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Web Creation in Blender

Jul 18, 2025

Overview

This tutorial by Bradley presents an updated method for creating and animating a spider web structure using Blender's Geometry Nodes. The process focuses on improved workflow, flexibility, and new node functionalities to generate and animate interconnected web elements efficiently.

Initial Setup in Blender

  • Begin in Blender with a cube and remove three faces to simulate a room structure.
  • The animation starts from a single point emitting curves (web strands) to the room walls.
  • Instance additional curves at the ends and interconnect them for a realistic web effect.
  • Aim to animate the web collapsing back to its starting point, creating a shooting effect.

Curve Generation and Instancing

  • Use Geometry Nodes with downloadable presets, starting from a single point and instancing multiple curve lines.
  • Randomize curve orientation for natural variation using a random rotation node.
  • Use an empty object as a controller for curve orientation and position.
  • Apply geometry proximity to anchor the end points of the strands to the walls.

Generating Additional Points and Interconnections

  • Generate points along curves using an "array on splines" node, focusing on the last 20% of each curve.
  • Instance new curves from these end points to the walls, repeating the randomization process.
  • For interconnections, duplicate the setup and adjust target selection so new curves connect between strands, not just to walls.
  • Convert curves to meshes for geometry proximity to ensure points connect accurately.
  • Resample curves to add vertices for better distribution of connection points.

Visualization and Material Assignment

  • Convert strands to tube-like geometry for clearer visualization, separating wall and web for material purposes.
  • Assign distinct materials to the wall and web; use set material nodes as needed.

Animation Workflow

  • Animate web structure retraction by mixing original point positions with the controller (empty) point.
  • Use a keyframe or "animate" node to drive the shooting/retracting motion.
  • Apply an inertial deformer for dynamic, wiggly motion for added realism.
  • Adjust spine parameter values to ensure web tips stick to the wall while inner points show inertia.
  • Control animation curves for smoother or more dramatic retraction.

Enhanced Animation and Averaging

  • To create concentric retraction and better web structure, calculate an average midpoint among initial curves using an accumulate field node.
  • Interpolate points from the starting position to the average before expanding outwards to final positions.
  • Adjust resampling and scaling for interconnecting curves to avoid overly straight lines.
  • Animate in multiple phases: starting point β†’ average lines β†’ target positions for more organic motion.

Customization and Adjustments

  • Tweak counts, division parameters, and randomization seeds for different web complexities.
  • Experiment with parameter values for various effects; all aspects are highly customizable.
  • Synchronize instance counts and divisions for consistent web generation.

Recommendations / Advice

  • Use node presets and modular components for faster workflow and reusability.
  • Apply the inertial deformer for dynamic, non-linear animation effects.
  • Incrementally adjust and visualize parameters to fine-tune curve distributions and animations.

Questions / Follow-Ups

  • Further exploration could include adding more complex interconnections or experimenting with various curve interpolation techniques.