What a strange creature is man, that he would choose to cage himself so willingly.
- Masamune Shirow (Appleseed)
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 |
Blender 5.2 is coming with a really important new feature: Texture Caching.
.tx (tiled and mipmapped) files in a blender_tx/ folder next to your original images. These are regenerated from the source image whenever changes are made. I'm neither enjoying the Scene 002 materials nor making any notable progress on them. I'm finding myself jumping on housework and chores rather than face another iteration. This needs to end today. I need to move into the assets and dressing stage, pronto.
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| It's shared on Patreon! I'd better finish it then! |
I need to up my game. Seriously, I have been doing rookie-level terrain materials since I started using True Terrain 5. I'd just apply a few materials separated by simple masks. If I used filters, it was just a cheap hack to adjust the material's uniform appearance, such as darkening it.
When True Terrain 5 offered some pre-made materials, it was a revelation. I suddenly realised what all those weird colour adjustment nodes were used for.
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| Slope Mask set to very tight for contrasty cliffs, etc |
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| Valley Mask for a gradient on slopes rather than a tight band. |
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| Actual Mask files are memory-expensive, but offer much more power. |
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| Patch Mask, cheap and flexible, is a first step in adding noise patches. |
I am slowly developing some better "big terrain" materials for use on the Halo: Raptor project. It's really slow going.
Tomorrow, I may do a Blender School post exploring how True Terrain 5's premade terrain materials develop their natural patterns—mostly using noise filters.
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| A True Terrain 5 premade material on a Martian-adjacent terrain |
I need to complete the terrain task for Halo: Raptor. I really do, but I also need to be able to stretch other Blender skills. So, over this week, I will find the time to do a small project.
"Eden Bomb" is a landscape scene depicting a kind of bomb crater or craters that seed life in an alien desert landscape. It's a simple dry terrain with some crater-shaped plant scatters. Easy! Well, maybe.
What a strange creature is man, that he would choose to cage himself so willingly. - Masamune Shirow (Appleseed) In a Dr Franken...