Scourge
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:
Tension
The video I propose is my first production based on Blender and especially on Geometry Nodes which I particularly appreciated.
Too Small
The bait sui generis depicted in this illustration attempts to avoid those fish that are too tiny.
Reverse
Illustration on what would be good if it remain submerged.
Characters
Short video where in an abstract white space, typographical characters of different alphabets are filmed in a three-dimensional version.
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