Following this nice tutorial, centered on the use of blender's "geometry nodes", I thought that, with the appropriate adaptations, it could be possible to obtain the animation of a bizarre abyssal creature. The result went beyond my expectations.

The paroxysmal movement of the flagellum is generated to a great extent via a procedure. To summarize, it is a matter of acting on the curves or rather the points that serve to define them under the influence of an algorithmic perturbation – if one may say so.

The algorithm in question, Perlin noise, is well known, and is still in use in all 3D programs, as far as I know.

The short video that follows is also based on the same procedure, but the simulations concern a single curve.

Another video based on Perlin noise.

See also:

Tensione c fhd – di Flavio Masi


The video I propose is my first production based on Blender and especially on Geometry Nodes which I particularly appreciated.

Troppo piccoli - illustrazione di Flavio Masi

Too Small

The bait sui generis depicted in this illustration attempts to avoid those fish that are too tiny.

Rovescio | illustrazione di Flavio Masi


Illustration on what would be good if it remain submerged.

Caratteri copertina fhd – di Flavio Masi


Short video where in an abstract white space, typographical characters of different alphabets are filmed in a three-dimensional version.

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