🌟 Frogs in a Pond🐸🌿: Made ENTIRELY in Geometry Nodes!!!
🌟Frogs in a Pond🐸🌿
Full scene made in Geometry Nodes!!!
Hello everyone, I made this scene for a June art challenge in Sysina's discord server where the theme was Frog Village. I took upon the challenge to make the entire scene in geometry nodes, and also limited myself to use only one material slot.
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Join Sysina's Creative CornerAll of the scene and materials were made using nodes on a single default cube, with no modelling or sculpting.
Here is where I give a basic description of my process:-
Frog
I made the frog using a combination of cube and sphere primitives, which I joined together using join nodes.
Torso is just the default cube with it's top face moved forward and scaled smaller. Then added subdivision surface modifier.
The legs are also cube primitives with subdivisions. The fingers are also cubes where I selected the center vertices on z-axis using the seperate xyz node and scaled it. Then I used the duplicate elements node.
The eyes are spheres with another sphere inside, with a normal mask to seperate the corneas for materials.
For the mouth piece, I took a cube, added subdivisions, and bent it from the center using the bend node from the Higgsas nodes pack.
To select the center of the mouth for the red line, I used a bounding box node and a map range to identify the centre points.
To create the crown, I used another Higgsas node called the circular array, which allowed me to form a circular ring of the grass blades.
The grass blades themselves were created by converting curve lines to mesh, using another curve line node as a profile curve. I made five of these to form the crown.
Rocks
For the rocks, I used a convex hull node on random points, then subdivided the mesh and relaxed it slightly using a blur node to soften the positions. This made it so that the rocks didn’t look overly sharp or weapon-like.
Ground
The ground was a circle mask that I scaled on the y-axis and then displaced downwards to create a sort of natural terrain.
Grass
The grass also utilizes a proximity mask, but this time applied to the ground plane.
I created grass lumps by distributing points on faces, with the face being a mesh circle that served as the basis for the grass distribution.
Pond
In the pond, I used a geometry proximity mask for all the objects interacting with it. This mask was later used in material nodes.
Water Lily
The water lily consists of three parts: the petals, the pollen, and the stem.
For the Petals, I followed a tutorial from MTR animation. It used matrix nodes, which I am fairly new with but the tutorial is easy to follow.
The pollen is made up of several curves with a noise modifier, and I used float curves to control the width along the length.
The stem is also a curve line converted to mesh with profile curve as circle. I could have used a cylinder for this, but I went with the curve line.
Lily Pad
For the lily pad, I used the spin node from the Higgsas toolkit. This is the one node I don’t fully understand, but it worked well, so I decided to use it. I spun a mesh line along the z-axis to create the final shape.
Tree Stump
For the tree stump, I again used a curve line, converting it to a mesh. I used an RGB curves node and a noise texture to give it a more natural appearance, along with a subdivision modifier for added detail.
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The full scene 100% with all the nodes and masks for you to check or use elements of in your own projects.