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Sagebrush posted:nah, the coolest thing is smoking a cigarette while standing beside your motorcycle. smoking is disgusting
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# ? Aug 14, 2023 05:47 |
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# ? May 10, 2024 19:30 |
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fart simpson posted:smoking is disgusting Simulate cancer spreading through a lung.
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# ? Aug 14, 2023 07:52 |
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fart simpson posted:i ran across a reference to "space colonization algorithm" in an academic paper about the coloration of flower petals and leaves. looked up the original paper describing the space colonization algorithm and it was originally proposed as a model for how to make the veins in a leaf. theres a few parameters to play around with but it was very straightforward to implement with the new simulation and loop nodes Whimsicalfuckery posted:Dehumanise yourself and face to bloodshed
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# ? Aug 14, 2023 08:34 |
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fart simpson posted:coolest thing is you can literally just feed in a mesh and the algorithm fills up the available space I want to figure out enough simulation nodes knowledge to do diffusion limited aggregation now
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# ? Aug 14, 2023 17:30 |
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toiletbrush posted:thats rad, does it work in 3d? yeah it works in any metric space. literally all you need is a group of attractor points, arranged any way you want, and a method to compute the distance and directional vectors between points. the number of dimensions doesn’t matter you could even draw points with brushes or something and this could fill up the space defined by the brush strokes
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# ? Aug 15, 2023 01:18 |
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in fact these guys used a modified space colonization algorithm as a core step in a more complex algorithm for growing procedural trees and the results look pretty good. able to grow in the environment around obstacles or according to predefined shapes or w/e http://algorithmicbotany.org/papers/selforg.sig2009.small.pdf
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# ? Aug 15, 2023 01:54 |
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im eventually gonna get around to trying out that model in geo nodes
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# ? Aug 15, 2023 01:55 |
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i got space colonization sorta working to make trees. how it works is, i assume tree starts at 0,0,0. and then i draw in a desired shape for the canopy of tree leaves. set my colonization parameters, and then hit GO! i made these crappy textures in literally 5 seconds ignore them, its all about the shapes if i then instance a "leaf" (just a green flattened ico sphere) on the tip of every branch: if i move the exact same canopy up by a few meters and rerun the algorithm:
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# ? Aug 16, 2023 06:25 |
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https://i.imgur.com/7LdcfxD.mp4
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# ? Aug 16, 2023 09:48 |
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That's sick
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# ? Aug 16, 2023 10:13 |
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distortion park posted:That's sick i can just feed it any mesh and tell it to use that for the canopy shape fart simpson fucked around with this message at 10:24 on Aug 16, 2023 |
# ? Aug 16, 2023 10:18 |
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Just yesterday I saw some gardeners in a fancy ornamental garden fitting a mesh a bit like that over some plants to guide their trimming
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# ? Aug 16, 2023 10:21 |
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fart simpson posted:i can just feed it any mesh and tell it to use that for the canopy shape dickbutt topiary
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# ? Aug 17, 2023 14:22 |
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got a simple reaction-diffusion thing going in geometry nodes. kinda https://i.imgur.com/MFpph8m.mp4
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# ? Aug 22, 2023 06:05 |
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https://www.youtube.com/watch?v=m8qoQG_4-dw
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# ? Aug 22, 2023 17:15 |
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I had a brief moment of inspiration to make something grid like and then I remembered geo nodes - something I have no idea at all how to use.. but they would be appropriate I'm sure once I get over the initial hill as to what the heck is going on, I should be able to do something. heck i've managed to learn something before
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# ? Aug 22, 2023 20:41 |
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echinopsis posted:https://twitter.com/rodtronics/status/1145772039103344640 flashback to when twitter worked
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# ? Aug 22, 2023 20:42 |
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made a little geonodes setup that converts a mesh into curves that look sorta like a sketch https://i.imgur.com/RpnT5wA.mp4
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# ? Aug 23, 2023 06:26 |
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it was sorta based on this 2003 paper, about ways to render 3d models with as few lines as possible to look kinda like a technical drawing. i copied parts of their algorithm to do it http://algorithmicbotany.org/papers/goodlines.eg2003.pdf
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# ? Aug 23, 2023 06:33 |
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Nice. I like how it fluctuates. Outline/sketch stuff is fun. I became obsessed with spatially stable sketch shaders once and implemented tonal art maps (and a generator for creating them) in Godot.
