Showing posts with label Gaea. Show all posts
Showing posts with label Gaea. Show all posts

Tuesday, 22 September 2026

whoopsy

 I fat-fingered the build of a new Gaea terrain for Halo: Raptor; instead of setting its resolution to 16k, I set it to 64k by mistake. The result was a very, very long build time, which exhausted my system's storage before it finished—about half a terabyte. I had to cancel and delete the cache files. Phew! Lucky I didn't corrupt my system.


I'll try again tomorrow. I feel like I just can't get the density right.

Concept sketches for MSVAs


Tuesday, 15 September 2026

Tyr's day


5.2.2 due

Today, another Blender update should drop: 5.2.2, which I imagine fixes any serious bugs uncovered since 5.2's release. I was surprised to learn that Blender 6 is entering Alpha. Blender 6!!!

Start of Week (missing from yesterday's post)

Halo: Raptor

I am still beavering away on the test version of the Gaea-generated service road area. This week I will work out a better strategy for adding lots and lots of undulations around the service road canyon. Right now, all my tests are too sparse and too flat. Getting more density might require a more procedural approach, rather than manually painting the terrain.

Modular Space Vehicle Asset Set (MSVAS)

Allow a couple of hours (this week) to plan the next steps. I think that the first thing I need is a design language for the space vehicles, which are part of my 2288A.D. Orbital Elements universe. Once I know what a 2288-era vehicle looks like, I can start planning how many engine pods, how many cargo pods—that sort of thing.

The big inspiration right now is the Project: Hail Mary space vehicle, which looks like a real thing, and yet looks cool. <I just grabbed a link to the original design by Paul Chadeisson, which was on his LinkedIn account, but found that my account has my old email address as primary. So I tried to change my primary to a working address, but got stuck in a loop trying to update it...>

Not this, but you get the idea

Blender School

I need to do more training/learning/practice. There are so many things I could or should be doing. So many that it's now impossible to choose what to do. Nature Generator? More rock sculpting? A newer addon that I've hardly touched or even forgotten about? Come up with a training timetable for the month, then jolly well stick to it.

Therapy

You guessed it. Terrains...endless, almost pointless, terrains

Workflow: World Creator --> Gaea --> Blender 

This is becoming a bit of an old chestnut—a bowl-shaped terrain you can plonk the camera in the centre and do a 360-degree pan without the terrain suddenly vanishing.

Wider (20mm)

They're not bad, but I really need to get the masks in True Terrain matching again. Maybe I should beg Richard to take a look at it when he has time?

Sunday, 13 September 2026

Time-off, Time-out

 I'm resting a bit this weekend.

Watching TV

Clara and I started watching Apple TV's adaptation of Hugh Howey's Silo novels—which I haven't read. I wanted to watch it because it looks like it will help me with the development of my Orbital Elements project - research into living in archologies. It's a great show! By episode three, it reminds me of Lost: a mystery show that uses flashbacks to broaden its storytelling palette. Less so here, as the flashbacks stay within the confines of the Silo, while Lost had this amazing global setting. Rebecca Ferguson arrives late to her vehicle, only appearing in the final moments of episode one; how very West Wing.

By the end of episode three, it's clear that Ferguson's character is a fellow neurodivergent. It works! Ferguson has a knack for physicality—the nods, twitches, and sudden loss of constraint that could look manufactured—but it always feels authentic. It's the same acting superpower you see in play when you watch Barry Keoghan. I don't know where that level of physical coordination and control comes from. I get how a musician makes an instrument an extension of their body—lots and lots and lots of practice—but I don't understand how great actors can measure and learn to express themselves with such nuance. Magic, I guess, or lots of video cameras pointed at them while they rehearse.

TV 2026: Everything looks amazing because of clever creatives with computers

The Silo doesn't just have a great troupe of actors (whispers: so many British/European thespians!); it also has brilliant art direction, staging and craft. The place is fascinating and convincing. It reminds me of an essay I read about Utopias, and their limits. The Silo is a spatial utopia: a society can be an emergent quality of the living space, and if changing that space threatens to change the society, then such a utopia will fall to totalitarianism. Silo, right now, hides this fact behind rituals and a shared fear of those who would try to change...anything. 

