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#geometrynodes

8 posts8 participants2 posts today

I've been doing a bit of #DiamondPainting lately. It's relaxing and fun. A few weeks ago, I played with using #Blender #GeometryNodes to generate diamond art from an image texture, but it really struggled to handle a large handful of these things (1000x1000 is a million diamonds, for tens of millions of triangles).

I realized today that I could use some UV manipulation and some generated textures to do it all using normal maps and displacement maps, and it would be the same resource demand regardless of the dimensions. So I set up a generating scene to make the maps for the drills (the little plastic beads) and got mapping the UVs.

Spent more time on this than I expected; probably about 3 hours. It was a fun exercise. I've included the blend files, and all textures except for the HDRI and table wood textures (which are both from
Poly Haven).

Aside: I'm not really happy about the waste associated with diamond painting, and I probably won't do any more of it. There's just so many small plastics, with all the little bags, drills, and the pens. I don't feel like I can justify it. I might play with digital pixel art a bit to scratch the same itch. Maybe I'll finally start playing with
#Tic80.

#3DArt

Alright, here's a new batch. 😎

Moved some of the material shader stuff into the Geometry Nodes setup so the cookies have more interesting shapes and are less reliant on bump maps for larger details.

Also added a layer of fine detail to the bump maps and adjusted the texture to be less busy overall.

The only downside is that the face count has gone up ~3.5x to accommodate the extra geometry. 🙃

wanted to see how close I could get to a photorealistic chocolate chip cookie with procedural textures/geometry.

After a failed attempt a while ago, I'm trying again. I think it's pretty close, especially at a glance. Looks a little video game-y on closer inspection, though! 😅

Gaea is cool and everything, but what about fluvial erosion in #Blender with #GeometryNodes?

The concept rather simple:
- spawn points somewhere
- calculate a movement vector with ( N x (0,0,-1) ) x N, where N is the normal vector, sampled from the mesh surface (its a double cross product)
- update the points in a simulation zone
- accumulate the point proximity in a per-face attribute for the mesh. This requires a high res mesh
- optionally displace the mesh