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