Blending

Saturday morning's effort: create some strange statues for a future project using Hitem3D.

Hitem3D Marble Athena Statue

Shipping containers are a recurring subject for a quick modelling effort. The first one I built in SketchUp, when it was still Google's excellent free modeller.

Shipping container modelling. About 2-hours work

I'll be using it as the basis of an environmental design project, one day, week, month, year soon.

This morning

Before heading out for a walk, I created a base terrain in World Creator and imported its heightmap output into Gaea, creating a 1GB eroded bowl.


Imported into Blender/True Terrain 5.2

At a wider (25mm) focal length

A bit dark, eh

I'm still looking at ways to reduce True Sky's and True Terrain's combined habit of making terrains a bit sludgy, soft, and dark.

Friday, 11 September 2026

Whoosh. Another week flashes before my eyes

 It's flown! Here we are on Friday, seemingly moments after Monday's close. This might be the power of routine. Compared to the Summer break, everything runs on rails of routine, so you stop noticing the flow of time.

This week

Progress on the Halo terrain. I need to start a third iteration of the canyon/service road element. This time, I need to spend much longer filling in the land above the canyon with peaks and undulations. My main beef with the previous two attempts is that they don't include enough terrain detail.

Cheeky to show (NDA) but it's rejected, right? So it illustrates the lack of detail around the canyon.

Train travel

Clara and I took the train to Worksop because our broken-down car has been towed there for repair. We dropped off the service documentation at the garage and lugged most of our luggage back. While waiting for the train, I snapped photos of track maintenance engineers because their safety packs look really cool, maybe a bit Sci-fi.

Rough source!
It struck me that the figures would be a good test of Hitem3D. Exactly how usable would outputs from quite poor sources be? A test worth doing, I thought. I  wasn't expecting this to work at all -- look, his feet are essentially missing!

So that worked out pretty amazingly...

The first engineer with the best photo is the best by far, and I think it shows. That said, they are collectively very useful for background elements. I'm impressed! Also, a bit scared of what this does to the 3D industry. There's going to be a whole lot less work going forward. 

Fluent back in the house

The hard surface modelling tool, which wasn't initially working in Blender 5.2 looks to be fixed.
Quick test element: some tiny issues on the mesh, as usual.


Apparently, I bought this add-on in the opening weeks of the Ukraine invasion. Since then, I  have used it occasionally. Mostly, I get into a mess and need to learn how to make the most of the mesh/normal repair tools. Occasionally, it's done an amazing job.

Monday, 7 September 2026

Unfinished but a positive step

It's possible that I got lost in the details too soon. That said, this is a very simple project that was never intended to be elaborate or detailed, so all's good. 


I definitely turn up the juice too soon, causing the many small iterative steps to take too long as we wait for renders to complete. Get more done in the viewport. I must be more careful with in-situ previewing, not after a 5-minute render, only to spot a glaring error that should have been obvious from the start.


Crit time

  • The wall needs to look older, with more chipping and stain patterns. The tiles are okay as a starting point, but they need to blend into the wall rather than look like bathroom tiles.

  • The sky is good, but I may match the source images better by backlighting the scene and pushing the lower part of the wall into deeper shadow.

  • I added post-effects using Photographer—a real crutch for me. Too soon, but I like the vibe of the harsh film noise, enabled instead of using Blender's noise reduction, which tends to mush renders too much.

My son is supposed to be the figure walking along the wall. He didn't turn up for a scan when I asked, so we'll see if he becomes part of the scene. Maybe I should create a body for the scene and capture a detailed head (via Hitem3D) to place on it. Naturally, this gives you a lot more detail on the head, where it counts.

That's enough for now. I will finish the project off, but not today. It's time to get back to work on the terrain testing for Halo: Raptor.

Start of Week

Last week I did updates to the service road path painting. I got sign-off again. Which didn't work out great last time, but hay-ho. To use the path as a displacement mask, it needs to be much more detailed, so today I will upscale it to 16-24k super detail.

This path needs to be translated into a workable terrain, proving that Gaea 2.0 has the chops for this effort. For an isolated section like this, it certainly does. The question remains: can Gaea handle very large, detail-specific terrains?

