based on the little magic school scene I made, I realized I need a way to not have doors on the gothic structures so that I can git bash them. Potentially I would need controls also for the window sizes because they can gt a bit out of hand
Posts by Shahriar Shahrabi | شهریار شهرابی
Here how it looks in the night. Windows of course dont always make sense since they are not aware of eachother. But I would take this as a base and start modeling over it anyways
Another demo scene. I can finish these in around one and half hour. I did realize here that I need new front type for the gothic structures that has no door and window, and new tower tops. But over all very happy with what the tool can do so far
It was annoying that the doors were all the same size, so I randomized it
Have a baisic house generation along spline wokring, as usual all geometry nodes. It still needs a few improvement, but slowly I just want to get start with the next pahse.
To be fair its not just windows. Nvidia drivers for 5090 are doing half the job as well. What a time to be alive. Thanks to AI we can write endless amount of code that doesnt work
Windows has been utter trash recently, each update worse than before. from constant kernel crashes to randomly changing monitor resolution. That said, happy acciedent, kinda digging this DOOM 2016 on ultra low resolution
The main challenge as usual is topological irregurality. Same subdivision and just changing scales, easy, having some houses have extrusion and different topology, very difficult in SIMD
I have somewhat of a thing that distributes the foundation of the houses. A lot of work still left but starting to do something
If you only want irregularity and dont care for fine controls you can also operate on point level and just mix to the position of the next vertex. This gives you irregularity but you cant build a more global rules on which segment recieves what lenght based on neighbours.
Little geo nodes tips for resampling curves with irregural distances. First decide per edge how long each edge should be as weights. Then normalize using attribute statistics node and finally set per point position in a repeat zone
Here as still. I kina feel like I need to tackle terrain at some point. That is always a big part of any scene and what I have now its semi useful
I am trying to do some quick scenes with my procedural houses tools to get a feel for what I would need. I probably should tackle house placement along splines or blocks next because manual work is a pain.
This scene is inspired by Simon Hintermanns work.
added wind to the geo plants, rendered the video, realize the wind animation is barely visible 😅well whatever its there.
Someone should write a book on work/ nuclear threat balance tips.
I was gonna call it a day with the farm stuff. But then I looked at this shot and though, "we need a wind system for the plants!" Guess thats next
Man I am gonna have so much fun with these tools. its gonna be nuts! next is rivers, water fall and finally distribution tools to generate city blocks
I am done with the farm stuff 🥳 Sunflower, wheat, corn, pumpkin, windmills, fences and wooden bridges. All done 100 procedurally in geometry nodes, blener with thousands of nodes.
Nodes here: github.com/IRCSS/Blende...
The question is to watermelon or not. Its basically the same plant
And fully procedural pumpkin. Geo node + material editor combi. Nodes here: github.com/IRCSS/Blende...
Hey it even comes with a uv map
I cant believe it took me so long to realize Blenders curve to mesh's curve profile is baiscially a function revolution. So instead of just making dumb tubes from curves I can make anything like a base for a pumpkin! Give me back my life before this 😅
Overall I am slowly tending to the answer that this is not a very entry level skill set. Regadless of where you are coming from, it combins art, tech and math in an interesting ways. Dont go in with the expectation of quick gain. For seniors though, its a crazy tool!
Of course the tech people are on the other side. They can make all these amazing tech demo, but it looks terrible. How do you explain shape language? Visual tensions between contrasting line motifs, frequency and color harmony? All seems so easy, until you try explaining it
Or how to construct UVs without explaining projection? Or parallel laid out data structures without explaining memory and pointers? If you have a math/ tech background, easy. If you are coming from the arts, thats 2 years minimum of hard work. I know because I went through it
Geo nodes could be both easy and hard. I really struggle explaining it to 3d juniors who ask me for resources to be able to do the same thing. How do I explain that the fourth column of the matrix is for position, without teaching the whole of linear algebra?
This is probably the best book I have read on marketing! Backed by a bunch of studies and very easy to follow actionable steps
It has been years since I had to worry about albedos being too dark or too bright. Bless the unlit art style
I think I am getting somewhere. The albedo values are alot more reasonable. The sun still blows away though. Maybe thats just a question of good post LUTs