Is it actually the same though just to join? I might be derping pretty hard, but I think there are circumstances where that won’t work properly, like such:
Just an icosphere copying itself onto its own point, then again, silly fractal stuff.
In this case if I join the original geometry with the result of the tree, then duplicate the geometry nodes modifier (the current loop manual workaround) I will get nasty intersection on the inside:
Because naturally the next iteration has the original geometry and the whole tree, so the instance on points node will produce more copies than really wanted, ideally you just want the copies only from the instanced stuff on each iteration, only “growing” the stuff on the outside, and nothing on the inside pilling up. The wording here is is sort of hard to follow so as reference the desired look is more like this:
This is possible like so:
The instance on points node just leads directly to a new instance on points node, never touching the original input geometry, then you just join it each time with the output. Gah, this is tough to read but hopefully easier to see just following the pictures.
Anyways this works, but it’s no loop-able by duplicating the geometry node modifier right? It needs to be done in the same graph, unless Blender could have multiple geometry streams connected into the Group Output node so they could individually carry over. That’s why an option like “join each iteration” is needed, otherwise such operations wouldn’t possible, at least not through convenient means.
I could just be a big dumb dumb, I’m pretty tired from overwork, but I think this pans out, correct?