An abstract flow-field piece: thousands of points advected through a curl-noise vector field, leaving the impression of smoke-like ribbons of motion that swirl, diverge, and rejoin without ever scattering into chaos. Built with Geometry Nodes — a simulation zone (or equivalent iterative setup) moving points along a curl/noise-derived velocity each frame; instanced geometry or point rendering makes them visible.
The choreography matters more than the particle count: the field should have visible structure — two or three large vortices the flow orbits — and the motion should stay inside frame for the full duration. Color the points by speed or by which vortex owns them, against a near-black background, so the render reads as elegant data-art rather than a particle test. No physics-system particles; the motion must live in the node tree.
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