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