This version of the Plexus was created by Cartesian Caramel. When I say version I mean his node set up, not what I've made it into. I have an older version where he made it out of bubble gum and string.
This one he just threw together in a livestream on the topic of "Blender For Each Element Testing". In doing so he explained clearly the need to do as little in the For Each loop as possible to keep the computation cost down.
This version of the Plexus was created by Cartesian Caramel. When I say version I mean his node set up, not what I've made it into. I have an older version where he made it out of bubble gum and string.
This one he just threw together in a livestream on the topic of "Blender For Each Element Testing". In doing so he explained clearly the need to do as little in the For Each loop as possible to keep the computation cost down.
This is the extent of his setup minus a few tweaks. I added the particle sim and a counter to test how large it can get before slowing the system down. It didn't slow down.
This version of the Plexus was created by Cartesian Caramel. When I say version I mean his node set up, not what I've made it into. I have an older version where he made it out of bubble gum and string.
This one he just threw together in a livestream on the topic of "Blender For Each Element Testing". In doing so he explained clearly the need to do as little in the For Each loop as possible to keep the computation cost down.
Blender For Each Element Testing!
Author: Cartesian Caramel
Author: Cartesian Caramel
Author: Cartesian Caramel
I've extrapolated some on TiFi Design's Node setup but it's pretty close. Do watch his tutorial for a deeper understanding.
My work here is primarily to catalog my own use of and process, so to find this and that later.
A point cloud can be created using any Geometry, Collection or Curve.
There's an option to have the Geometry converted to a volume and then points are scattered on the volume.
For animating, the point can but offset and or mixed with an animated Noise Texture. Or the original geometry can be animated before the Plexus is applied to it.
This is where the plexus effect is performed. There are two Repeat Zones, this one for the Outer Loop...
...and inside the Outer Loop is the Inner loop.
The Inner loop dose most of the work or creating the effect. On it's own it would only do 1 point to all the others.
The function of the Outer Loop is to iterate through all the points forcing the Inner Loop to process all the points to all the points.
The plexus effect is really just curves, nothing visual. Here they are converted to Orbs at the junctions and mesh lines connecting them.
Then Material are applied based on attributes created in Geometry Nodes. I'll get into the Material setup once I've chewed on it a bit more. Watch TiFi Design's tutorial (Link is in the explainer section).
Blender Geometry Nodes Tutorial - Mesmerizing Plexus Effect. Again, his shading setup alone is worth your time. :)
1. On Keypress
2. Pie Menu
3. Menu
4. Mesh Item Buttons
5. Submenu to attach the Menu to the Pie