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# ? Aug 23, 2023 07:51 |
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anatomi posted:Nice. I like how it fluctuates. Outline/sketch stuff is fun. I became obsessed with spatially stable sketch shaders once and implemented tonal art maps (and a generator for creating them) in Godot. the core insight that i never thought about before was, i find both faces connected to an edge and compare the normals on those faces. then i check to see if one normal is facing the camera and the other is facing away. if yes, then that edge is an outline edge of the silhouette
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# ? Aug 23, 2023 08:03 |
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fart simpson posted:the core insight that i never thought about before was, i find both faces connected to an edge and compare the normals on those faces. then i check to see if one normal is facing the camera and the other is facing away. if yes, then that edge is an outline edge of the silhouette woah that's a nice trick
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# ? Aug 23, 2023 08:46 |
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distortion park posted:woah that's a nice trick and also, if an edge is only connected to 1 face then it's a boundary edge. also draw. and then you can used the signed edge angle node to select for concave and convex areas and draw some of those too
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# ? Aug 23, 2023 08:54 |
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That's very pretty! Can you sample the depth buffer with geo nodes?
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# ? Aug 23, 2023 10:08 |
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anatomi posted:That's very pretty! no but you can very easily measure the distance to the camera. why do you ask?
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# ? Aug 23, 2023 10:38 |
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works p good fart simpson fucked around with this message at 11:43 on Aug 23, 2023 |
# ? Aug 23, 2023 11:32 |
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I watched a video presentation about minecraft world generation and it's basically 5 noise maps with some curves to shape the noise and i thought that it should be doable with geo nodes
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# ? Aug 23, 2023 11:44 |
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prove it
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# ? Aug 23, 2023 12:02 |
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fart simpson posted:no but you can very easily measure the distance to the camera. why do you ask?
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# ? Aug 23, 2023 12:25 |
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anatomi posted:Nice. I was curious if it would be possible to vary the stroke thickness/uniformity with the distance — sounds like it is! so, what i was doing is actually projecting all the lines onto an invisible plane in front of the camera, via the built in Raycast node. so they're all the same distance from the camera before the time i'm calculating line thickness. you can see the actual mesh here, and the camera, and a bunch of lines on a plane in the middle. basically just every control point on the curve is raycasted toward the camera, and repositioned to the position on the plane where the ray intesrected
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# ? Aug 23, 2023 12:29 |
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but yes i was thinking about using the distance to control the spacing between adjacent lines or something, so like if it's farther away then it's more of an basic outline or something. haven’t done that yet but it should be possible
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# ? Aug 23, 2023 12:30 |
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fart simpson posted:and also, if an edge is only connected to 1 face then it's a boundary edge. also draw. This would look really cool with a blue background. (as in blueprints) Wheany posted:I watched a video presentation about minecraft world generation and it's basically 5 noise maps with some curves to shape the noise and i thought that it should be doable with geo nodes Had a swing at this a while back, although this is just a musgrave map. Bluemillion fucked around with this message at 17:59 on Aug 23, 2023 |
# ? Aug 23, 2023 17:40 |
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Wheany posted:I watched a video presentation about minecraft world generation and it's basically 5 noise maps with some curves to shape the noise and i thought that it should be doable with geo nodes was just regular noise, but with a high-based threshold gradient so you got hills/mountains rather than holey cheese (not that there's anything wrong with holey cheese) the voxels are low res because generation was super slow, but with all the new volume stuff it should be way simpler and faster toiletbrush fucked around with this message at 20:08 on Aug 23, 2023 |
# ? Aug 23, 2023 20:05 |
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my latest blender distraction is remaking simcity2000 tiles modelling the buildings is all good and fun but i havent quite figured out a technique for the grass/driveway/terrain stuff
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# ? Aug 27, 2023 03:58 |
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scurk flashbacks
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# ? Aug 27, 2023 04:31 |
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maxe posted:my latest blender distraction is remaking simcity2000 tiles i love this
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# ? Aug 27, 2023 04:35 |
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maxe posted:my latest blender distraction is remaking simcity2000 tiles you did a great job and that sounds like a really chill hobby
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# ? Aug 27, 2023 04:40 |
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polyester concept posted:scurk flashbacks
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# ? Aug 27, 2023 04:43 |
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i revisted and polished up my L system geometry nodes its surprisingly less complicated than i originally thought it would be. i know this is still messy but its not really that much stuff. and i can use strings for the rules and crap which is way nicer. i can just copy and paste in rules and see the results it does the branching well and combined with blender's built in instancing. just made a flattened, extruded sphere and colored it green, plus a red sphere and instance those whenever i have an "L" symbol (for "leaf") looks pretty decent scattered around. all in 29ms too. would look better with a few more plants made up the same way and scatter around with this one
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# ? Aug 27, 2023 14:37 |
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# ? May 10, 2024 19:30 |
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works w/ grass good too
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# ? Aug 27, 2023 17:20 |