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| To be clear, Gabe's output has been given the Full blender treatment. This was a test of terrain quality. |
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| World Creator's interactive capabilities let you "paint" your terrain. I LOVE that. |
Random Flow test scene
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| KitBASH!!! |
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| To be clear, Gabe's output has been given the Full blender treatment. This was a test of terrain quality. |
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| World Creator's interactive capabilities let you "paint" your terrain. I LOVE that. |
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| KitBASH!!! |
Firstly, a progress report on the terrain...
Click on polygons to define start and end points of the cable. Hold Ctrl/Cmd to snap to polygon centre;
Adjust cable width with S, cable tension (length) with D;
Hold Shift while changing values to make values more precise;
Hold Ctrl/Cmd while changing values to snap to 0.05 steps;
Change other options like twist mode, resolution and subdivisions;
Left Click to confirm the cable;
If there’s a cable selected before creating a new one, the same cable width or profile will be used by default;
If there’s a curve without width selected before creating a new one, the same curve will be used as a profile;
If there are one or two endpoints of a different curve selected, these points will be used as starting points;
If another bezier curve point was used as a starting point, there will be an option to join the curves with J key;
Press Q while in modal to quickly add another cable;
By default the cable will snap to visible geometry. Press D to switch between Surface and Cursor pen depth;
Draw with Left Click-Drag;
Undo with Ctrl+Z;
Confirm with Right Mouse Button or Esc;
If there’s a cable selected before creating a new one, the same cable width or profile will be used by default;
If there’s a curve without width is selected before creating a new one, the same curve will be used as a profile;
Width (S): width of the cable.
Tension Delta (D): changes the cable tension (length).
Resolution (F): cable length resolution.
Tilt Cable (I): tilts the cable and automatically recalculates tilt values for all points.
Bevel Resolution (V): cable profile resolution (if no curve profile is used).
Scale Profile (T): curve profile scale (if a curve profile is added).
Offset the Closest Point (Shift+W): offsets the point closest to the mouse cursor.
Grab Profile (B): grabs a profile from the active doc or from the ext doc (switch with Shift+B).
Twist Method (H): controls how the curve twists in 3D space; changing this can help remove curve artifacts.
Show Wire (X): toggles Wire mode on/off for the curve. Wire mode is turned off on finish.
Fill Caps (C): adds caps to the ends of cables.
Set Bevel Object (A): assigns a profile to the cable.
Move a Point (M): reattaches the point closest to the mouse cursor to a different face of any object.
5. Use Array (C) to bridge the path.
You have a ribbed cable! So dang easy!
Gabe has provided a Gaea-created terrain that I will attempt to match in World Creator. He's not gone out of his way to make this extra-difficult; it doesn't use any wildly complex erosion forms. However, it's still shows that Gaea output can just look very natural straight out of the door. This could still be a challenge.
I should have specified that the results should be shown in Blender, because the test is for terrain forms, not Gaea's native rendering/materials capabilities.
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| Gabe's challenge. See his work: https://www.artstation.com/gabe_dobsky |
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| Panels, Extrusions, and Slices. Scratching the surface of Random Flow! |
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| City Centre from Parkwood Springs |
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| Looking back towards home, from Parkwood Springs |
Yesterday, something happened. In a single moment, a destructive/wasteful thought-cycle went from all-consuming to nearly gone. Is it gone for good? We will see, but it feels good -- it's weird because we can end up clinging to these things, like an injury you feel compelled to keep prodding, until you almost feel like you need it.
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| True Terrain 5.1 |
The city I'm building for Scene 002 continues at a slow pace. I realise I could save time by using Blender Guppy's excellent Random Flow add-on. It's great, but I always struggled to remember how to use it effectively, so lets get into it...
Documentation (updated recently after a significant change to the add-on's UI)
"Random Flow is a random mesh generator designed for fast and easy hard surface prototyping and concept art. This is a fast-changing add-on with lots of new functionalities in the future."
Once installed, you bring up Random Flow's master panel using Shift+F1 (see above).
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| Random Panels Page 1 |
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| Random Panels Page 2 |
What a strange creature is man, that he would choose to cage himself so willingly.
I found another bug! Something stops rendering, resulting in an error message that warns that a blog directory was not cleaned up. Fortunately, manually deleting that directory allows rendering to continue.
The True-VFX guys are on the fix. Hopefully, TT5.2 will get a corrective bugfix-focused release quite soon.
To celebrate its release, I should create a quick terrain scene render. Ha ha ha ha ha...<that's so peak ADHD leaping onto another project>
I spent a lot of time on the terrain in scene 002. Not much to show for it because render times are fairly long. I hope to add a couple more layers to the materials without causing the blackout problem, which is reportedly being fixed in Blender 5.2/True Terrain 5.2.
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| A snippet of Scene 002 |
Blender School: A look at rock scatters
I still feel like I need either a system, an approach, or a workflow for handling pebble scatters. Geo-Scatter is an amazing tool for managing instanced terrain scatters; it has so many features and functions that I don't really understand, so I never use it. Deep-in-the-weeds GeoScatter practice should have been on the cards a long time ago.
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| Better...but not looking as natural as I'd like. |
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| Temp rocks in the scatter. They do the job when scatter tweaking |
The official docs are honest about CDs' cost:
Shout-out to the BBC sitcom from my childhood, Terry & June. Many, if not most, episodes would end with hapless middle-aged husband, Terry, in some comedic high-speed crisis calling out for his wife, "JUUUUUUUUUNE".
So it goes that hapless middle-aged Blender user, me, calls out that we have already arrived at the Middlemonth (t.m). Where does the time go? I can never find it, except in my failing memory.
I'm going to make Monday mornings my Start of the Week report, where I plan what I'll commit to and deliver on the upcoming week. Just like work! Maybe I should do a Start of Month too, but let's learn to crawl before we run a Marathon.
Progress is being made slowly. But it is progress! I'm still not satisfied with the materials, as they're being applied. Let's do a proper evaluation, comparing what we've got with what we want. They think about what needs to be done to bridge the gap. The effort has felt too much about vibes and feelings. "Do I like this?" doesn't get you onto the next step.
We potentially have a new Environment Design lead. I should compile a list of questions to see if I can extract wisdom from the possible new team leader.
Aim: The material must be completed this week; in fact, dressing should be progressing, if not complete.
Side note: Gabe has been busy finishing an interior environment, so he hasn't produced his "challenge" terrain using Gaea. I eagerly await his challenge!
Things I can make:
Terrains: This time, I'd create actual baked scenes rather than just displacement maps.
Space vehicles: I can make some cool ones. I think that one loosely based on Project Hail Mary would sell quite well.
Planet: I can create giant planet maps. I could create a pack of 5-6 for £10
The aim this week is to develop a plan, not to rush into production. The aim should be to deliver something by the end of June.
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| Loxley Valley from High Riggs |
This morning I had another crack at Gabe's Gaea terrain. It was a closer run than I expected, but the assignment really was about which ...