Blender 几何节点制作的循环水面与焦散效果

GPT-6 Astra 通过 MCP 操作 Blender,用几何节点做出无需烘焙的周期性水面,发光的焦散网纹可无缝循环。

Claude Code + Three.js(仅代码)Wandy 2
真实模型 · 360°两者都基于同一张照片:左边是 Claude Code(Opus 5.5)用 Three.js 代码建模的一次未经修改的运行结果;右边是 Wandy 2。

创建精细的 3D 模型

单靠代码只能做出简单的形状。Wandy 2 能用一张照片生成带纹理的 3D 模型,直接用在同一个场景里。

Wandy3D 制作说明

作者没有公开提示词,因此我们写下了复现这个作品的方法。

Build a Blender Geometry Nodes setup that produces a periodic, loopable water surface without any baking. The surface is seen from above in deep blue, with bright white caustic-like ridges forming a shifting cellular web that animates smoothly and repeats seamlessly after a couple of seconds. It does not need to be a true fluid simulation; a procedural, time-driven approach is enough. Drive the whole setup through a Blender MCP connection so the agent creates and edits the node tree itself, and let a human only review the rendered output and request refinements. Keep parameters such as scale, speed, ridge sharpness and colour exposed as node inputs. Deliver the .blend file plus a short rendered loop. Done means the animation loops without a visible jump, the pattern reads clearly as water caustics, and no simulation cache is required.

如何使用这条提示词

  1. 通过 MCP 服务器把 Blender 连接到 GPT-6 Astra,然后将构建说明粘贴到智能体对话中。

  2. 按需修改水的颜色、波纹尺度、循环时长或焦散锐度。

  3. 查看渲染结果,告诉智能体需要改进的地方,反复迭代直到循环无缝。

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