This is super handy! The only thing that could make this better is if Blender were to implement some sort of "Recursion" node to the geometry nodes stack. Amazing work Siddharth!
There is now a way to duplicate instances of shapes without it requiring extra processing power. I'm betting there's a way to combine that technique with new node techniques to make this render crazy fast while more complex!
Solid video and a good technique, though if you are going to show "my" fractal as an example I would have prefered if you had shown the finished geometry instead of a still image of a half-finished one
My apologies! I didn't mean to do that. I just meant to show in general what your fractal looked like, but you're right it would have been best to show the final product as well. I hope I haven't offended you since I really enjoyed your video and it was how I learned most of what I used in this video.
This is gorgeous, my only issue is it's not perfectly procedural- not that it's a criticism or anything though, I've been working on this all afternoon and I can't come up with anything better- for the dodecahedron the result looks beautiful, but any other solid doesn't look quite as nice without fiddling with the scale of each individual node, and also getting certain results just don't work for some solids anyway- like I wanted to render fractals where the vertices touch, and while this works very well for the tetrahedron, but it doesn't work at all for the hexahedron (aka, the cube). Don't get me wrong, my grievances- if any- are more towards the fiddly nature of the concept itself rather than blender or this video. I thoroughly enjoyed watching the video, it was brief but told me everything I needed to know to pull off the look, I just don't fully understand how to get the effect to work for the other solids, which isn't covered in the video anyway-
Thanks for the comment. A few people have actually asked questions about getting this effect to work for other solids. I tried diving into the maths to understand a more elegant way to figure out scale factors and things like that but unfortunately I was also very stumped. A lot of the math that was supposed to work didn't work and I was too busy to really dive into it any further. Good luck maybe trying to figure something else out. Let me know if you can come up with anything.
Is it possible for randomization to occur with objects instantiated within the fractals? Like if I have a collection of similar objects used as the point instance by the first fractal level, can it keep randomizing the objects chosen within the higher "tier" fractals instead of repeating the same choice(s)?
not sure what you've done so far but basically, explore keyframes! Set one position of an object, set its properties as a keyframe, then move it to its new position and set that as another keyframe. You can do that with practically any parameter of any object. It's not as complicated as you might expect; I avoided it for years (just dabbling in Blender) but a few weeks ago I tried it and was surprised how simple it is.
That's actually a really good question. I'm not sure what kind of geometry you're using, but the only way I can think of would be to mathematically calculate the scale factor of your shape by finding the theoretical length of the scaled edge length and comparing it to a whole length. I would recommend maybe finding a wiki page or another resource that goes into further detail about calculating scale factors. What kind of a shape are you trying to turn into a fractal?
Here was my response to another comment by Vekeboxi that I think might answer your question: "What you need to do is add a 'realize instances' node before the group output and then if you apply the node tree it should work."
I spent hours editing this and I just realized I say "blender 2.3" throughout the video... I'm not very good with names lol
Nice tutorial regardless :)
@@vanity_ibex Thank you :)
NP. It was clear anyway. Great tutorial! Thank you!
if it makes you feel any better, i didn't notice that it was wrong. made sense in my head lol
No worries, we all knew you meant Windows 83
To speed up vieport after 3 iteration you need to use Realize instance node.
This is super handy! The only thing that could make this better is if Blender were to implement some sort of "Recursion" node to the geometry nodes stack. Amazing work Siddharth!
Great tutorial! Straight to the point and I appreciate that you included the nodes updates for Blender 3.0.
With the right scale factor, you get zero overlaps between instances if you use the scale instances node in place of the transform node.
Awesome Tutorial! The intro at the very beginning was a great idea
Underated RUclipsr and Awesome tutorial!
thank's man i was usin the 3.0 version and i ad a musgrave to the scale and give me a nice fractal
That sounds really interesting! I’ll try that out too.
@@siddharthbhargav i was working on the your tutorial and blow my mind thanks i almost melt mi computer ading conbolutions lol
Really simple when it is explained how to do. Thank you very much 🙂
that was really great tutorial especially from 3:19 best setup for Fractial! Thanks!
There is now a way to duplicate instances of shapes without it requiring extra processing power. I'm betting there's a way to combine that technique with new node techniques to make this render crazy fast while more complex!
"Excellent, It's all falling into place..." - C. Montgomery Burns
Cool tut! Thanks.
