I decided to give Cyberpunk 2077 a third play through, since the release of a new update that enables more realistic raytracing. It's great - although I'm not overtly aware of the graphical improvements. Cyberpunk 2077 is an odd fish, it often looks absolutely stunning, especially in the realisation of its futuristic city environment. However, it also looks like the technical challenges of a game world that has a lot of verticality and complexity result in some crushing but necessary optimisation. There's a somewhat blurry and dream-like quality to running through those mean streets.
I'm loving the game. The only bug I've experience is a regular crash to desktop while trying to use the fast-travel system. Annoying but nothing breaking, and to be expected given that this recent upgrade is actually a massive change in terms of technology.
Any Blender?
Well I got another bluescreen. Trying to render a huge World Creator output. I need to really par back and keep landscape work more limited.
Also some practice play
A Fluent-based gadget takes shape
Playing with UV and noise. Early stages!
A very quick test of a composite landscape. Isn't really working.
I was unusually happy with how the materials were coming along. I then started to try to put materials on the thrusters. They have lots of separate pieces -- which is maybe part of the problem. I added computationally expensive procedural textures.
So I spent more than an hour rebuilding, aligning and assigning materials to the engines. It hasn't crashed agains, so far.
Yesterday I created a forest of giant mushrooms during my lunch break. As you do.
Rough/low-poly test for a Forest on Aurore
I'm going to do a proper version. First I'm going to need to build some "hero" assets. These broadtops are a bit low detail.
Today, I'm looking to get a base terrain finished. One thing I was keen to work out was how to mask the high slopes on a terrain so as to be able to texture cliffs.
Justin at The CG Essentials had just the tutorial:
This is pretty simple:
1. In the node editor, add a geometry node. 2. Add a separateXYZ node. Connect the normal slot to the geometry node to the seprateXYZ's factor slot. 3. Connect the "Z" axis output to a colorRamp 4. Adjust the ramp so that it splits the terrain into steep slopes and everything else.
5. Use the output as the factor in a mix shader that mixes a ground material with a cliff material.
And then I cover the entire ground layer in grass...
I'd promised Clara that I'd get up early to take the bin to the end of the road -- normally done the night before but on School holidays we tend to forget. After the excitement of walking the paper and cardboard bin to the end of our path I decided that I'd do some playing in Blender.
By the time it came to shut down and turn my attention to work I'd build a bunch of low-poly assets and had created a satisfying scatter.
So if you stick with simle, low-poly assets, Blender and Geo-Scatter can absolutely rock the detailed landscape scenes.
Intially I tacked this as two separate passes. Then I tried scattering on the back terrain model in the same Blender file. It worked, maybe because I kept the number of different assets low.
I absolutely love Geo-Scatter. It's powerful and very easy to use.
I think that building landscape scenes is the biggest revelation of the last few months. I really love the idea but I need to do a lot of work to bring all the elements together.
I watched a really useful video that covers a lot of great tips. It gets deep into the weeds, which is where you need to be with good landscape design.
Takeaways:
1. Use lots of references. The more you tie your design to natural patterns rather than random patterns, the better results you will get.
2. Tri-planar projection: Texture Coordinate for Object into the mapping, then all textures are set to Box projection with some blend. Keep the scale small or you get too much repetition.
3. Scale of plains is huge. Roughness is a micro element.
4. Best atmosphere is volumetrics. Expensive compute! Don't even talk about the flicker.
5. Cloud gobos produce an amazing sense of scale and epic feel. Thank you, Ridley Scott.
6. Absolutely don't try to place high-poly objects like trees in the view port.
7. Subdiv is very memory expensive. Sometimes better to go with base geometry rather than using subdiv modifiers.
Geo-Scatter rocks
World Creator terrain
I tried creating a obj version of a World Creator terrain. It worked, but you can't have the really fine details from a super high resolution displacement. Its a trade-off.
Terrain Mixer update! Now with curve objects to displace rivers and roads.
One day I will get my head around Terrain Mixer's mad wall of parameters.
I like the concept, but it needed a lot of refinement. I ended up going in a different direction. So here we are, many years later. I decide it would be cool to do a quick build of the concept, but when I actually opened Blender I decided that the design needed too much work to justify building it direct. So, instead I took the basic idea -- a dual-hulled ship that slipts between lander and engines and rebooted it.
The engines are no longer blocks and no longer off-set from the main axis of. Four mounts instead of two.
The lander slips through a slot rather than just connecting face-to-face.