I started learning Houdini tonight. And by Houdini, I mean Blender Geometry Nodes :3
I'm hoping to construct an ad-hoc level editor for my driving game thing and export point sets for object placement, curves for the roads, and height maps for elevation. I'm not sure how to make blender shit out a sparse height map, but I'm sure I'll find some abominable way to do it with python.
I wonder if my old wacom tablet still works 🤔
weird, pressure sensitivity doesn't seem to work anymore, but otherwise it seems fine???
ok the gnome wacom settings test panel thing shows the pressure sensitivity working just fine, so I guess it's just the gimp that's the problem hopefully
aaand it crashes blender :|
there's too much linux in here >:(
yup completely random which applications it works with. blender doesn't pick it up at all?
by any chance is this yet another thing wayland fucked up?
I'm gonna have to install Windows again to use this thing aren't I
Yup. It's wayland. again! it's always fucking wayland! I hate you so much wayland. The tablet works fine with Blender if I restart Gnome in Xorg mode. This operating system is such a fucking joke my hands are shaking with anger right now.
If you're going to wander into my mentions to tell me that it's good actually preferred even that the wayland team broke an entire ecosystem of applications that was working just fine for the last 20 years, do me a favor and just go block yourself instead? I'm not in the mood.
when linux gives you wayland you burn linux's house down
I made some progress tonight on learning #GeometryNodes! I made a little relief with an elevation map of Kauaʻi and a blue noise texture to hide the banding.
I added trees
it's amazing how much blender has changed since i first spent several hours making a shitty gingerbread man in it back in '02
I remarked to someone that the cost of [open source thing] is "you get what you pay for", and was thinking about how that always sounds snarky and mean but it's totally true and it works. I subscribed to "Blender Cloud" years ago for the tutorials and left the ten bucks a month faucet on for all this time and look what all it can do now :O
watch out tech artists i know houdini now #blueprintsfromhell
hornswoggled!
experimenting with using splines to draw roads onto height maps
I figured out how to make non-uniform grids with geometry nodes 💀
I like this Zachtronics game
This looks better than expected with an arbitrary height map applied. I don't strictly speaking need to fix the tearing for what I'm doing, but I might try and patch it up later so my in progress screenshots look nicer >_>

my feature wishlist for #blender #geometrynodes

- selective subdivision (either a face selection field input or making the level input a field)

- collapse edges / faces / vertices operator

- python nodes

played around a bit more with my "drawing roads on terrain" prototype today. this is starting to get a little closer to what I want
I revisited the non-uniform grid geometry nodes thing tonight and figured out a terrible hack to stitch the edges. I think I'm starting to get the hang of this.
Side note, I like how all my node graphs end up looking vaguely like deep sea creatures.
I came up with a cool way of generating terrain from a few splines tonight. Might run with this. Just draw some feature lines and boom there's a mountain or a ravine or something.
@aeva
Throw some erosion on there and you got a stew going!
@aeva that's gamedev efficiency, doing creature design and graphics work at the same time
@aeva Siphonophoronodes!
@aeva lol this gives me the idea for a sea creature game but they're all node graphs of their genes
@aeva
Deep see creatures. I like that.
@aeva Or Conway's Game of Life constructs - that last one looks a bit like a glider

@aeva that looks cool!  

one challenge I have (and I see here too) is how flattening the ground near the spline sometimes leads to the terrain sinking beneath the road in a small pit alongside it  

what I did is taking the final height as the maximum between the terrain and road height, that way you prevent this, but I'm not really convinced by it

@celestia I think that's ok though, because roads often have ditches next to them anyway. What I'd really like to improve here is the road texture. Eg gravel along the sides, and maybe some noise to make it look a little more like asphalt. More pressed in the center, and more rough at the edges. I think the technique I'm using will support that well, and that will also hide the transition from road to land better.

@aeva hmm maybe you're right and I'm overthinking a non-issue  

road texture sounds nice, I'm aiming for a low poly thing so I just live with my road being a very uniformly extruded rectangle along the spline hehe

@celestia when in doubt, observe the subject in its natural environment or contrast with reference material
@aeva ahhh but that first thing would require touching grass 
@aeva I've done selective subdivision with geonodes, it's a pain ;w;
@efi how do you do it without tearing?
@aeva idk, there's no general case for it, I had a selection for each axis aligned edge with a different subdivision and had removed all the original faces prior so it was not a regular use of the tools
I made 3D walls out of a flat top view
@aeva I guess you could snap every vertex to the min upwards of all the vertices on each column

@aeva Python nodes. The noodles look like actual pythons!

Danger noodles 🐍

@aeva It looks like something at great velocity and weight crashed into a tiled floor at an angle, tearing up tiles and the ground underneath it.
@aeva the u and the tt both look like cat silhouettes
@aeva aeva i swear to god what is with your theme choices 

@aeva Cool theme! Never even thought of Blender having theming choices. 😅

I'm interested in the drawing roads on height maps thing... So you actually create the "road" first and then have the geo nodes create a fitting height map?

@tsturm yeah sorta. I made the height map with noise nodes first, then drew the spline into a separate object for where I wanted the road to be, then pulled that into the geometry node graph to modify the elevation of the terrain
@tsturm as for the theme choices, there's a ton of them available as optional theme extensions you can install through the official extension repository thing
@aeva Ohh - I need to look into that. I'm pretty tired of the super-dark-grey scheme that Blender has going on.
@aeva Thanks!
@tsturm a lot of them are boring gray or dark themes but there's quite a few interesting ones with very different color schemes.
@aeva I somehow never thought of it that way round - it's always been "how do I ever make this road fit the terrain?" [head desk]
@aeva I love the chaotic energy of changing your Blender theme every time you share a screenshot
@PathogenDavid there's so many of them XD
@aeva when you put strawberries and yogurt in your blender
@aeva I'm getting the impression that your theme is sliding through colour hues like an RGB gamer keyboard.
@MissAemilia I've been considering making an extension to periodically (as in via a keyboard shortcut) switch to a random theme
@aeva So you are just changing it for each screenshot. I respect the effort. Definitely sounds like you should make that plugin, or at least something to do it on a key-combo so you can semi-automate your screenshots
@MissAemilia oh no, I mean some of these yes, but I've also just been switching themes periodically because I like the variety
@aeva this will be houdini in 2013