
Source: JayanamĪnd another important explanation to remember: And this, I use as factor to mix it with scale and the result is scale again (override). But there is another attribute that we used in the vertex weight proximity modifier which is the mesh_vgroup. So what is an attribute? Well, for example the scale that we already randomized. Now, there is a very interesting part he says, and I will quote it here: By default that is Group, but Jayanam names it mesh_vgroup here. Mind that in the factor, you fill in the name of the vertex group you created. Now we have the vertex weight proximity modifier, add an Attribute Mix Node as follows: Attribute Mix node Get the vertex weight proximity modifier to work Meaning, there where the empty is in the animation, the vertices close to it get a higher weight value. So what does this do? This modifier will now set the weight of the vertex group driven by the proximity of the empty. Namely, the vertex group is the vertex group we created earlier and the target is the empty. Now, this is an important part if you are not familiar with the modifier. This modifier has to be on top of the stack.

Once done, add a vertex weight proximity modifier. Around 4:50 in the tutorial we start working on this nodegroup: Geometry nodes setup stage 01 The idea is to scatter glowing spheres at the place of the animated empty. One more thing before playing with Geometry Nodes: add a glowing sphere in the scene.
