Playing with physics and rigid body simulations+force fields in Blender Octane Edition.
https://redd.it/1m6t3y3
@proceduralgeneration
https://redd.it/1m6t3y3
@proceduralgeneration
Made via Array modifier and object instancing in Blender Octane Edition
https://redd.it/1m6x2u1
@proceduralgeneration
https://redd.it/1m6x2u1
@proceduralgeneration
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Just released an alpha version of my nodal Libnoise GPU port
https://redd.it/1m754na
@proceduralgeneration
https://redd.it/1m754na
@proceduralgeneration
Scattered Fragments- created in Blender Octane Edition using cell fracture add-on and a physics simulation to suck the pieces into a clump of fragments shown here. It turned into an opportunity to play procedurally with creating a subsurface scattering effect using octane shader nodes
https://redd.it/1m7bont
@proceduralgeneration
https://redd.it/1m7bont
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: Scattered Fragments- created in Blender Octane Edition using cell fracture add…
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Discovery- The fractal was generated, traced and exported from Mandelbulb3D. Everything else was done in Blender Octane Edition.
https://redd.it/1m7ll9h
@proceduralgeneration
https://redd.it/1m7ll9h
@proceduralgeneration
Fractal Muse - created via Vectron Boolean Operation in Blender Octane Edition. *I’ve shared recently in this sub a Timelapse video demonstrating my process for infusing Vectron Geometry with any chosen mesh*
https://redd.it/1m7xv3n
@proceduralgeneration
https://redd.it/1m7xv3n
@proceduralgeneration
Created via Vectron Fractal Boolean Operation in Blender Octane Edition.
https://redd.it/1m82k2w
@proceduralgeneration
https://redd.it/1m82k2w
@proceduralgeneration
Made via object instancing and modifiers in Blender Octane Edition
https://redd.it/1m8enlk
@proceduralgeneration
https://redd.it/1m8enlk
@proceduralgeneration
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I tried simulating a realistic Moon by actually launching some meteors at it.
https://redd.it/1m8gwub
@proceduralgeneration
https://redd.it/1m8gwub
@proceduralgeneration
What do you think about the look of this?
I am now randomly generating towns and campsites that spawn enemies for your creatures to battle.
https://redd.it/1m8zqk1
@proceduralgeneration
I am now randomly generating towns and campsites that spawn enemies for your creatures to battle.
https://redd.it/1m8zqk1
@proceduralgeneration
Smoothly blend two perlin noise functions?
Are there any concepts, tutorials or articles explaining this? I have not been able to find anything. I have only found a past post that was really simple and people saying to just interpolate it.
My terrain generation uses biomes, and each biome has different perlin noise parameters (I use fractal motion, so there is scale, lacunarity, persistence, amplitude and octaves. I tried to mark a border area and in that area slowly interpolate the noise functions, but this resulted in really jagged ridges, literally destroyed terrain. It is very long so I'm not going to send it, but if any of you wants to help let me know.
https://redd.it/1m996ji
@proceduralgeneration
Are there any concepts, tutorials or articles explaining this? I have not been able to find anything. I have only found a past post that was really simple and people saying to just interpolate it.
My terrain generation uses biomes, and each biome has different perlin noise parameters (I use fractal motion, so there is scale, lacunarity, persistence, amplitude and octaves. I tried to mark a border area and in that area slowly interpolate the noise functions, but this resulted in really jagged ridges, literally destroyed terrain. It is very long so I'm not going to send it, but if any of you wants to help let me know.
https://redd.it/1m996ji
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
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