Product idea

I'm engaged with my writing project again. It has me thinking about 23rd-century space vehicles. The idea I had a couple of years ago (see here) to create a set of modular parts that enable quick kit-bashing of space vehicles keeps pulling me in. It would take a lot of prep, but it seems much better focused than when I first started.

I'll do some more sketching and planning regarding module types and numbers. There are some geo-node add-ons that provide a framework for these sorts of systems, where a user can just interact with a UI and Blender's geometry nodes system does all the heavy lifting.

Bits what bolt together

Saturday, 5 September 2026

Another mini-project

 Time for a weekend project! Get something finished; don't make it too elaborate or time-consuming. Get familiar once more with the feeling of having finished a project.

I will recreate or riff on a scene from Attack on Titan—a deeply political and philosophical science fiction/fantasy anime that I was introduced to by my eldest son.

screen captures

final season

Walking along a vast city wall, with great mountains and forests in the background.

First stab at the basics.


1. I created a rough mountain layout in World Creator.

2. I took the heightmap from World Creator and imported it into Gaea 2.

3. I used Gaea's node system to create a satisfying mountain terrain.

4. In Blender, I used True Terrain 3 to instantiate the Gaea mountain range into a terrain mesh.

5. Wall modelled using a simple block repeated with an array modifier.

6. Imported a model of me for scale. In the final piece, I hope to use a model of my Son.

That was about an hour's work. More tomorrow!

Thursday, 3 September 2026

Wild Geese

 

A honking double-wedge of geese just flew over the house. The cacophony jolted me away from my coffee and reminded me that it's the first day back at school for both boys.

I'm going to miss the peace and quiet.

Things got busy here. Returning to work as the boys return to school. Leo, in fact, is starting secondary school. I made a few more figures; I did some piddling around with terrains. I discovered that Gaea had stopped working. It would refuse to export terrains, complaining about a lack of an appropriate license. As I suspected, installing the early-access version had overwritten my licence file. Quadspinner were very not upfront about the severe limitations on v3. It looks great, but if I can't export terrains, then it's no actual use to me. Roll on November, when I believe we'll see a full (working) release.

I did some test terrains using World Creator. I had tested the Blender Bridge, which lets you push a scene that you're building in World Creator straight into Blender. The tool works better than ever, but not well enough, alas. When I created a large, high-res terrain, I started getting out-of-memory errors in Blender. An issue that doesn't happen when the terrain is exported as an EXR and loaded into Blender via True Terrain 5.

Big terrain exported using the tried-and-tested EXR import method

True Sky version

Interesting results from Gaea testing, once my v2 license file was reapplied. You have to love those complex filters -- the one here that creates broken chunks. The debris is too fine, though. It's a liability unless you were able to render the terrain with 200 million+ polygons.

Gaea 2. working again! 120 million polygon version (in True Terrain 5.2)

Same terrain rendered as above at 1 million polygons (in True Terrain 5.2)

Original Gaea terrain


More figures

Leo photo converted. Leo has also suffered from that weird fleshy eyelash-extrusion problem. I cleaned them up in Blender, mostly.  

babylon.js has replaced the default Windows 3d object viewer. It's really good!

Saturday, 29 August 2026

Happy Saturn's day in late Sextilis

 I don't want to develop a reputation as a moany old grumbler who complains a lot, but I've been awake since 4am. I've long passed safe drinking limits for coffee, and I'm dealing with back pain, mouth pain, slight ear pain and sore legs. The last two of those issues are listed for completeness, but they aren't causing me any measurable bother.

So I finished my playthrough of XCOM 2. I'm now very interested in getting that new Star Wars game that apparently offers the same crunchy turn-based tactics. Off in the distance, there's the promise of a Rainbow Six variant.

    "Looks like turn-based tactical games are back on the menu, boys!!"

I need to make some progress with the terrain test. I had a quick play with Gaea 3. It looks amazing, but the early access version they just released is resolution-limited and doesn't appear to support exporting terrains out. A bit of a non-starter for the moment.


Nauts

Created to support the development of Orbital Elements-based 3D content. These three "nauts" are now part of my drop-in characters' set.

1million+, 100k+, and 10k+ polygone counts.


Fun, fun, fun!

