First render in a while. It's a simulation nodes gravity simulation. I went through many phases of overcomplicating it to varying degrees of success before going the absolutely simplest approach of Newtonian gravity with a force filter that drops very close particles to 0 influence (otherwise particles get flung into the Twilight Zone). I cheated a bit and optimized calculation time by using a Merge by Distance in my simulation zone and only calculating the influence from those. It does cause closely-clustered points to have only as much influence as a single point. In another study, I had found a way to make the merged points have the mass of all the points in the merge, but the way that I did it had worse performance than the raw N^2 N-Body calculation.

The color of each particle is simply the absolute value of the velocity, mapping XYZ to RGB.

I should work with Geometry nodes more. They are very stimulating. My real addiction is programming, and I often neglect my art, and geo nodes give me the opportunity to scratch both itches at once.

I wish I could get this one done in Cycles, but it's just too damn slow. Low frame time and denoising alone would make a 30 second render take over 5 hours, and it doesn't really look that much better than Eevee.

#Blender #BlenderEevee #EeveeRenderer #EeveeRender #Video #MotionGraphics #MoGraph #Gravity #GeometryNodes #SimulationNodes #Suzanne #NBody #NBodySimulation

Interactive Three-Body Simulator Featuring 2D and 3D Periodic Orbits

Exactly! Trisolar Chaos brilliantly transforms the abstract chaos of three-body interactions into something almost poetic. Seeing these complex orbits unfold in real time makes the unpredictability tangible, and the interactive simulator really brings the beauty and intricacy of celestial mechanics ...

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