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I have tried to recreate an effect similar to this one (in the 3:30 minute) https://www.youtube.com/watch?v=iqMVl2F1d4A using blender's geometry nodes.

The basic shape is an extruded circle mesh with the geometry nodes modifier.

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The idea was to animate the circle using some texture and bind this to the frame value. Other circles are just a repetitions of the same geometry and texture but offseted by a few frames. It basically works, but the problem comes when i want to add more circles - the node tree is just getting huge. Can anyone help to make it more efficient?

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2 Answers 2

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I got this effect by displacing an array of circle meshes by a 3D noise texture and animating the Z position on the texture.

This is my Geometry Nodes tree :

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This is the Material Shader :

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This is the result :

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    $\begingroup$ Thanks. It's a very nice result. I tried to do it with a Mesh Line node to get more circles but I never moved a noise texture i the Z position. $\endgroup$
    – Pixlor
    Jan 24, 2022 at 18:29
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You can make a stack of lines using instances on points and then use realize instances to convert them back into lines:

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In this case, all points from different circles will be in one set. So to get line index you need to do a simple math: divide point ID by count of the vertexes in row:

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I'm using Scene time, it's 3.1 node. In 3.0 use driver as you used to use.

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  • $\begingroup$ Scaling instances by it's ID is very helpful with animations. The final result is what I asked for but sometimes the lines take some strange shapes from the top view. Adding Combine XYZ node after the Scale node (and set Z value to 0 to ignore the Z axis movement) solves the problem. $\endgroup$
    – Pixlor
    Jan 24, 2022 at 18:51

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