Made for Blender artists: 21 Geometry Nodes setups, 31 .blend scenes ready for F12 and a shader node group with foil, holo and gilded edges. No keyframes on the cards, no baked cache, no AI: every socket stays live in the modifier panel.
The weight of a fan, the snap of a riffle, the glint of a gilded edge. Built properly in Geometry Nodes, so your hours go into the shot.









21 setups, 31 scenes. Every brief has a start.
Foil, holo, gilded edges. Lit for Cycles.
One Asset Browser library. Nothing missing.
Real geometry, real light. Your render is exactly what you built.
Each revision is a socket, not a day.
Each setup ships twice: as a Geometry Nodes object asset you drag from the Asset Browser into your own scene, and as a finished .blend with camera rig, lights and set. Every setup shares the same Card Count, Card Selection and Shuffle panels.
No render, no trick. Drag a value in the modifier panel and the cards follow, frame by frame. Here are 6 setups, untouched.
Air-cushion paper, varnish, foil with its own mask, holographic film, coloured or gilded edges, edge wear, smudges and per-card variation. All exposed as panels of one shader node group (Paper & Varnish, Foil, Holographic, Edges, Wear & Variation), on cards and tuck case alike.



52 cards + 2 jokers, poker size, scanned air-cushion texture
Rigged (Lid Open, Fold in the N panel) and static, as object assets
Cycles, 128 samples, adaptive sampling, denoise. Eevee for viewport previews
PSD atlas with smart objects for faces, backs, foil mask and tuck case
Hero card, royal flush, flat lay, tuck case trio, open case. Area lights with Cycles light linking, a backdrop-only hotspot, square, portrait and landscape output. Swap the art, render, deliver.
Paste faces and backs into the PSD smart objects, save. One linked library .blend feeds every scene, so cards and tuck case update everywhere.
21 animations, 10 stills. Camera rig, area lights, world and output path are set. The file opens in camera view on the modifier tab.
Change a socket, scrub the timeline, Render › Render Animation. Or queue every .blend with the Super Batch Render add-on.

Organised .blend files, relative paths, linked libraries, 4 Asset Browser catalogs, a README. Unzip, add the folder in Preferences › File Paths › Asset Libraries, start.
Bend, Carousel, Cascade, Circus, Deal, Explode, Fan, Floating, Follow, Formation, Heroes, House, Juice, Layout, On Curve, One Card, Pack Opening, Riffle, Solitaire Win, Stack Deploy, Wave.
One finished, lit, framed scene per setup. 1920×1080, Cycles, camera rig, output paths set.
Hero card, face and back, royal flush, flat lay, table spread, floating cards, four tuck case shots.
Poker size meshes, 52 + 2 jokers, one shader node group for foil, holo, edges, wear, variation.
Rigged (open, unfold) and static, same shader options as the cards.
Table, cyclo backdrop, infinite floor and poker chips (Geometry Nodes, controls in the modifier) plus a World Reflections world.
Card atlas, foil mask, tuck case outside, inside, foil and relief.
Card Tools, Super Batch Render, Reload Libraries.
Every input of every node group explained in English, right where you hover.
As a designer, I'm always looking for ways to make my workflow more efficient and bring more life to my projects. I wanted an easier way to create card animations without having to build everything from scratch or spend too much time setting up animations manually.
ECA made this process much simpler and faster, allowing me to focus more on the creative side of things rather than the technical setup.
It's a really useful tool to have in my workflow!
The complete kit. No tiers, no locked setups.
One-time payment
Placeholder: set the price in CONFIG at the bottom of the page.
Not a Blender user? I can render your own cards for you, from a free 3D loop to a full campaign trailer.
See the render serviceBlender 5.2 or later. The files are saved in 5.2 and use its Geometry Nodes features; earlier versions are not supported.
The basics: navigation, the timeline, the Modifier and Material tabs of the Properties editor, render settings. You never have to open a node tree, but everything is there if you want to.
No. Every setup exposes its controls as sockets in the modifier panel, grouped in panels (Hand, Pop, Card Selection, Shuffle…), each with a tooltip. If you do know Geometry Nodes, Tab into the node editor: the trees are labelled and yours to extend.
Unzip, then Edit › Preferences › File Paths › Asset Libraries and add the folder. Setups, cards, tuck cases and scene helpers show up in the Asset Browser in 4 catalogs. The preset scenes are plain .blend files you open with File › Open.
No. The cards carry no keyframes and there is no Alembic or cache to rebuild: each animation is computed by a Geometry Nodes modifier with sockets for count, selection, shuffle, timing, spread and more. Change a value, scrub, render. (Follow uses a Simulation Zone; its bake is packed in the preset.)
Yes, that's the point. Put your faces and backs in the PSD templates, save, and every card and the tuck case update in Blender. There's a separate PSD for the foil mask.
Yes. The licence covers personal and commercial renders. You can't resell or redistribute the source files (blend files, textures, node groups, add-ons, PSDs) in any product or library.
Scenes are set for Cycles (128 samples, adaptive sampling, denoise), which is what every render on this page uses. Materials also work in Eevee for viewport previews and fast drafts.
Anything that runs Blender 5.2 well. For Cycles, an NVIDIA RTX GPU and 16 GB RAM (32 GB recommended) keep render times comfortable.
30-day money-back guarantee (conditions on the Gumroad and Superhive pages). For help, DM me on Instagram @jm.rudent or message me through the store.