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Build a VizRig in Blender 5 that controls voxels, points, and pixels from one place. We pack parameters into a VizBundle, evaluate a single FieldProcessor (Closure) across Geometry Nodes and the Shader Editor, and use a Repeat Zone for bands/highlights. You’ll sample a named grid, orient glyphs with Grid Gradient, and drive a synced colorbar + labels—all from an external controller. What you’ll learn -Set up a scalar VolumeDomain and write a named grid (field) -Use a VizBundle and Evaluate Closure to keep GN + Shader in sync -Build shader passes with a Repeat Zone (Base → Bands → Highlight) -Orient cones from Grid Gradient (Z→Normal, X→Tangent, Pivot Z) -Generate a colorbar, ticks, and labels from the same bundle -Drive everything from an Empty with custom properties (the VizRig) Chapters: 00:00 Intro & demo (one slider controls all) 01:43: Project blueprint 03:18 Domain setup — VolumeDomain, Mesh→Density Grid, Field→Grid, Store Named Grid "field" 10:40 Torus wiring — Sample Grid, Evaluate Closure outputs 11:18 Glyphs — Grid Gradient, project to tangent, Align Rotation (Z→Normal, X→Tangent), scaling/culling 29:20 Material — Repeat Zone passes (Base → Bands → Highlight) 45:45 Legend — colorbar, ticks, labels (Repeat Zone for numbers) 59:14 Drivers / external controls — VizDriver (Empty) properties → Bundle 1:04:40 Changing range & ticks live — end-to-end sync check 1:09:10 Outro & next steps ------------------------------------------ ▶️ .blend (project + node groups) — link here: https://drive.google.com/file/d/1TDfD... ------------------------------------------ Blender 5, Geometry Nodes, Shader Nodes, Scientific Visualization, Data Visualization, Grid Nodes, Bundles, Closures, Repeat Zone, Scalar Field, Colorbar, Glyphs, Gradient, VizRig #Blender5 #GeometryNodes #ShaderNodes #ScientificVisualization #DataViz #GridNodes #Bundles #Closures #RepeatZone #ScalarField #Colorbar #Glyphs #VizRig