1
$\begingroup$

How I can animate my object (separated mesh) with geonodes and noise texture? enter image description here

$\endgroup$
4
  • $\begingroup$ May I suggest that you include a blend file so that someone can explain using your initial file? It will get you a better, quicker response. If there are other things in your file you don't want to share, submit a copy with only what we see in your screencapture. $\endgroup$
    – james_t
    Commented Jul 30, 2022 at 19:21
  • $\begingroup$ Please be so kind and specify your question, because the question "How I can animate my object (separated mesh) with geonodes and noise texture?" simply allows too many answers here. $\endgroup$
    – quellenform
    Commented Jul 31, 2022 at 17:59
  • $\begingroup$ On the one hand you show here in the picture a structure, which obviously consists of extruded cubes, and in your example file you have however a SVG inside. So what do you want to do now? Also, in your other post you talk about increasing the scaling from 0-1, but at the same time you talk about reducing the scaling, and in the end they should all be the same. Equal to what? Same as what mesh or what input? I think it would be good if you go into more detail here. Thank you! $\endgroup$
    – quellenform
    Commented Jul 31, 2022 at 18:43
  • $\begingroup$ And just briefly, just so you understand what your question is about: You cannot scale individual elements with the node Transform the way you want. Transform always refers to the whole object and is not applicable to parts of a geometry. So no matter how you twist it: Either you have independent elements (e.g. instances) that you can scale independently with Scale Instances, or you use Set Position on specific points/edges/faces. $\endgroup$
    – quellenform
    Commented Jul 31, 2022 at 19:24

2 Answers 2

1
$\begingroup$

All you have to do is combine the number that Mesh Island gives you with the seconds of Scene Time, and use that as the vector for Noise Texture.

Since you have a mesh here that consists of several separate parts, the individual positions of the vertices are moved to a different position with Set Position.

However, to make sure that this only happens to the upper faces (I assume you wanted it that way), I create a selection beforehand that only selects these.

enter image description here

In your concrete example, however, you don't scale anything, but you move it instead, because you can only scale objects independently of each other if they exist individually as instances.

In your case, however, they are not, but you have a mesh here that was created from an SVG graphic.

Applied to this example, the solution looks like this:

enter image description here

  1. Select the upper points and put them into a separate vertex group.
  2. In Geometry Nodes you can select this vertex group with the node Named Attribute and put it as selection into the node Set Position.

In this way you move only certain points of your mesh, which is equivalent to scaling individual elements.


(Blender 3.2)

$\endgroup$
6
  • $\begingroup$ I don't like moving. I need a scale from 0 to 1. So the cubes at the end must have a fixed pre-set height $\endgroup$ Commented Jul 31, 2022 at 11:17
  • $\begingroup$ @IgorYukhimenko If you move only the top faces, it will be the same result. So please share your blend-file. $\endgroup$
    – quellenform
    Commented Jul 31, 2022 at 11:22
  • $\begingroup$ I am shared file $\endgroup$ Commented Jul 31, 2022 at 12:13
  • $\begingroup$ @IgorYukhimenko And I have updated the answer (and the blend-file). $\endgroup$
    – quellenform
    Commented Jul 31, 2022 at 13:15
  • $\begingroup$ I just can't understand one thing. With this approach, how will I get the given height of each element? These stripes at the end of the animation must be of a strictly specified height. And they should increase in size randomly. So I don't understand how moving the top edge can solve this problem. $\endgroup$ Commented Jul 31, 2022 at 17:49
1
$\begingroup$

A couple of considerations for this one? ...

  • Noise is smooth. (As opposed to White Noise, or Random Value.) You might want to see the noise 'flow' through the bars. At the right noise-scale and speed, you can.
  • A single row of bars needs only one dimension of noise. (If you wanted the animation to loop, though, you could use 2 dimensions, and go round a circle in it.)

For example, here are some parameters you could expose through the modifier, if your instances are down a line in X:

enter image description here

enter image description here

$\endgroup$

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .