I am finally digging into proper non-realistic rendering in Blender. Making a procedural bicycle rig, looking for ways to semi-programmatically texture it
geometry nodes bike, EEVEE render #b3d #npr
Voronoi / roughness Shenanigans #b3d #npr #ShaderNodes
What is nice to find out is that lots of classic digital drawing methodologies transfer easily to the shader graph. Illustrators can feel at home pretty quickly I feel.
Plus it makes a lot of sense to couple shading styles to materials = dithering the gradient between shadow and midtone for textiles vs. hard thresholds for metals, …
Hardest nut to crack in the near-future: decals…
Right now I did not need to UV unwrap my bicycle frame (I did do the wheels), yet I still want to integrate a layer of decals (stickers, frame decorations) into my procedural geometry. Options:
- randomly selecting points with normals on parts of the mesh and shrink-wrapping faces onto them using raycast?
- UV unwrapping and delegating the proceduralism to how the texture images get generated?
#b3d #proceduralmodeling