I can see me generating a few more in more varied poses in due course. I think I'd knock out a quick science fiction scene with them. I always wanted some decent spacewalk-ready astronauts.

Rock it! 2

Lots of talk of making some custom rocks. I suddenly remember how good Rock it! 2 was. Does it work with Blender 5.2? Well, as of very recently, yes, it does.

Geo-nodes-based rock creation tool. 

Rock it! 2, Aquatiq, and a basic volume ftw!




Friday, 28 August 2026

Onwards towards (long) weekend


Monday is a bank holiday 

Gaea 3.0 teaser video

Aquatiq

I bought an addon! Shopping therapy saves the day! Aquatiq comes from Blender add-on powerhouse Polygoniq, the creators of many mainstay addons, such as Materialiq and Botaniq. 

I'll do some testing soon! Really, this is a collection of really nice water shaders that you can drop into a scene. I have water in True Terrain, which is really powerful, but not really set up for use in small pools and limited areas. There are some shaders available in the Sanctus Library which can be nice, too. Aquatic also provides drop-in fountains and animated spray "legos" that simulate water flow, not to be confused with complex water-simulation tools like Flipfluids. There's a nice preview from CG Essentials.

Aquatiq waters
There's all the parameters you would need for fine-tuning your water. This is what makes products like this worth the investment; it's not a silver bullet for water rendering, it's a toolset from which you can fashion whatever ammunition your current project needs.



Monday, 24 August 2026

Back to work, again

 Halo: Raptor

The director reminded me of a test I said that I'd run, using Gaea to rebuild the terrain element for the service road. It should be possible; the question will be how to do it for the quickest and best results. I must confess, I've not touched Gaea since my rush to proficiency. I'm also hoping that we see Gaea 3.0 appear in the next few weeks. I'll have this test completed by the end of the week.

More Hitem3D

The daily free credits have stopped, but I've continued to generate content using Hitem3D. I took one of my heads and placed it on one of the bodies I'd created in last week's free-credits splurge.

V3 and V2.1 What a difference! Twice the resolution now, apparently.

I also started to create an asset library for the latest high-resolution figures.

I used decimation to create three variants of each figure: at 10k+, 500k+, and 1M+ resolution.

The men! I'll add the women once I've generated a couple more.

While there's a super improvement in the overall resolution, there also seems to be better accuracy. Hands are less prone to weirdness. This could be an issue with using generative AI source images vs high-resolution photographs of real people. There's room for improvement, but we're really only a year into this particular implementation. Where will we be in 5 years? Photorealistic (or near enough) output, maybe?


Monday, 6 July 2026

New week, new start, new washing machine

 Week beginning 6th July.

I had a moderately successful night of sleep, waking, as I do, just before dawn. Porridge and coffee has powered me through getting the boys off to school and, just now, overseeing the installation of our new Hisense WF3S1043BW3_WH -- they need to stop using codes and switch to a pleasing mnemonic system, making it something like "Hisense Washer-Starfish-Indigo-Square-3"

Wifi Washing?!
This unit is Wi-Fi-connected because, of course, you need to control it using an app.

Start of Week (6-July-26)


Last week's big fail was making no progress on the city model. I just found other things to do, mostly Gaea-related. I made a start on a personal project without first forming a proper idea. I installed and played with the latest version of Random Flow. No big changes to my workflow.

This week:

  • Team meeting with the new head Env Artist, Brannan. Exactly when is still to be decided. It sounds like there is to be a discussion of the viewpoints of my terrain scenes. I hope this is just a refresher on what was previously agreed and not some kind of very late-in-the-day change that will greatly impact the scenes. That said, shot002 is so hard because it's taken from such a high altitude. 
  • Get that city finished.
  • Finish a personal project. Something small!
  • I need a refresh of my environmental design skills. It could be timely to redo the training course I bought this time last year. (Efficient Environmental Design - Piotr Kryski) Also, finish installing and evaluating a whole slew of add-ons that I bought in bundles but hardly touched.
Grassy


Sunday, 5 July 2026

Busy weekends

 Blessed are the weekends that keep you moving and stop you from overthinking (too much). This may be one such weekend. Clara is working night shifts, so I have a bit more cooking and cleaning on my daily to-do lists.

