Blender Geometry Nodes: Looping, Displacement-Animating, Fused Object Stack
🌟 Product Overview:
This product contains a Blender geometry-nodes group that creates a looping displacement animation effect on a “stack” of geometry instances. Additionally, the instances are driven by two user-defined objects, which are both fused together in the same position to allow for unique styling and position-based material customization.
✨ Key Features:
🟣 Input controls for custom objects and their related material.
🟣 Input controls for stack level spacing and level count.
🟣 Input controls for various animation features
🟣 Stored Named Attributes for the computed stack height and the positioning of each instance.
🟣 Output Attributes to match each Stored Named Attribute, allowing you to remap the attribute to your own Stored Named Attribute if desired.
🟣 Logic for orchestrating the animation on loop.
📦 Contents:
- A Blender file containing:
- The geometry node group.
- A clean, well-architected tree of nodes that frequently includes frames and names describing their intent.
- A demonstration of the node group’s usage, in the form of animated text displacement (which is also inspired by the scene I created here), which consists of a number of useful items:
- A “studio” setup with lighting, multiple cameras, and multiple backdrop surfaces to experiment with.
- An environment-lighting setup with multiple “World” configurations to experiment with — each using different images, HDRI, light strengths, blending techniques, etc.
- A Compositor setup with utility node groups for background images and glare effects.
- A collection of PNGs showcasing final renders from the demo.
🧩 Compatibility Notes
This node group — and the effect demonstrated by its corresponding demo — was built in Blender 3.5.1 using the Eevee rendering engine. It should be compatible with both Eevee and Cycles.
📝 Usage Tips
Configuring the “Starting” and “Ending” Noise W Factor
These are meant to enable animating the displacement on loop. They’re keyframes at the very first and very last frame of the scene. In order to maintain a perfect loop, ensure that the “end value” finishes where the “start” value began, and keep the overall distance between the two values equal at their keyframed points.
You’ll get the .blend file containing the geometry-nodes modifier a demo scene.