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 πŸ€”
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 KauaΚ»i 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 πŸ’€
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.
Here's another one. This took like no time at all to draw out. I feel like I'm on to something.
A cool thing here is I might be able to get away with simply exporting the curves from blender and tracing them directly without a heightmap image or mesh as an intermediary.
@aeva I like how it looks like you can draw some random squiggly lines and magic terrain pos up
@pupxel meeee too :D
@aeva just needs some perspective line drawing input magic
@aeva this is very interesting!
@maxc it's really fun to tinker with and it composes really well too
@aeva would be happy to have the setup to tinker with if you have a file to share πŸ˜‰
@maxc I'll send you it on discord
@aeva looking forward to having a play around once the kids are in bed haha
@maxc awesome :D if you make something with it be sure to show me :3
@maxc likewise if you come up with any improvements on the technique. I've got a few ideas myself, but I gotta sleep soon.

@aeva i mean it was pretty easy to pull together "mountain pass" or whatever but of course it probably would be with just sculpting haha. the procgen/composable aspect is definitely appealing.

added subsurf and cavity vis here.

comments on the technique - it'd be cool if overlapping curves got blended somehow probably weighted based on distance, so you can pull a trench up a hill and not have the nearest curve just dominate. playing with it made me want overhangs which ofc is not compatible :D

@aeva woah this looks so good  

what do you do with the input feature lines to guide the meshing?

@celestia magic :3
@celestia vertex on the grid picks the closest point on a flattened curve and then takes that point's original height
@celestia I've got a bunch of ideas for improvements but the bare bones version is pretty powerful

@aeva nice!  

I like magic I can actually understand for a change :3

so when you say the curve, I assume you somehow interpolate between the splines to make a curved surface?

@aeva oh, or do you actually look for the closest point in any line without interpolation?

I love the low poly look this creates, not sure if intentional or just low res artifact but I'd definitely keep it

@celestia no interpolation, at least not yet. here's what happens when there's only one curve, and when I add a second one
@celestia here's another view of the second case with the resolution turned way down and the decimation modifier off

@aeva really cool! thanks a lot ^^

also seems like geonodes have come a long way since I last checked! 

@aeva I understand some amount of reticulation is key
@dan there is a bit of that going on I suppose
@aeva looks cool anyway, nice work 😎
@aeva
Throw some erosion on there and you got a stew going!
@EndlessMason idk how to do that XD

@aeva
Neither do i?

It's more pronounced where the surface forms a channel... And collects more rain by area

Maybe draw cylinders from where the lowest corners of each surface meet sized by the area of the surface? Idk

@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.