Although this work is technically under an NDA, I judge that a fog-obscured render can get a pass.
Friday, 9 October 2026
Thursday, 4 December 2025
Service Road: Biome design
I've been itching to learn more about biome design. At some point, I'll be putting together a test scene for the Production version of the service road -- even if I'm not officially assigned that work, I want to test my ability to polish the previs up to production quality.
Biomes are about creating natural scatter systems that reflect reality. The right plants growing together in realistic patterns. When I start creating half-decent scatters, I'll then learn how to animate them.
Environment notes
The service road is located in a Mediterranean-like location modelled on the biomes found on the Greek islands. Not a wild leap from the setting of the Game Arma 3, which was used to create the film's storyboard.
The following plant life is common to the biome.
Trees
- Olive trees (Olea europaea)
- Cypress trees (Cupressus sempervirens)
- Plane (Plantus)
- Pines (Pinus halepensis, Pinus brutia, Pinus nigra, Pinus pinea, Pinus silvestris, Pinus heldricheii, and Pinus peuce)
- Beach
- Chestnut
- Oaks
- Fruit trees (various)
Bushes
- Oleander (Nerium oleander)
- Pomegranate (Punica granatum)
- Bouginavillea
- Cistus incanus and slvi folius
- Erica manipui flora
- Pistacia
- Buxus sempervirens
- Juniperus
- Arbutus unedo and andrachne
- Common Poppy
- Wild irises
- Cyclamen
- Anemones
- Sea thistles
- Caper bushes
- Daffodils and Daisies
First test


Big Gripe Tree
So you need to search for particular tree types in your extensive collection of nature assets. No problem, just use the search field. Actually, a big problem. There's no naming convention, so different packs name their trees differently. An even worse situation is that lots of packs don't live in the asset library. True-Vault, Arborea, Grasswald, et al. So I need to do about five searches using both Latin and common names. So in the next post, I'm going to record my current tree catalogue. Be prepared for a LOT of trees.
Monday, 24 November 2025
Novemberender
On Friday I previewed fixed for the first service area fix. Success! Although I do need to increase the area by about 10%. I think that my dressing is too big and it's taking up more of the road area than the storyboard version.
I also found the scene to be really stuttery. A sure sign that it's too big for the animators. I'm now redoing all the service road cliff assets to make them more efficient and a lot better. I bought some VDB rock brushes so that I can sculpt realistic rock forms onto the rock walls and boulders. It's quite therapeutic!
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| Stuttery! |
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| Test rock assets |
True Sky 3
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| This girl's sky... |
Thursday, 20 November 2025
Back to work ..on the service road.
I have some outstanding revision work to complete on the previs service road elements. There's not a huge amount to do in principle, but I suspect that I will encounter some snags.
The biggest question mark is how successfully I can resculpt the ambush section's underlying terrain to take out a big kink that currently offers the characters a hide that they should have.
Here are the changes, in brief:
1. A hidden entrance
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2. Nowhere to hide
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| Current previs version |
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| Storyboard version showing how this section of road should look. |
The ambush section bends and provides outcroppings that would give the characters a prominent place to rush to gain cover from the incoming sniper fire. That kink needs to be removed so that the characters must hide among the small boulders in their area.
3. A better rock
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Sunday, 9 November 2025
Typical weekend
Was it a lazy weekend? Well, I didn't do very much. Battlefield 6 was offering double-XP, so it made sense to mindlessly waste all my time on that. But not all my time, really. I actually did some cool things.
I did a lot of scatter practice, as I want to do a really good job on the Blender 5.0 celebration render.
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| New terrain. Lots and lots of new terrains |
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| Tres dark out there. It's hard to see the biome test. |
I played with GeoScatter's biome system. Biomes are a collection of ground scatter recipes that carefully layer different ground assets to produce an instant environment type. They are too resource-hungry to use on anything other than a tiny area of foreground.
Biomes in a pot
From now on, I'll use this smallish pot (it's enormous, for a pot, but very small as a terrain) to test complex scatter collections and own-grown biomes.
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| A dry grass terrain (my own scatter collection) |
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| Arid (Bagapie biome collection) |
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| Customised biome |
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| Customised biome |
Another terrain and some of those wonky generative AI assets
This element looks pretty cool. I will generate some complementary elements to form a full Lovecraftian alien temple.
This week
Blender 5.0 Release Candidate
This will set the clock for the full release in the following week, unless something stinky turns up while testing. I will migrate some of my own work to 5.0, although project work, such as the Service Road, must remain on 4.5 LTS.True Sky 3
Oh boy, this looks absolutely amazing, especially with the added sky physics and support for planets.![]() |
| Layered clouds and a "projected planetary sphere" |
Service Road
Celebration Render
Friday, 3 October 2025
Back on the road, again
Monday, 29 September 2025
Road to progress
I submitted an update on the service road. Some adjustments are required, but they're in the fine details; the overall effect was favourably received.
Thursday, 25 September 2025
Back to work, damn it!
