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Everything posted by Vexosaur

  1. Procedural Caves WIP

    Working on a procedural cave generator using input curves for the base shape and cellular automata. The goal is for them to be game engine ready with textures, what do you think?
  2. Procedural Caves WIP

    Thanks. I was able to make nice clean UVs for this because the mesh is actually very uniform. The ground/ceiling is just mapped to a grid based on its position, and the wall the all the strips of mesh that have the same amount of polys vertically. For your problem, the best solution I can think of off the top of my head would be group polys based on facing angle/curvature and then breaking those up into more uniform pieces maybe. You might need to look into generating procedural textures to help with seams since you are probably never going to get really clean UVs.
  3. Procedural Ice tool now on Gumroad

    Hard to tell without any error messages and such.
  4. Hey everyone, My procedural ice tool is now on Gumroad! https://gum.co/icetool Enjoy!
  5. Made this a while ago, finally got around to uploading it to gumroad. https://gum.co/ofsD
  6. Tree and Foliage Tools

    For this sort of thing I didn't really have any learning resource, honestly the best way to learn(for me anyway) is to just try make things. Start simply, all this stuff is just lots of simply steps layered on top of each other. Doing tutorials will only get you so far, having to problem solve for your own projects will teach you so much more and it will stick a lot better...even if it does take ten times longer to make something to start with lol. Here are a few useful resources though: http://www.tokeru.com/cgwiki/?title=Houdini https://vimeo.com/anopara https://www.sidefx.com/learn/getting_started/ also research papers are really useful for somethings, https://www.maa.org/sites/default/files/images/upload_library/23/picado/seashells/introdeng.html like this one I used for my procedural shell tool.
  7. Tree and Foliage Tools

    Hey, thought I'd share this here. Preview of tree and foliage creation and layout tools now available on Gumroad. I've released them as "pay what you want" as my contribution to the community. I plan to keep supporting and improving these tools in future as well as releasing other tools. Let me know if you have any feedback/suggestions and I look forward to seeing what people create with them. Enjoy! https://gumroad.com/l/zWFNX
  8. Tree and Foliage Tools

    Haven't tested it but I don't see why it wouldn't.
  9. Procedural Shells

    Early stage WIP of procedural shells, planning to do a tutorial when I'm done.
  10. I made a tool for creating fully procedural cave systems from curves for use inside UE4 with Houdini Engine. Check it out, let me know what you think. Available here: https://gum.co/hdacaves Enjoy!
  11. Procedural Caves WIP

    Start working on this again. Added some width variation to the input curve, vertical shafts and broken it into segments.
  12. Procedural Caves WIP

    Yeah, will need to play around. Mainly thinking for it's ability to preserve UVs.
  13. Procedural Caves WIP

    Nice! I need to start working on mine again, it's been sitting in hiatus for ages. The new poly reduce will be really helpful too.
  14. Tree and Foliage Tools

    Ultimately I would like to update it to use a system like this https://vimeo.com/229252148 . It's finding the time to work on it, though since people still seem to be enjoying it and using it maybe I'll be more inspired to find the time.
  15. Tree and Foliage Tools

    Don't have any plans to add to this at this point in time, there are already quite a lot of really nice tree growing/making systems around. I do have plans for some other things though, that aren't already done so well.
  16. Procedural Shells

    So no recorded tutorial but I did finally get around to finishing this. It's not super complicated, you should be able to pull it apart and figure out how it works. https://gum.co/shells
  17. There is the fluid compress if you are working with FLIP, I assume you could adapt it to work with other points for viewport visualization. You could also just delete every X point with a delete SOP or wrangle, a bit hackneyed though. Maybe someone else has a better solution.
  18. Staying motivated

    Yeah I get that, totally normal. I don’t know that there is a way to remove that inertia completely. The motivation is coming from time invested in a project, so until you have invested some time. The only thing I can think of is to eliminate distractions in those early stages of a project.
  19. Thickness mask to @Cd

    You could use the intersect function in VEX
  20. Staying motivated

    I tend to go through phases of motivation, sometimes you just need to have a break for awhile and recharge. I find having good challenge helps or by breaking down a larger project into smaller goals.
  21. If it’s only ever running over a tube you could easily make my solution fully procedural by linking the group by range and vex to the number of divisions. For some thing more complex a volume and attribute from volume might be the way to go.
  22. Is the idea that it will always be a tube with a set number of rows and columns? Or do you want a solution that will work with more complex geometry that might not be consistent down the whole length?
  23. Like this? FindthecenterTest.hipnc
  24. Procedural Pyramid for destruction?

    What kind of pyramid do you want? Smooth flat sides or blocky sides?