That feel when you have to pause and rewind like 50 times each time he does something, because you have no clue how he did any of it. Trying to comprehend this makes me feel like a dog in a chemistry lab.
YES THERE IS SOME MOMENTS. BUT LOOK AT FORMULA. WRITE IT DOWN. AND KEEP THE LOGIC THREAD ALONG THAT. I HAVE MISTAKEN MYSELF WHEN TRYED TO FIND OUT VECTOR LENGTH GROUP. BUT THIS IS IN 1ST FORMULA AND IT IS RHO. BANZAI. I WISH YOU BEAUTIFUL SPIRIT
Sometimes you find a youtube video that is more useful than the last 100 hundred combined! Like a documentary + a tutorial + a work of art all in one dense but clear form. Amazing overview worthy of sharing many times over.
@@baronvonbeandip no it forces you to rewind and pause the video. Figuring it out on your own wouldn't require a tutorial. The point of a tutorial is to show you how to do it so you can then play with the setup and learn from it.
@@Igor_Zdrowowicz so why didn't he just flash the formula on the screen and call it a day? Its just very hard to follow for no reason. If this was a quick overview video maybe it wouldn't matter so much , but the point of a tutorial is to make it easier to learn.
While this illustrates the strength and potential of eevee, it also shows the node system's weaknesses when it comes to vector maths and arithmetics. Hopefully the everything nodes project will improve the workflow. Thanks for the vid.
vector math has arrived in Blender too if it wasn't already in 2018. I have used it for my own 2D mandelbrot implementation. I'm using vector length, vector multiply. Found all except complex number math.
I know it's a couple years old now, but this is still mind-blowing to me! Fantastic work. My interest is math modeling with Blender and 3dsmax (I'm currently working mostly with Blender 2.8 now), so stuff like this fascinates me.
To go further you can add two vector math nodes in the beginning between texture coordinate: object and Z, c. Make the first vector math node an add and the second a divide. You can now zoom into the mandelbulb by adding values to the divide node. Make sure you have the same value for the x, y and z axis. If you go to deep you will end up in the mandelbulb itself and you have to adjust the position with the add node to find the surface again. Increase the divide amount just in little steps and then adjust the position for easy navigation. You can even make an animated render where it seems you go across the surface of the mandelbulb and zoom in very deep without changing the position of the camera or the object.
it would be so nice to have all the mandelbulb3d (mb3d) tools and formulas, also atmospheric and rim lightning that can be modified after render, all integrated in blender ^^
i just subscribed even tho i honestly have no idea what you were doing the whole time with all that math stuff, like i thought it was gonna involve modeling and stuff but this was cool! hopefully you do more tutorials
Really really awesome. I love your learning technic, specially math and mathematics picture visualization. I think nobody used this technic like math node+ math photo
that is one of the best node tutorials i've ever seen, thanks a bunch man, amazing, i have a question though, in the blend file you provided: how did you connect the motion of the empty to the value node !!!!!!!!
I'm gonna hafta watch this a couple billion times. Great stuff. How are you getting the morphing tho? Also, have you tried any other formulas, such as Julias?
So that's how they filmed the crazy scenes of The Ant-Man and Dr. Strange I feel like saying thanks for this amazing tutorial would be so cheap! Nevertheless I appreciate your incredible work from the depth of my heart!
I have been doing it in basically the same way! So glad to hear Eevee will be able to handle it in real time so I don't have to do any more 12+ hour renders. Great tutorial :) Btw have you tried doing this with osl? If so is it better or worse in Eevee than recreating the math with nodes?
I tried osl in cycles but it only works on cpu so it's basically useless for this level of detail and I don't think Eevee supports osl but I might be wrong. If osl did work it would definitely be much easier than noding though
I followed your tutorial and made the Mandelbulb! It is beautiful! Thanks a lot!!! And it made me reading a lot of crazy math as well!! Just one question, why wouldn’t it work on Cycle???
@@JonasDichelle It's strange, up to the 2nd iteration, switching to cycle looks like the same shape, but from the 3rd iteration, it starts to give me some unexpected wavy form warping around the sphere.
So, uhh… this doesn't really work for more complex object, does it? I tried to test it by putting the Material to a human model, but the mandelbulb doesn't show, at all, it's just empty Also, edit mode modification doesn't seem to affect the mandelbulb, or did I do it wrong? I just grab the cube top face way up & move one vertex, but the bulb doesn't follow the change. Did I have to apply transformation first to make it work?
Hey Jonas could you give a bit of an insight on the parameter that steers the color of the mandelbulb? I looked into the blend file, but I cannot get it. I though you're using a distance from original position, but it's not. Any help on that?
I'm really curious to try making this but I have to ask - in your demo animation, is that a mirror modifier applied? Does adjusting that initial value cause it to shift and change?
OK, all this actually works. And of course, the nodes are compatible with cycles, which can give very nice looking things. But please, try to be more didactic, it took me 5 hours to be sure to have the same thing as what you did.
