How can I create 3D Meshes like these in Blender or other DCC?

Open to all recommendations. Thanks in advance.

These are shapes that are not commonly modeled by hand, but generated procedurally by using math or code. You see these types of shapes as results of generation by fractal math and marching algorithms.

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It’s also not common to really “create a mesh” in blender with the goal to export the mesh as something static, where the shape can be fully generated on demand by math or code. It can be done though, you might find a way to generate a mesh through python in the blender console. You do have access to objects, vertices, perhaps curves.

You can also generate them procedurally within unreal engine, through code (ProceduralMeshComponent) or directly in the shader, but there you miss collisison data if you don’t have the shape as mesh data.

I think you can find examples on that if you look for the mandelbulb shader in unreal (3D version of mandelbrott), I’ve seen a particle sim version in niagara for that as well.

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Wow. I did not expect a response so swift. I don’t do common. I go out of my way to do things in the most oddest fashion possible LOL.

It’s also not common to really “create a mesh” in blender with the goal to export the mesh as something static, where the shape can be fully generated on demand by math or code. It can be done though, you might find a way to generate a mesh through python in the blender console. You do have access to objects, vertices, perhaps curves.

I speculate this sort of mesh would be created in Blender with liquid simulation or geometry nodes.

You can also generate them procedurally within unreal engine, through code (ProceduralMeshComponent) or directly in the shader, but there you miss collisison data if you don’t have the shape as mesh data.

I honestly would prefer to do everything in UnrealEngine. I’m using Machina/Houdini Combo for Fractal Meshes, but they are not smooth and liquid like.

Thanks @Roy_Wierer.Seda145

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Cool, I like Houdini but so far I’ve only played with L-Systems (you can definitely make uncommon stuff with it, but also plants :slight_smile: ).

Haven’t worked with geometry nodes, I believe that is a similar idea to generate a mesh through logic, so then yes. Liquid simulation could be used to produce organic shapes but it’s for specific cases. With math you can define accurate controllable shapes that have no need for any simulation.

I’ll see if I can get one of my old UE projects to boot on 4.27 or 5.2 I have a fractal shader somewhere

Complex math and modeling is not my strong suit. I’m even considering some Image to 3D Generative AI to pull this off. The Meshes are just pieces to a Greater Vision.

You could use AI but if you plan to sell the result that will create difficulties. Steam is still pulling all generated content from sales and law is still developing.

I’m in Blender playing around with the Modifier Stack

I know I generate some useful meshes with this technique, but not liquid-likes.

Takes a while to update my old project to be compatible, its dependencies no longer exist so I try porting to 5.1 first. After that I might be able to show some shader code.

Especially for liquid shapes I’d avoid going mesh because you are tied to a resolution similar to pixels in an image. With maths you are not. With fractals you might even generate up to infinite variations and detail. That can be animated through input values as well. Overall you can do a lot more with that than with a modeled mesh.

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I truly appreciate your sacrifice in time and knowledge sharing. Perhaps one day I can repay you the same.

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Sorry, but my old project is unrecoverable. Engine updates and the removal of a marketplace dependency made it impossible to access my blueprints and materials (what’s new EPIC).

I did find text references to tutorials I used, this in particular will be of interest to you:

https://www.youtube.com/@ArtHiteca/videos

https://www.youtube.com/watch?v=nDcGDR2OJj4

https://www.youtube.com/watch?v=OJRNFqrT3js

https://www.youtube.com/watch?v=kPqWpdvw-qI

https://www.youtube.com/watch?v=f2mHfK6bUDw

All Good. I do appreciate all the effort and recommendations.

Well since you ask :slightly_smiling_face: , I did recently put a repo online that can use contributions :slightly_smiling_face: . But it’s something entirely different. Hope you find what you are looking for on the yt links I posted there are some great techniques to get similar visuals.

Looking into Niagara Liquids

opened to recommendations.