Geometry Nodes-Powered Real-Time Collision System For Blender
It lets you create squishy setups.
Back in June, we featured Gurgen Aloian's amazing setup, which essentially creates "fake" collisions in Geometry Nodes without any simulation involved. It generated a lot of interest, and now the artist has returned with a tutorial and a product release that you can purchase and use in your own projects.
Gurgen originally created it for his own projects, so he wouldn't have to mess around with lattices, shape keys, or simulations just to make collision sculpting easier during animation. It's great for quick deformations, like spheres bumping into things or a hand grabbing a soft object, and it also handles self-collisions.
There's an Object Hardness slider that lets you control how soft or stiff the collision object feels. You're also not limited to a single collision object: you can add as many as you need, so it's possible to build more complex multi-object soft-contact setups.
Softie Collision System is fast. The whole thing is designed for real-time viewport feedback, with the developer claiming that simple setups using multiple collision objects can calculate in under 10ms, tested on an i7-14700F.
For the best results, use simple manifold objects. Softie Collision System is made for surface deformations, so extremely deep penetrations can cause the raycast vectors to break. You'll also need Blender 5.1 or newer for it to work.
A few releases have already been published, with the latest adding a check and automatic fix for non-manifold self-collisions, along with performance improvements, visual tweaks, and more. You can purchase the Softie Collision System here.
In case you missed it, we've got a few highlights from Blender 5.3. There's now native support for dispersion in Principled BSDF and several new nodes that let you create custom material lighting.
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