For some reason mine looks like a log. Could you help me with this? I downloaded the original blend file and cross checked it with mine, everything looks right. But instead of looking spherical it has become cylindrical.
I don't know if anyone wrote this but the vector math node now has length as an option. Maybe it had that before too, I don't know.. but it's quite useful.
I have a great deal of respect for this -- it is very impressive! One minor criticism, though: why do you take a computationally expensive square root for a value (rho) that will be raised to the nth power? Why not skip the square root and raise it to the n/2? Halving the amount of exponentiation should speed the calculation...
Great tutorial, but is there a way to do all that math in python and just let blender generate all mesh points it needs to render from there? I mean, implementing that equations in python's numpy library is like 8 lines, what you were doing seemed quite complicated, with all those little windows connected together (at least to me, I don't know blender well). I heard that blender is somewhat compatible with python, so I'm just wondering if this is possible...
I’m finally understanding how to read and comprehend the formula, but I’m wondering how to get the parent node groups visible while working on an inner group? Love this video, been trying every day for the past 5 days and think I might actually get it right this time!
There are times where tutorials are so bad that I could be salty of them. I copied tutorials made in maya, mudbox and unity. But you, mate... are the best of them all, beating them with your teaching skills! I am a somewhat beginner of blender and had a LOT of fun with your great tutorial. My blend file is exactly like yours. Now I am experimenting with it, haha. Thank you very much! I hope to see more tutorials made by you because you´re worth every follower who passes by.
How would I use the fractal material if I want to displace the geometry and not the volume? I think it wouldn't be so many changes to the shader, but I can't guess *what* changes I should make.
This video is awesome! Thanks! Tho I’m having trouble rendering/ animating it. I’m pretty new to blender and I know this isn’t the best project for a beginner but I just love it
Hi Jonas. Amazing tutorial, could you perhaps do a tutorial on how to transfer more generic / basic math formulas into blender node editor? Much appreciated.
I got to the vector lenght part No idea what happned, you started off making a node group called vector length but then ou renamed it Rho? im confused i dont have a node group called vector length to work with Edit: Never mind i missed like a 2 second part where you made a node group out of rho my fault.
is it possible to do this on a ready made mesh thatactually looks something other than cube ? for example like human head ? That would be dope :D Or does this work only becuase of the vectors and I would need to make new vectors in the shape of human head ?
First of all, this is one of the coolest things Ive EVER seen done w blender and I want to thankyou for this! secondly, I have a couple of questions for you if you have a minute or two: First of all a specific question of methodology/math: when there are coordinates in an equasion which are separated by a comma, such as in the theta function for z.... well, what does that mean, is it getting multiplied by something? I understand the coordinate system in euclidian space to locate a point but of c here youre using spherical coordinates ... and I guess Im trying to figure out how the z here gets operated on, youve plugged it into the divide by sqrt of x*x + y*y so Im not sure why that is working that way... The other question is much more general: Im totally inspired by this and would love to develope further and want to try to put some of these equasions into shaders bugman123.com/Hypercomplex/ but I see that there are some operations/symbols that dont look to be inside of the math node that are essentially programming operations like iterators presented here in c++ code snippets.... so, might these (for example the first one at the top of the page) be doable in blender? I am struggling with this as Im pretty much NOT a math or coding person but still want to dive in and try nonetheless and would love your thoughts! thanks in advance and keep up the kickass work!
Uhh, you probably won't answer this, but I've been having an interesting problem... So, I downloaded the project (mainly because i'm worried that I might get issues considering the fact I'm not the greatest at math) and the actual render takes around 20 seconds... But the load time is up to 6 minutes. Basically, the render only starts 6 minutes after pressing the render button. Same thing with the viewport render, 6 minutes of blank screen. I'm not sure if it's because you have some monster gpu, or my gpu stinks (I have a gtx 1060 3g [with additional ram installed, 32gb]) but it takes way longer then the video shows. It could be because I'm using the newer one with the archtangent2 node instead of dividing and getting the archtangent. But i'm pretty sure that isn't the issue, cause if I render with cycles the load time is around 2 seconds. Unfortunately the cycles rendering takes a LOT longer then eevee, but if you have any possible explanations, please provide.
@@JonasDichelle Thank you for responding! Yes, after I posted this comment, that came to mind. I'll see if i can find any older builds of blender. Could you provide the version used in the most recent version of the fractal? Again, thank you for responding!
@@adamvonritter7980 Not yet, I'm planning on going to a more recent update to see if they fix it there, cause yah know, blender updates (near) daily.
4 года назад
hi, i followed through and got servicable bulb, but it is not very dense. I had to fix it by multiplying the whole density at the end. Is there a different point in the process where i can input the density? Also second question, could you hint at which value needs to be manipulated to animate it? Thanks!
I have an issue with this, when I directly download the .blend project and open it in v2.8 and straight away hit shift + z, the mandelbulb does not show and I can only see the lights.