If you are wondering why his portal has the tips of each spline a different color rather than color being based on distance, make sure you divide the spline length by your fraction node output before sending it into the store named attribute.
There’s not really a reason to do it for 3D scenes that you’re not interacting with in real time, but there is a way and has more feasible application in UE
Honestly bro, there is a heavy theory of everything vibe going on with your tuts and my ideas lately. Are you screen watching me? probably not. Is it because I've watched too much CG matter? probably yes. What I'm trying to say is... each time I have an idea you bang out a tutorial on it in like a few days lol. its great.
very excellent. so glad you know how to computationally approximate the appearance of portals, however, the lines of motion should be centripetal, not centrifugal.
/imagine A Kaleidoscope tutorial, complete with a reflected surfaces variable, similar to what one would find if they googled "kaleidoscope footage" and looked at the pixabay video results, art by the inimitable CGMatter, 4k, hyperdetailed, etc etc.
the big problem is the viewport never shows what you got why dont they make blender do the simple thing like other software why dont you tell me how to do the simple thing .Now they put a hdri in the viewport to make it even more confusing and that hdri dont show in render and you cant get rid of it , so how about it .
honestly I've run blender on a 1996 macintosh. you can RUN it on anything, it's just how long you're willing to wait for renders. like Song Studio's said, a faster GPU can be very beneficial but its like adding a V8 Engine to a vehicle. If your car can handle it, youll get so much faster, but if you're using a bike, the engine isnt going to be very helpful.