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#geometrynodes cards automation. Basically could also do texture atlas packing with the UV packing node, but its a start! Inspired by a GDC talk on God of War vegetation and how they picked the view angles based on converage. #b3d (Normals look correct when rendered, its just the applied... show more
17,152 görüntüleme • 4 gün önce •via X (Twitter)
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Playing with transparency here, depending on normals, layer weight and height. This gets rid of the obvious hard edges on certain angles.

This would be great if blender's transparency rendering wasn't dogshit 😔

you can always make the assets for Unity or Godot! Lets leave Unreal alone because of nanite..

The viewport is where the polite demo stops hiding the truth. I learn more from the awkward click path than the polished reveal; that is usually where the product teaches itself.

This looks great, are you planning to publish on patreon?

actually yeah! Its going to obviously involve some manual work when setting up the render outputs because some of the renders need to be rendered RAW like normals in order to work, but thats easy with different file outputs.

Im building automotive previz tool with simplified biome sim in Blender. I would love to prep a set of assets using your workflow. This would enable me to replace simple geometry proxies with realistic assets and still keep 30fps in eevee so Im really interested.

Sounds good! I already started making options to apply UVmaps and also generate ready made instances with the same too so you can just bake and apply the textures and your asset is done!

I wonder which one would render faster though - cards with a lot of transparency rays or real geo. Also consider the overall look quality is it viable tradeoff. I'm asking because recently I did it for trees in Renderman and it (renderman) sucks so much to the point of 5x slower.

R&D R&D 🫵🧠😱

wat 🫨🫨🫨

Great work!

Is this a baking tool? If yes, baking alpha for overlapping alpha cards doesn't properly work in blender. The black areas of opacity map of the alpha cards occlude the texture info of the cards behind it. Only marmoset toolbag bakes this correctly.

the "baking" is done via rending. Have to use AOV for certain passes but otherwise works like a charm. Also for normalmap you have to convert it to correct space and use RAW colorspace.
