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I've been trying to achieve this result for a long time, but I still couldn't figure out how to do it. There's this sample image in the Blender manual that is exactly what I want. Procedural spirals that don't intersect with each other so I don't have to manually draw all of them.

Is there a demo file for this image? So I could learn from it how it was done.

Thanks. :)

Geometry nodes Spiral

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    $\begingroup$ quellenform? you are really slow today.... :D $\endgroup$
    – Chris
    Commented Sep 8, 2022 at 15:23
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    $\begingroup$ @Chris Ah, OK, is that up to me? I was also wondering why the mouse pointer seems so sluggish today. $\endgroup$
    – quellenform
    Commented Sep 8, 2022 at 17:44
  • $\begingroup$ yep it is, far too complicated for me.... :D $\endgroup$
    – Chris
    Commented Sep 8, 2022 at 17:45
  • $\begingroup$ I wouldn't say it's impossible to do this 100% with Geometry Nodes, but with current resources I see reduced chances without not having at least a significant portion of these curves available as a base. In some form it needs a set of rules or some kind of framework here, because the distribution and expansion can't happen completely randomly (Of course it could, but that would probably look weird). This is, I assume, also the reason why curves were probably drawn here for the essential part. Let's think about it, I'm probably wrong too. $\endgroup$
    – quellenform
    Commented Sep 8, 2022 at 18:05
  • $\begingroup$ Does anyone happen to know the author of this work? Maybe he/she can shed some light on the matter. $\endgroup$
    – quellenform
    Commented Sep 8, 2022 at 18:21

2 Answers 2

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Nice discussion in comments but, you have missed one thing, look at the number of users:

enter image description here

Now, it is easy to understand, that this node setup only builds one spiral. Moreover, look at spiral node, it has some inputs that we can spot in the screenshot:

enter image description here

Knowing that, it is easy to understand that this node group builds one spiral, and then you just duplicate and modify inputs and scale plenty of times manually to create this quilling pattern.

Here is how one spiral may build, I used spiral node and add scaling to them with logarithmic progression to make it more "unfold". Looks like divergence value is doing this in the original setup.

enter image description here

Now we can add depth, but before doing that I want to make them equal height and thickness, without matter if they scaled or not. So here is why global reference is used. Just set plug the relative scale into Set curve radius.

enter image description here

Final touch is trim curve by common value, you can see the animated value here:

enter image description here

I have added weighted normals modifier and you can animate growing sheets:

enter image description here

You can also output a position of the points, to use it in shader to make this gradient look:

enter image description here

I'm not quite sure about how to unfold spiral to make it almost linear at the beginning, maybe he has used another method, but overall setup looks clear for me.

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Check this page, there is a link to the files and a brief explanation of how it works: it basically illustrates the use of geometry nodes to create a tool.

In this case, a tool to draw spirals, scrolls and ornaments. The main work is done manually.

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  • $\begingroup$ OMG they made it manually...🙄😳 $\endgroup$
    – Chris
    Commented Jun 15, 2023 at 13:51
  • $\begingroup$ Yes, it basically illustrates the use of geometry nodes to create a tool. In this case, a tool to draw spirals, scrolls and ornaments. The main work is done manually. $\endgroup$ Commented Jun 15, 2023 at 16:13

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