Thanks for the tutorial. Simple, clean, and effective way that only works in Blender 2.3 !!! ;)
Amazing tutorial
Solid video and a good technique, though if you are going to show "my" fractal as an example I would have prefered if you had shown the finished geometry instead of a still image of a half-finished one
My apologies! I didn't mean to do that. I just meant to show in general what your fractal looked like, but you're right it would have been best to show the final product as well. I hope I haven't offended you since I really enjoyed your video and it was how I learned most of what I used in this video.
@@siddharthbhargav No I get it no worries, just a tip for future videos! Keep it up!
Very Cool!!! Can you do a tutorial on Michael Hansmeyer "Subdivided Columns"
I don't think you need the combine x,y,z with the scale only having the one input slot. seems to work with just a value node attached
Oh that's quite interesting. Thanks for the tip.
This is gorgeous, my only issue is it's not perfectly procedural- not that it's a criticism or anything though, I've been working on this all afternoon and I can't come up with anything better- for the dodecahedron the result looks beautiful, but any other solid doesn't look quite as nice without fiddling with the scale of each individual node, and also getting certain results just don't work for some solids anyway- like I wanted to render fractals where the vertices touch, and while this works very well for the tetrahedron, but it doesn't work at all for the hexahedron (aka, the cube). Don't get me wrong, my grievances- if any- are more towards the fiddly nature of the concept itself rather than blender or this video. I thoroughly enjoyed watching the video, it was brief but told me everything I needed to know to pull off the look, I just don't fully understand how to get the effect to work for the other solids, which isn't covered in the video anyway-
Thanks for the comment. A few people have actually asked questions about getting this effect to work for other solids. I tried diving into the maths to understand a more elegant way to figure out scale factors and things like that but unfortunately I was also very stumped. A lot of the math that was supposed to work didn't work and I was too busy to really dive into it any further. Good luck maybe trying to figure something else out. Let me know if you can come up with anything.
pog
Nice tutorial, can you advice also on the material that you used to make it look so nice? The white/plastic one I mean not the red one
It's just a base principled BSDF material shader with 0.5 subsurface scattering and a slightly blue subsurface color.
excellent!
Deliciously Recursive
Before going to mesh- math function - regula solid , what you pressed?
May you suggest the outro animation settings for floating fractal and for such interesting
rotation-stop effects? Thanks.
Is it possible for randomization to occur with objects instantiated within the fractals?
Like if I have a collection of similar objects used as the point instance by the first fractal level, can it keep randomizing the objects chosen within the higher "tier" fractals instead of repeating the same choice(s)?
somehow the render is not visible when making a animation?
Having trouble with my object disappearing upon adding instance on points (v.3.0)
Can you save the fractal as an animation? If yes, how?
not sure what you've done so far but basically, explore keyframes! Set one position of an object, set its properties as a keyframe, then move it to its new position and set that as another keyframe. You can do that with practically any parameter of any object. It's not as complicated as you might expect; I avoided it for years (just dabbling in Blender) but a few weeks ago I tried it and was surprised how simple it is.
How does one figure out the scale ratio for an object? I'm experimenting with a bit more complex object but cant settle on a scale.
That's actually a really good question. I'm not sure what kind of geometry you're using, but the only way I can think of would be to mathematically calculate the scale factor of your shape by finding the theoretical length of the scaled edge length and comparing it to a whole length. I would recommend maybe finding a wiki page or another resource that goes into further detail about calculating scale factors. What kind of a shape are you trying to turn into a fractal?
Is there any way to export the nodes' result as an individual mesh?
Here was my response to another comment by Vekeboxi that I think might answer your question: "What you need to do is add a 'realize instances' node before the group output and then if you apply the node tree it should work."
It's difference node between 2.93 and 3.0 .
Yes, that is what I said in the video. In 3.0 the node has been changed so that it functions differently.
UPDATE FOR 3.3 PLEASE
neverind im just dumb
How did you render that cool looking material
I used subsurface scattering in the principled BSDF node.
2.3, am I missing something?
In the pinned comment I'd clarified that I had just misspoken. When I said 2.3 I really meant 3.0, sorry for the confusion.
This is very cool, it's fractal 'like', but it's not a fractal.
How can I make it into single mesh?
If you go into the modifier properties and apply the geometry node tree then it should make all the geometry you've generated editable.
@@siddharthbhargav I tried that but I just makes the whole thing dissapear
@@vekeboxi8501 What you need to do is add a "realize instances" node before the group output and then if you apply the node tree it should work.
@@siddharthbhargav Yay it worked!
Soooo need a loop node... -_-
Seriously... I was surprised there wasn't a more elegant way to do something like this.
@@siddharthbhargav probably there is a way, these is alwaysa way, but i imagine it will be a huge node tree.