Wout Posted February 29, 2020 Share Posted February 29, 2020 (edited) Hey guys, so I'm building a procedural erode / rock tool. Here are my results so far, the tool generates an infinite number of variations on these. I intend to add more surface detail like cracks and more small geometry details, breaking up the edges more, tweaking the nodes and playing around with it. I'm very happy with the results so far. Also I'd like to know if people are interested in this, it feels nice working on this knowing that it will be useful for people. All the best, Wout Edited February 29, 2020 by Wout 3 Quote Link to comment Share on other sites More sharing options...
Wout Posted March 1, 2020 Author Share Posted March 1, 2020 Here are some more procedurally generated rocks, some with nice cracks/more surface details. 3 Quote Link to comment Share on other sites More sharing options...
Librarian Posted March 1, 2020 Share Posted March 1, 2020 Love it ! Is it the same approach as in vimeo.com/315686952 or? Quote Link to comment Share on other sites More sharing options...
Wout Posted March 1, 2020 Author Share Posted March 1, 2020 (edited) Thanks ! No my approach is with booleans, because I want the sharp edges on the rocks. So all of the renders above have an elongated sphere as base mesh, of course you can change this, into a cube, or whatever custom shape to get stuff like this : Edited March 1, 2020 by Wout 2 Quote Link to comment Share on other sites More sharing options...
bobc4d Posted March 1, 2020 Share Posted March 1, 2020 this looks really good, I like the sharp edges. 1 Quote Link to comment Share on other sites More sharing options...
6ril Posted March 1, 2020 Share Posted March 1, 2020 real nice looking rocks you got there! congrats. I'd be curious to see the process, even tho I don't really like boolean op. 1 Quote Link to comment Share on other sites More sharing options...
Wout Posted March 1, 2020 Author Share Posted March 1, 2020 Thanks guys ! @6ril : It's basically boolean subtracting in a loop, that's in in a nut shell It's working pretty well, even though every now and then the boolean sop stops working, keeping the base mesh fairly simple helps, not too much jitter/distortion/mountain sop on the base mesh. Quote Link to comment Share on other sites More sharing options...
Librarian Posted March 1, 2020 Share Posted March 1, 2020 for texturing? Quote Link to comment Share on other sites More sharing options...
Wout Posted March 1, 2020 Author Share Posted March 1, 2020 @Librarian Sorry , I don't understand what you mean Quote Link to comment Share on other sites More sharing options...
flcc Posted March 1, 2020 Share Posted March 1, 2020 Very nice. Cracks are really welcome. "Medium-Fine" detail are render dispplacement ? 1 Quote Link to comment Share on other sites More sharing options...
Librarian Posted March 1, 2020 Share Posted March 1, 2020 texture- mapping -rendering ? How Quote Link to comment Share on other sites More sharing options...
Wout Posted March 1, 2020 Author Share Posted March 1, 2020 Oh I see, right now it's fairly highres mesh with bumpmapping for the small details. It's auto generating uv's and then it's rendered in Octane, which is taking quite long to preprocess because of the high mesh density. I'll probably look into generating displacement maps, if anyone can point me in the right direction ? Thanks ! Quote Link to comment Share on other sites More sharing options...
flcc Posted March 1, 2020 Share Posted March 1, 2020 You can find a start here. the complete article here There is also some discusion on procedural baking process with COPS here on odforce 1 Quote Link to comment Share on other sites More sharing options...
Librarian Posted March 1, 2020 Share Posted March 1, 2020 Here you have files (I use 16.5- Qlib Dev- Game -Dev ) it has nice tricks, maybe gonna help You plus use this technic for cutting (youtube.com/watch?v=dRidiaXGYrk) Stforce.hipnc RockiFOrce.hipnc 1 Quote Link to comment Share on other sites More sharing options...
Wout Posted March 1, 2020 Author Share Posted March 1, 2020 Awesome, thanks guys ! Quote Link to comment Share on other sites More sharing options...
Wout Posted March 2, 2020 Author Share Posted March 2, 2020 So here's an update to show my progress with the displacement maps. These three renders are the same base mesh of 15K polys, rendered with displacement and bump mapping. 5 Quote Link to comment Share on other sites More sharing options...
bobc4d Posted March 3, 2020 Share Posted March 3, 2020 WOW, those are really nice and nicely detailed 1 Quote Link to comment Share on other sites More sharing options...
Wout Posted March 3, 2020 Author Share Posted March 3, 2020 Thank you for the kind words Quote Link to comment Share on other sites More sharing options...
Wout Posted March 3, 2020 Author Share Posted March 3, 2020 (edited) Lots of rocks with variation: Edited March 3, 2020 by Wout 2 Quote Link to comment Share on other sites More sharing options...
Wout Posted March 4, 2020 Author Share Posted March 4, 2020 I made a edge detection setup so here's a test render with the edges, might need some tweaking for variation, and take occlusion into account, but, yes, I like 6 Quote Link to comment Share on other sites More sharing options...
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