Made good progress on the facade! Geo nodes here: github.com/IRCSS/Blende...
Made good progress on the facade! Geo nodes here: github.com/IRCSS/Blende...
super simple setup for what it is
again no booleans, just pure procedural modeling in geometry nodes. I show the nodes at the end of the video
so much easier
god I am an idiot. Geoemetry nodes procedural modeling tips. I have been constructing my own pivots around elements I want to scale. I just randomly decided to look at the Scale Elements node, realizing it does all I want. This project has 100s of nodes and I am still learning!
I am not even finished with a small aprt of the front facade of 🥲🥲 This is gonna be a loooong ride
Ok correction, all colors except puzzle textures. We have around 40ish non texture colors. The texture colors sometimes go through LUTs but are mostly art direction in Blender ahead of the time. Example here medium.com/@shahriyarsh...
One of the first things I wrote for @puzzlingplaces.bsky.social
was a procedural color system. Every color, including all UI, is a transformation matrix instead of a RGB value. The matrix transforms 4 key colors, which allows quick generation of procedural color scheme for each puzzles
added all the controls to the gates. One challenge of proceduralism is knowing what to expose. There are 20 different meaningfull paramters, but exposing all of them will be chaotic. Anyways nodes here:
github.com/IRCSS/Blende...
so this cathedral is going to be a massive node tree. Just the node group that turns a given edges to gates is this large
Progress on the procedural cathedral gate in geometry nodes. Procedural toplogy can be very clean, I show the models topology at the end
kind of satisfying to play with and watch. I can almost here a snap sound effect hahahah
Continuing with the front gate of the cathedral in geometry nodes. As usual no boolean, just procedural modeling. Depending on how many doors there are and building widths, the arcs adjust too! Nodes here: github.com/IRCSS/Blende...
Working on a little shader for @puzzlingplaces.bsky.social to allow peeking through walls to puzzle interiors. The shader part is a cone in view space, the tough part is mirroring everythign in CPU so that raycasts go through colliders where ever pixels are hidden
break down here bsky.app/profile/ircs...
Humble begining, the front doors of the cathedral. Cologne cathedral took a 1000 years to build, I hope I finish this one faster
Also this font size is growing on me :D
The most front edge is the topology I will extrude the doors from. Notice how as its going from 3 to 1 door, it switches between different styles, such as 2 side doors and one main gate, or 3/2 equal doors, to a single big gate or a small gate. While leaving space for walls
A tough part of procedural modeling is laying out the toplogy to extrude things from. For example for the enterance of the church, as the user extends the width of the building it needs to switch between 1-3 doors with adoptive lenghts, placed at the right spot. showed here
Blender 5.1 is almost here, and I am ready for that Ray cast node in the shader editor. Crazy useful for so many different effects and baking. Bonus is online asset libraries. Thats very useful for our studio use case.
🎉 Big news, puzzlers! 🎉
We’re super excited to announce that Puzzling Places - 3D Jigsaw Sim is coming to Steam on April 9th! 🧩
We can’t wait to share it all with you - be sure to wishlist now so you don’t miss out!
#Steam #VRgaming #comingsoon
I am procrastinating on making the church. slowly running out of random stuff😅 So here, some defense towers in geometry nodes, I even tried to give the observation a realistic supprot. Nodes here: github.com/IRCSS/Blende...
It never ceases to amaze me how hyper developed our brain is to project meaning on anything that looks like a face. This whole shader is only a couple of nodes, but has such a vast possibility space of expressions
Since someone asked for it and it was easy to do, here a specific stall geo node with easy controls
haha, makes sense! does it aliase?
flag placement
One of the things I really like about northern french churches is diversity of style. Example this almost cute asymmetry of the church of Concale. northern churches have an interesting mix of romantic, wide range of gothic and baroque from early to rococo and simpler normans.
Still though, compared to some late flamboyant gotihc, the walls themselves are simple. The centeral tower was destroyed and build later, hence its increased complexity! But if I simplify that, sounds like a decent blueprint.
For my Blender geo node project I am slowly approaching the final boss, the church! I thought, lets keep it simple, maybe very early flamboyant, bit of Romanesque or norman style. Why not Bayeux cathedral, that one was simple! hahhaha no, jesus thats complicated
I even unwrap them properly this time, since I wanted a nice animation consistent noise on it for the roughness