single basics

Build Procedural Systems in Blender: Geo Nodes (5.2)

Instructor:
Chris Bailey

Fundamentals of Geometry Nodes shows how to build procedural systems in Blender 5.2 LTS, from data types and the spreadsheet through vector math, scattering, and simulation. Chris Bailey teaches the course, building through a classic distance falloff exercise, a vertex painted scatter tool, and a drip effect, before ending on a four part mining laser that melts away anything it touches.

Why take this course?

Geometry nodes can feel overwhelming at first, with a huge and constantly expanding list of nodes to learn. This course focuses on the underlying concepts, like data types, domains, and how information moves and transforms through a node tree, so that any specific node becomes easier to look up and understand once you know what you're trying to accomplish.

What you'll learn

  • The geometry nodes UI, data types, and the spreadsheet for inspecting what's actually happening inside a node tree.
  • Points, selections, and the difference between an ID and an index.
  • The Map Range node, used to build a classic distance falloff exercise: a grid of cube instances that dents inward around a moving sphere.
  • Vector math, through a hands on vector arrow exercise and a number visualizer challenge.
  • Mesh operations, curves, volumes, grids, and SDFs.
  • Instances, geometric proximity, and raycasting, applied to a vertex painted scatter tool for shrubs, grass, and rocks.
  • A procedural drip and splat effect that coats any mesh in dripping goop.
  • Simulation zones, particle simulations, and hair and cloth with XPBD.
  • Building your own custom tools and gizmos, culminating in a four part mining laser that melts away any object it touches.
Geometry Nodes systems animating in Blender

What You'll Build

A classic geometry nodes exercise opens the course: a sphere presses into a grid of cube instances, with Distance and Map Range nodes driving a smooth falloff around the point of contact. Later chapters use the same underlying ideas to build a vertex painted scatter tool for shrubs and rocks, and a procedural drip and splat effect that coats a marble bust in dripping goop.

A sphere pressing into a grid of cube instances using distance based falloffDistance and Map Range nodes driving a grid of cube instances around a sphereVertex painted scatter tool distributing shrubs, grass, and rocksProcedural drip and splat effect coating a marble bust in goop

By the end of the course

By the end, you'll be comfortable navigating geometry nodes without feeling lost in the node list, and you'll have built a working scatter tool, a drip effect, and a fully interactive mining laser system you can adapt for your own projects.

Recommended preparation

This course assumes general comfort with Blender's interface. No prior geometry nodes experience is required, though the scatter exercise draws on vertex painting concepts covered in the Texturing course, and the course briefly points there for more detail.

Chris Bailey, Geometry Nodes instructor at CG Cookie

YOUR INSTRUCTOR

Chris Bailey

Chris teaches Geometry Nodes at CG Cookie. He takes you from data types and vector math through scattering, simulation, and custom tools, building a scatter system, a drip effect, and a four part mining laser along the way.

Frequently Asked Questions

Do I need prior geometry nodes experience before starting?

No. The course starts with data types and the spreadsheet from the ground up, and only assumes general comfort with Blender's interface.

Which Blender version does this course use?

Blender 5.2 LTS, a long term support release that continues to receive bug fixes as newer versions of Blender ship.

What will I actually build?

A classic distance falloff exercise, a vertex painted scatter tool for shrubs and rocks, a procedural drip and splat effect, and a four part final challenge building a mining laser that melts away any object it touches.

Does this course cover simulation nodes?

Yes. The course covers simulation zones, particle simulations, and hair and cloth using XPBD.

Is this course only for procedural modeling?

No. The course also covers building your own custom tools and gizmos, which can be used to create reusable, artist friendly controls for other people to use in their own scenes.

Course Curriculum