Fill Any Mesh With "Collision Aware" Spheres - The "Gambion" GeoNodes Setup

codesignprojects in Geometry Node Groups


This video is a quick demonstration of the capabilities of Geometry Nodes. Every setup to download aims to be straightforward, explained, compact and easy to read.

Here we are randomly distributing UV spheres inside a mesh. The inside is limited and calculated by a Raycast node mainly, and the spheres are transformed in respect to each other by a Set position node and vector math aided by Geometry proximity. 

Video demo here and here.

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NOTE

-(Since it is a concept demonstration, it is kept as simple as possible.) The GeoNodes trees are kept clean, the nodes are not contracted into node groups for easier readability and have detailed explanations. You can embellish, refine as you wish.

- Since many asked, a short clarification of the method used here to determine which vertices are inside the mesh. If you have vertices inside any mesh, you can "fire" rays from them with the raycast node to a random direction. Sooner or later they will hit the mesh surface, and register this hitpoint and its normal. Now we take the dot product of the ray vector and the normal. If it is negative, then the vertex was inside the mesh !

The file working in Blender 3.6 - 4.2 !

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More info, examples, setups -

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Details
Sales 100+
Rating
1 ratings
Published over 4 years ago
Blender Version 4.2, 4.1, 4.0, 3.6, 3.5, 3.4, 3.3, 3.2, 3.1, 3.0
License Creative Commons