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#geometrynodes

3 posts3 participants0 posts today

Alright, here's a new batch. 😎

Moved some of the material shader stuff into the Geometry Nodes setup so the cookies have more interesting shapes and are less reliant on bump maps for larger details.

Also added a layer of fine detail to the bump maps and adjusted the texture to be less busy overall.

The only downside is that the face count has gone up ~3.5x to accommodate the extra geometry. 🙃

Gaea is cool and everything, but what about fluvial erosion in #Blender with #GeometryNodes?

The concept rather simple:
- spawn points somewhere
- calculate a movement vector with ( N x (0,0,-1) ) x N, where N is the normal vector, sampled from the mesh surface (its a double cross product)
- update the points in a simulation zone
- accumulate the point proximity in a per-face attribute for the mesh. This requires a high res mesh
- optionally displace the mesh

Made some improvements to Rivets Node.
Choose a collection, and Node will place lines of rivets according to topology.
Can control Inset, Spacing, and Scale.
Rivets will rotate to match face Normals.

Added Node Group to Asst Browser. Think it's a bit muddled tho...