God level geometry nodes demo this week #1

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Have you ever run a physics simulation in Geometry Nodes, created a full-on Transformer movie scene with Hollywood-level destruction, or even pulled off a Spider-Man suit simulation?

If not, don’t worry—you’re not alone. Most people haven’t.

So sit back with me, and let’s marvel at how the masters do it.


tearing paper demo:

Let’s dive right into it with this paper-burning simulation by Specoolar. The paper physics aren’t actually done in Geometry Nodes—it uses Blender’s built-in cloth simulation—but the tearing, and I believe the shrinking, were handled with Geometry Nodes.

This already looks complicated, but what makes it even crazier is the fact that if the underlying geometry changes during a simulation, the cloth sim usually resets. So Specoolar must be pulling off some wizardly shit to get it to behave and burn like actual paper.


driller effect

Moving on to the next one—some of you might not have been around when the genius Michael Bay dropped the Transformers series. It was a masterpiece then, and honestly, it still is. But one scene in particular stands out: the Driller tearing straight through an entire skyscraper.

Now, that scene was made by hundreds of artists using insanely expensive software. But here, Jesse Miettinen shows us that with sheer willpower, a little bit of Blender, and a touch of Geometry Nodes, you can pull it off on your own computer.

It’s simply impressive—the tentacles are all independently and procedurally animated, the destruction is procedural, and overall it’s a solid ten out of ten in my book.


skin peal effect:

You know what, let’s just keep rolling with the movie themes. MaxEdge shows off how you can recreate that iconic X-Men skin transition effect. And it’s not just a flashy demo—he’s actually put together a two-part series showing you exactly how to build the effect in Geometry Nodes, plus project files so you can follow along.

It’s a really cool reveal effect that isn’t limited to characters. You could use it to peel back layers of an object, reveal a destruction pass, or honestly anything else you can think of. Check out the project files to see just how far you can push it.


wrinkle map test

Do you remember that opening scene from The Amazing Spider-Man, where he’s free-falling and the suit ripples with wrinkles as he drops? Well, that kind of cloth simulation could’ve been done in Blender—no, seriously.

In this demo by Cartesian Caramel, you can see how easy it is to generate wrinkles in specific areas using Geometry Nodes. Now all we’d need is a muscle and skin simulation underneath the cloth, and we’d basically be set.


fake fluid sim

You can wait hours for a fluid simulation—or you can let Jesse show you how it’s done in real time. Bubbles, fluid forces, gravity—you name it.

Now, this fake fluid simulation might not give you splashes or the same detail and realism as the real thing. But then again, come to think of it, you’re probably not getting that level of detail with Blender’s built-in Mantaflow either—unless you’re ready to lose all your hair trying to figure out how to make a sim like this. And if you do manage it, please teach me your ways.


particle simulation

Blender has fluid particles that should give you the same behavior we’re seeing in this awesome Geometry Nodes demo—but for the love of god, I can never get them to behave the way I want. They don’t follow forces properly, they’re unstable, and half the time they barely work.

So it’s pretty amazing to see that there are other solutions out there. This one is by Specoolar, who actually wrote his own solver directly in Geometry Nodes to overcome the limitations of Blender’s particle system.


rbd simulation:

Blender has fluid particles that should, in theory, give you the same behavior we’re seeing in this Geometry Nodes demo. But for the love of god, I can never get them to do what I want. They ignore forces, they’re unstable, and half the time they just… explode or vanish. Honestly, they feel more like cursed particles than fluid particles.

So seeing this is kind of a relief. Specoolar straight-up wrote his own solver in Geometry Nodes—because sometimes the only way to fix Blender’s chaos is to bypass it completely. And honestly? It works better than the thing that was built for the job.