I wanted a way to blend between no bevel and the maximum bevel at each point in a curve, this node group calculates what that max radius is.
Get the .blendBoids is a method of simulating the motion of points by applying simple rules that can mimic flocking behavior similar to birds or schools of fish. This is an implementation of boids made with Blender's Geometry Nodes, it uses both a Simulation Zone and a Repeat Zone to achieve the result.
Get the .blendWhile there are many ways of making seamless patterns by hand, they are often a bit tedious, this is a geometry nodes setup that handles most of the tedious parts for you.
Get the .blendThere may be an infinite number of ways to make a rock generator, after all there is a huge amount of variety in the types and scales of rocks you might try to make. In this video, I walk through one way you might procedurally generate a rock.
Get the .blendA braided rope pattern on a curve. The result could probably stand to have a few more features, but I think it's on the right track.
Get the .blendA node group I made while experimenting with Repeat Zones, when they were added to the Blender 4.0 alpha build. The node group iteratively displaces a retopology of the input mesh, attempting to make it more 'rock-like'.
Get the .blendThis node group is based on the wave function collapse algorithm for creating procedural meshes. I realized partway through that a complete implementation was impossible due to an inability to cascade the effect of newly added constraints across the mesh or to select the most constrained point when selecting where to add the new piece.
Get the .blend