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Wout

Erode / Rock tool I'm building

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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

 

1.png

4.png

5.png

6.png

Edited by Wout
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Here are some more procedurally generated rocks, some with nice cracks/more surface details.

Rocks_198.png.a7ae492a5f1fc842f3d1a9a9470199c9.pngRocks_209.png.f1623b0a151f016e7f5a299eb97d38f8.png

Rocks_234.png

Rocks_12.png

Rocks_25.png

Rocks_38.png

Rocks_59.png

Rocks_106.png

Rocks_158.png

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Love it !:rolleyes:

Is it the same approach as in vimeo.com/315686952 or?

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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 :

 

Rock_Cube_Base_03.png.0c364edadd8ed6f8cf8f5c0afa04e32a.pngRock_Cube_Base_01.png.4f663674ab68f62e67e567332f5eb6e4.png

Rock_Cube_Base_02.png

Rock_Cube_Base_05.png

Rock_custmo_Base_03.png

Rock_custmo_Base_06.png

Edited by Wout
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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.

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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.

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Very nice.
Cracks are really welcome.

"Medium-Fine" detail are render dispplacement ?

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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 ! :)

 

 

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You can find a start here. the complete article here
There is also some discusion on procedural baking process with COPS here on odforce

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Here you have files (I use 16.5- Qlib Dev- Game -Dev ) it has nice tricks, maybe gonna help You:wub:

plus use this technic for cutting (youtube.com/watch?v=dRidiaXGYrk)

 

Stforce.hipnc

RockiFOrce.hipnc

14y.jpg

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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.

 

03.png.b9b157195b98171f696266e7c43ca06b.png02.png.0945d3cf97076ee98639c610bedcc05d.png01.png.6e675ebfd06944a3e1ce1833348a60b6.png

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Lots of rocks with variation:

 

Rocks.jpg

Edited by Wout
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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 :) 

 

 

Rocks_with_edges.jpg

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