Our washing machine is no longer able to discharge water effectively. It's given us a good decade of service, so Clara has decided to skip the "get someone to fix it" stage of appliance grief and move straight to accepting that we need a new one.

Gaea 2.3

More Gaea experimentation and practice. I've seen a lot more instability than I expected. Yesterday I worked for several hours on a moderately complex terrain tree, only for Gaea to cause a hard crash (black screen of death "your system needs to restart") 

It then confounded me further by forgetting my license information and blocking 8k-resolution builds until I went to the Quadspinner website and reactivated my license. Weird! My account now acknowledges that I have a Gaea 3.0 license pending, which is good—a sign that early access really is coming soon... probably.


Clouds on the horizon

True-VFX, the developer of amazing Blender add-ons, provided sad news this week: Zach is moving on to a new job. Richard will also be looking for alternative/supplementary work away from Blender. This is sad for users and fans of their work, but it seems like a growing trend in the Blender add-on development space—building complex add-ons and selling them for a one-off fee is no longer viable over the years. The economics of maintaining and developing those add-ons based on a one-off cost isn't working, as sales growth (very strongly) tends to drop to a trickle. The Superhive market initiative to build in/enforce a support payment model isn't popular because Blender's community is addicted to the word "free", and is maybe too little, too late.

Both True Terrain and True-Sky are great as they are, though the latest version of True Terrain has a bug that fundamentally breaks my workflow because image masks no longer align with the heightmap. While you can move the masks to manually line them up, in practice, there isn't enough clarity or control in the viewport to do so reliably. I hope the guys can make a quick fix to align with the Blender 5.2 release, due in a couple of weeks.

Blender 5.2


Release Candidate due on Wednesday.

Introduction by Decoded:


Key changes:

  • Thin walls -- a change to shaders for supporting very thin materials.
  • New dynamic cloth solver -- Blender improves physics with a dynamic solver for cloth.
  • Collider -- a new collider system for physics interactions.
  • Texture Caching -- better management of VRAM when building a scene.  
  • Loop tools -- finally become a default set of tools. Long overdue, apparently.
  • Compositor can use  GPU acceleration.

Monday, 29 June 2026

Time to get back to work

 


I feel like I have put one foot through the doorway into the Gaea terrain creation. Its node-based system and impressive selection of erosion systems make it a preferred choice for complex terrain. Not in every single case, but in general.





Spot art for a Facebook group I belong to:

True Sky 3 and some old models


Start of Week 

Last week's aims:
Complete Gabe's challenge - tick! I conceded and moved on to the next aim: learn Gaea. That's another tick! Also, refresh my Random Flow skills. Tick!

This week

  • Re-engage with the Halo: Raptor scene 002 work. There's a conversation happening with the env team.
  • Take another look at Random Flow -- there's a new major release out. I'd better get it installed and take a look.
  • I desperately need to complete a small project. A fully-fledged but simple-ish scene.

Sunday, 21 June 2026

A Most Fallow Weekend

 I got almost nothing done over the weekend, except for normie stuff like washing, cleaning, cooking, and some exercise. 

Sidetracked while preparing a terrain for Gabe's challenge. A different sidetrack in itself.

Start of the Week (SOW)

Last week felt like grinding to a halt. This week, we'll turn it all around. Honest, we will!

1) Scene 002 Completion. The Director wants to chat about staging. Annoying that staging has been agreed for a long time, but we're still developing the scene's fundamentals. I can move the camera up a bit once the critical elements are done. They are: City and structures, materials, and scatters.

To this end, I need materials and terrain completed so that I can bake the terrain into a proper mesh, not a True Terrain object. I can then cut it into pieces and split it into 3-4 layers to break up the scatter elements.

2) Lots of Gaea tutorials and exercises. We'll be Gaea-proficient in a week. Honest, we will!

An output to Blender in less than ten minutes. V. gratifying!

3) Start a substantial but slow-burning personal project that has a strong possibility of making some money through sales in the Superhivemarket store.


MSVAs Sketchy progress

 The space vehicle sketching continues. Project: Hail Mary provided a ton of inspiration—mostly for the multi-rod form. For MSVAs, this sets...