I need to complete the Service Road element but I keep finding excuses to play with World Creator -- which, in fact, just entered general release. Not a massive number of changes from the Beta. The cliff filter is no longer in an experimental category.
True-Vault asset tests
I wanted to do a scene that showcased the True-VFX asset library available through their very cool new add-on, True-Vault. I still suck at scattering! But maybe I'm getting a bit better when I keep things simple and slowly build up.
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| Nature Generator cliffs. Nicey nice, yes? |
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| Grass from the GraSSy knoll collection |
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| Cameo by Bagapie's basic ivy |
Wednesday, 17 September 2025
Service Road - another stretch
Tuesday, 9 September 2025
Warning: End of Civilization!
I lost a significant amount of productivity over the last couple of days, thanks to an impulsive decision to reinstall Civilisation V. What a terrible mistake. That game is such a driver of the "one more round" compulsion in me. I completed two full playthroughs and two games that were discarded or lost.
Some game time...
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| Best game so far! |
I was set upon by my imperialistic neighbours, Napoleon and Catherine the Great. I managed to hold out on their expansion and refused to sign any peace treaty. This appears to disrupt their strategy, as they ended up fighting each other instead of advancing their attack. Perhaps a kink in the AI was introduced to make the game less challenging? I concentrated on economic and technological growth until I had artillery, at which point you could sweep through any nation that was less developed. I ended up turning them both into rump states, taking possession of Paris, Moscow, and St. Petersburg. A long and drawn-out conflict that makes me realise that war is shit. In fact, I think I only won the game by not pursuing a maximal military victory and instead shifting my huge empire towards technological progress, allowing me to secure the space-race victory with a perhaps 20-round lead over the Ottomans.
Mini-Project
Next
I must complete the service road section and submit it, then begin work on the third section, which is quite large.Friday, 5 September 2025
On the way to a quick Blender project...
I started an entirely different quick Blender project.
I decided that I needed to finish my "pile of rocks" quick project, but that a chrome ball wasn't enough of a subject to justify the effort. What should go there, instead? A hard-surface model, a space probe!
I was eager to create a hard-surface model, so I began developing the idea of a lander/probe. I didn't bother to do any sketches; I got most of my inspiration from the escape pod that featured in the first Star Wars movie.
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| Thruster package |
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| Propulsion Unit |
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| Landing Leg. Meh! |
I knocked together a set of landing legs. It was functional, but the design quality was poor. None of the components related effectively to any of the other parts. I decided to down tools and have another go this morning.
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| Much better |
Next...
Finish the model, adding details such as arms and sensor projections. Might I take inspiration from the probe droid from The Empire Strikes Back? We'll see!And then...
Optimise the Tunnel section of the Service Road, then begin work on the next section.Wednesday, 3 September 2025
A day for Odin
Progress Report
I invested a considerable amount of time creating "hero" assets with Nature Generator. It's great, and it seems more stable than I first thought.
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| Little rocky heroes |
The only screaming limitation is the lack of a built-in material-baking tool. These assets are now plain meshes with the Nature Gen Geometry Node trees applied. Ready to share! However, the materials are still using the addon's procedural systems. To make these rocks easy to share, I'd need to turn the procedural results into PBR textures, which would require that the objects be given good UVs. I may run some tests to see if I can create a UV map for an object while maintaining the great texture results, and then use the baking tool I have from the Sanctus Library.
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| Quick practice scene |
Service Road
I haven't forgotten about the tunnel section of the service road. I had put it off, as I thought the scatter step wasn't going to be much fun. Turns out it was okay.![]() |
| From above - near cave entrance |
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| View from within the cave |
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| Overview |
Next
That scene will need to be optimised. I used detailed assets because they give a much better sense of how much the tunnel is obscured, but at the cost of a very big scene -- about 1GB.More Blender School! I have courses! I have the last section of the environmental design course to complete.
Monday, 1 September 2025
Mensis Septem
We're here at the golden gates of autumn. Ready for 2025's final slog.
Over the weekend, I created the base meshes for the second stretch of the service road for the film project. I need to get proxy scatters in place. I should get this handed over in the next couple of days, then jump onto the third section, which is a bigger piece of work.
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| "The Tunnel" |
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| Meet the anti-climax monster. |
More time with Nature Generator
I've spent a bit more time learning some of the ins and outs of Nature Generator. I've been getting system hangs on start-up and after baking objects from the Geonode systems. It could be bugs with the addon, or it might be a coincidence.We experienced a very brief power cut on Friday, which caused my systems to shut down. I feared that I'd spend many hours getting my older system back up and running, but it only took a couple of minutes... phew!
Nature Generator Stuff
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| Nature Gen ground scatter on my existing test scene. |
The Nature Gen ground scatters come with a ground layer which interferes with the scene's terrain. I think I managed to suppress it by manually tweaking the material's alpha channel.
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| Still great for baking procedural rock assets |
I experienced crashes while creating multiple rocks and then baking them (applying the geonode tree).
Log message
> Foundation\Blender\4.5\scripts\addons\The_Nature_Generator\asset_library
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| Two Nature Gen desert terrains with True Sky (3 minutes work) |
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