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I'm trying to model a ring that is styled following this reference:

enter image description here

I'd like to make the distortions using geometry nodes and/or other modifiers such that they can be animated. Thinking the animation would probably be done by transforming the coordinate space of a texture, but I'm not sure what kind of modeling technique to follow for making the distorted hooky bits.

I wondered about doing this with shaders, i.e. a solid torus geometry with parts knocked off with transparency to achieve the effect. I feel it's probably doable with actual geometry though.

Edit: trying to improve on the vagueness, the specific thing that I'm stuck on is how to model the features circled below.

enter image description here

They look a bit like what the snake hook sculpting brush might be good for, but I'd like achieve them with nodes and/or modifiers.

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    $\begingroup$ Your description of what you want to achieve is rather vague... But what I can already tell you is that transparency isn't gonna work. The reason is that it will just cause holes in the mesh and not parts knocked off as you want. $\endgroup$ Jul 23 at 17:44

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If I understood the question correctly, you just want to move certain vertices of a ring outward and offset them radially, right?

...At least it looks like that on the picture. If I am wrong, please be so kind and clarify the question.

If I am correct, you could solve it as follows:

enter image description here

Use Curve to Mesh to create a ring.

Randomly select some vertices of the mesh with the node Random Value (set to Boolean).

Move them outwards along their normals, and rotate this vector a bit around the center.

I've made it a little more extreme than necessary, just to illustrate it better.

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    $\begingroup$ This is great considering how vague my question was :-}. It might be tricky to animate, but definitely give be a good base to start playing with! $\endgroup$
    – ajwood
    Jul 30 at 16:32

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