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I am trying to make this effect with a mesh and geometry nodes.

enter image description here

As outlined in the picture, I would like:

  1. The points of the circle to be at varying heights.
  2. There to be a smooth curve between them.
  3. To be able to animate the coronas heights.
  4. For there to a similar effect in the centre.

I wonder if a torus might be the best primitive to start with here, and have played around with using a set position node, but can't achieve the detail I'd like.

enter image description here

enter image description here

Would love to hear any ways of achieving my goal.

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2 Answers 2

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(Using Blender 3.6.8)

Using Bezier curves with free handles to make sharp spikes connected by smooth curves, randomizing points around a circle.

GN graph - Main GN graph - Corona

Input parameters are:
Resolution: Number of spikes.
Radius: Circle mean radius.
Scale: Factor controlling the spikes length.
Angle: Angle controlling the spikes sharpness. Positive values make outwards spikes; negative values make inward spikes.
Noise: Largest random displacement of spike heads.

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    $\begingroup$ That's a great setup. I would make just a few things different... first I used only one Curve Handle Positions node but okay, for readability you could use two. Then the Multiply with -1 before the Vector Rotate is not necessary, therefore you can simply check Invert. And I made the Noise a bit different. But anyway, great. Just for comparison my changes: slightly adjusted nodetree $\endgroup$ Commented Feb 19 at 15:55
  • $\begingroup$ @GordonBrinkmann: Thank you for the tip about the Invert check-box. I never paid attention to this property ! About the animation, if I get it right, you use the Random Value node Seed to set the "mean" pattern, then the Noise Texture node is providing a "Candle light" effect by modulating this pattern, instead of the brutal effect induced by animating the seed. $\endgroup$ Commented Feb 19 at 21:22
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    $\begingroup$ Yeah, I just thought the animated seed per frame was a bit too extremely flickering and since the seed only takes integers which give totally different results per step without any chance to slow it down, I took a different approach to get a more slowly wobbling effect. Another change I could have made would have been to add another input value as a factor for multiplying the Seconds to change the speed of the wobble. And of course I could have used the Frame output instead of Seconds. $\endgroup$ Commented Feb 19 at 21:59
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Try this geo nodes setup - rather simple really - 2 curve circles with their points set to fluctuate on the Z axis based on the W value of the 4D Noise textures. The Set Spline Type and Set handle type make sure the curves are smooth:

Curves

The Scene time connected to the W of the Noise Textures animates it.

Curve

NOTE - Sorry, I just saw you want the circle to deform in the X and Y axis as well - no bother, just connect the X and Y of the CombineXYZ nodes to the noise textures as well.

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