Procedural Cables in Blender Geometry Nodes
This guide explains how to generate fully procedural, hanging cables and wires in Blender using Geometry Nodes. You will learn how to create a flexible curve setup between endpoints, apply realistic gravitational sag using math and curve parameters, convert the curve into a 3D mesh, and expose controls for instant scene customization.
Step 1: Initialize the Geometry Nodes Setup
- Add a basic mesh object (such as a default Cube or a Plane) to your scene.
- Open the Geometry Nodes workspace and click New to create a new node tree.
- Replace or disconnect the default
Group Inputgeometry if you want to generate the cable between specific coordinates, or keep it if you plan to draw curves manually.
Step 2: Generate the Base Curve
To create a cable between two points procedurally:
- Add a Curve Line node (
Shift + A> Curve > Primitives > Curve Line). - Connect the outputs of the
Group Inputnode to the Start and End inputs of the Curve Line node so you can control the terminal points directly from the modifier panel. - Add a Resample Curve node and set the mode to Count (e.g., 32 or 64 points) to provide enough geometry for smooth deformation.
Step 3: Add Gravitational Sag
To make the cable droop naturally like a catenary or parabolic curve:
- Add a Set Position node after the Resample Curve node.
- Add a Spline Parameter node and use the Factor output. The factor ranges from 0 at the start of the curve to 1 at the end.
- Connect the Factor output to a Float Curve node.
- Shape the Float Curve into an inverted arc: keep the start point (0)
and end point (1) at a value of
0, and pull down the middle point (0.5) to a negative value (e.g.,-1.0). - Add a Combine XYZ node. Plug the output of the Float Curve into the Z input.
- Add a Math (Multiply) node between the Float Curve and the Combine XYZ node to serve as a Sag Intensity slider.
- Plug the vector output of the Combine XYZ node into the Offset input of the Set Position node.
Step 4: Add Random Noise and Twisting (Optional)
For messy or bundled wires:
- Add a Noise Texture node.
- Subtract
0.5from the noise texture using a Vector Math (Subtract) node to center the displacement. - Multiply the noise vector by another Math / Vector Math node to control the strength.
- Multiply this noise with the existing sag vector or add it to the Offset of the Set Position node.
Step 5: Convert the Curve to a 3D Mesh
- Add a Curve to Mesh node after the Set Position node.
- Add a Curve Circle node and connect its output to the Profile Curve input of the Curve to Mesh node.
- Adjust the Radius of the Curve Circle (e.g.,
0.02m) to define wire thickness. - Set the Resolution of the Curve Circle to
8or12for optimal performance.
Step 6: Assign Materials and Expose Inputs
- Add a Set Material node at the end of the node chain and select your desired wire material.
- Connect the Sag Intensity (Multiply node), Cable Radius (Curve Circle Radius), and Resolution inputs to blank slots on the Group Input node.
- Connect the final mesh output to the Group Output node.
You now have a fully procedural cable generator accessible directly from the Blender Modifier panel, allowing dynamic adjustment of wire sag, thickness, and positioning in real time.