lesson. Subscribers have access to the full lesson.
For more of Simon’s ideas, have a look at this recent post on using procedural techniques to create distressed looking characters. It’s based on his detailed course Procedural Shading: Fundamentals & Beyond, which you can find here.
Is there any chance of getting a series of training videos on Geometry Nodes? It would be really awesome!
@Erin M I would like to second this motion! A Geometry Nodes training series would be so good.
@Erin M Currently there is a lot changing in how geometry nodes work, so training content will be a lot more valuable and also more entry friendly as soon as the changes for 3.0 are in (which is soon). Apart from that, I am currently totally preoccupied with the production of Sprite Fright. But after that I'd love to do some more training on geometry nodes, maybe also in combination with the upcoming #nodevember event. :)
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