Procedural rocks generator

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Hello,

I'm actually trying to create a generator of procedural rocks and I have some trouble with it. I create a cube that I smooth and I apply a noise on it to create a highpoly rock. After that I use a “polyreduce” to transform my highpoly in a lowpoly and I want to keep some edges on the lowpoly and bevel them to keep nice sharp edges but I can't find how to do that. Somebody have an idea? I just want to keep the edges like in a curvature but without any baking.

Thank you for the attention.
Edited by darker27 - July 10, 2017 05:25:21

Attachments:
01_RockGen.hiplc (329.1 KB)
Capture.PNG (441.2 KB)

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Hi D27,

you could compare normals with the neighbor points. If the difference is greater than a certain threshold they go into a group for the remesh node.

You can rebuild my wrangle in VOPS, as well. Just look for an example about neighbors and the foreach VOP.

BTW: I did an rock generator, too, a while back: https://vimeo.com/konstantinmagnus/rock [vimeo.com]

Attachments:
01_RockGen_2.hipnc (346.6 KB)

https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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Here [www.gametutor.com] maybe find something useful
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Oh! I only see the thread now, thank you for the answers
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