Rock Generator
Posted: 10 Dec 2011, 20:54
Hi, this is a quick take on Sascha Henrichs' procedural rock modeling workflow (http://vimeo.com/10163233)
features:
- 3 noise levels:
level 1: cellular (overall rock shape)
level 2: fractal (erosions)
level 3: turbulence (high frequency displacement)
- spatial UVs
- render tree rock shader compound
can be applied on empty polymeshes (cube primitive) or on a predefined volume mesh (check "Use Base Mesh" inside the compound)
can be used to generate lowpoly game assets (ao/normal maps) through ultimapper.
tip: if the mesh has interpenetrations at higher resolutions, try adding more lvl1 smooth.
2do: blended box maping to handle uv seams when using textures.
let me know about any suggestions.
features:
- 3 noise levels:
level 1: cellular (overall rock shape)
level 2: fractal (erosions)
level 3: turbulence (high frequency displacement)
- spatial UVs
- render tree rock shader compound
can be applied on empty polymeshes (cube primitive) or on a predefined volume mesh (check "Use Base Mesh" inside the compound)
can be used to generate lowpoly game assets (ao/normal maps) through ultimapper.
tip: if the mesh has interpenetrations at higher resolutions, try adding more lvl1 smooth.
2do: blended box maping to handle uv seams when using textures.
let me know about any suggestions.