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A "quick" one here, torus proximity, attributes to shader, shader patterns with frame offset, then compositor fun with a shader AOV to mask the ship from all the funky godrays and directional blurs.
Quick and dirty.
#nodevember2025
A "quick" one here, torus proximity, attributes to shader, shader patterns with frame offset, then compositor fun with a shader AOV to mask the ship from all the funky godrays and directional blurs.
Quick and dirty.
#nodevember2025
This one had a lot of thought, learnt how to do shortest path seeds, used normals selections to extrude snow, built a rock gen system with unsigned angle for edges, drove shaders heavily by the GN material masking and seeds.
#nodevember
This one had a lot of thought, learnt how to do shortest path seeds, used normals selections to extrude snow, built a rock gen system with unsigned angle for edges, drove shaders heavily by the GN material masking and seeds.
#nodevember
This is my personal favorite (one of them!) thus far (can I have more than one favorite?), leaning into the seeds and system. Here I show how I did it! 🐝
Watch it below ⤵️
This is my personal favorite (one of them!) thus far (can I have more than one favorite?), leaning into the seeds and system. Here I show how I did it! 🐝
Watch it below ⤵️
This video walksthrough the process of making the the 8 of Wands with Geometry Nodes, shader and compositor effects for a parrallax card in EEVEE. This is the card of speed "zipping" by, and "zipped" the sticks together with curves.
This video walksthrough the process of making the the 8 of Wands with Geometry Nodes, shader and compositor effects for a parrallax card in EEVEE. This is the card of speed "zipping" by, and "zipped" the sticks together with curves.
More love in shader to hide jank geometry nodes. The page is a single lofted curve, the rest is geo set to position and size, driven by a single float. Also tried out some new assets.
#nodevember2025
More love in shader to hide jank geometry nodes. The page is a single lofted curve, the rest is geo set to position and size, driven by a single float. Also tried out some new assets.
#nodevember2025
📻 Join here:
discord.gg/nxCeXkYe?eve...
📻 Join here:
discord.gg/nxCeXkYe?eve...
Some procedural primitives then SDF to mesh with curves instanced over it all, then the rest was worked in shader - passing random seeds to material, using shapes with a truchet pattern and a few other threads patterns.
#nodevember2025
Some procedural primitives then SDF to mesh with curves instanced over it all, then the rest was worked in shader - passing random seeds to material, using shapes with a truchet pattern and a few other threads patterns.
#nodevember2025
A rerender
Tested the UV assets I dug up and organized and refined. They work. Saves much work!
#nodevember2025
A rerender
Tested the UV assets I dug up and organized and refined. They work. Saves much work!
#nodevember2025
Did some modeling and some hand tuned "rig" and animated it with one control, was fun to chain that in the tree.
#nodevember2025
Did some modeling and some hand tuned "rig" and animated it with one control, was fun to chain that in the tree.
#nodevember2025
Really really proud of how this came out, even tho I spent way too long trying and failing to get IK working in geonodes 😅
Will be up on gumroad soon!
#b3d #bnpr #blender3d #nodevember #geometrynodes
Did a double, did a helmet that looks like a spaceship? Have no idea, just wanted to run seeds. I need some new techniques in my toolbelt...
#nodevember2025
Did a double, did a helmet that looks like a spaceship? Have no idea, just wanted to run seeds. I need some new techniques in my toolbelt...
#nodevember2025
Did more procedural modeling, with no variations, but it's all tunable by seed in concept. Gizmos on the control handles were done, and used some of the new Bforartists ordered dithering. Tomorrow I will do another double prompt.
#nodevember2025
Did more procedural modeling, with no variations, but it's all tunable by seed in concept. Gizmos on the control handles were done, and used some of the new Bforartists ordered dithering. Tomorrow I will do another double prompt.
#nodevember2025
#nodevember2025
#nodevember2025
Technique here was mostly curve profiles converted to mesh for the supports, and geo with masks and extrusions galore to get the general base shape - in hidsight a lofted profile would have been easier to modify procedurally.
#nodevember2025 #nodevember
Technique here was mostly curve profiles converted to mesh for the supports, and geo with masks and extrusions galore to get the general base shape - in hidsight a lofted profile would have been easier to modify procedurally.
#nodevember2025 #nodevember
The theme is the Nodevember for the day: "Camp",
Join on Discord with me!
discord.gg/nxCeXkYe?eve...
The theme is the Nodevember for the day: "Camp",
Join on Discord with me!
discord.gg/nxCeXkYe?eve...
A cab in a cabin - all procedural. Simliar to the monument, I used index selections to extrude elements, but this time booling. I also used material mask incides and colors set by the GN -
#nodevember
A cab in a cabin - all procedural. Simliar to the monument, I used index selections to extrude elements, but this time booling. I also used material mask incides and colors set by the GN -
#nodevember
Some lofted curves, mask selection and extrusions, remesh, then shaders with normal and edge and AO masking on different noises like simplex, with some trebol moss here and there, then lit. World is in shader. Then.. seed to drive mapped variations.
#nodevember #nodevember2025
Some lofted curves, mask selection and extrusions, remesh, then shaders with normal and edge and AO masking on different noises like simplex, with some trebol moss here and there, then lit. World is in shader. Then.. seed to drive mapped variations.
#nodevember #nodevember2025
You can turn it of/on - and change it's alpha. This helps to avoid jumping around and orientating when switching materials or trees.
You can turn it of/on - and change it's alpha. This helps to avoid jumping around and orientating when switching materials or trees.
This one had to be done in under an hour, since it was weekend. So I used the Smart Primitives, the Smart Mesh Blend by Proximity for displacement and joining the meshes, then remeshed into volumes -
👀Watch below!⤵️
This one had to be done in under an hour, since it was weekend. So I used the Smart Primitives, the Smart Mesh Blend by Proximity for displacement and joining the meshes, then remeshed into volumes -
👀Watch below!⤵️
This time I went with one of my favorite games, and made a slightly fun pixel art like procedural bee with GN and color attributes to shader.
#nodevember
This time I went with one of my favorite games, and made a slightly fun pixel art like procedural bee with GN and color attributes to shader.
#nodevember
This piece was done during the weekly Friday Bforartists event: Being an Artists. We played together for an hour making a render. Here I decided to illustrate how I see time, how valuable I perceive it.
👀Watch below⤵️
This piece was done during the weekly Friday Bforartists event: Being an Artists. We played together for an hour making a render. Here I decided to illustrate how I see time, how valuable I perceive it.
👀Watch below⤵️
#nodevember2025
#nodevember2025
#nodevember
Some Sunday geometry nodes love from the couch. Here I wanted some moss, who h I consider not only soft looking but soft in nature.
Used a leaf shape, arrays, curves, scattering, and heart scatter and shader displacements. All but lights and positions are procedural.
#nodevember