Day 3 | Geometry | Scatter & Align | Image
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Piebald cactus. Plus, bonus spiral SOP!
Wall and plinth texmap from Open Game Art: https://opengameart.org/content/redrust-concrete-wall-512px [opengameart.org]
Wall and plinth texmap from Open Game Art: https://opengameart.org/content/redrust-concrete-wall-512px [opengameart.org]
--
Program testing can be used to show the presence of bugs, but never to show their absence! -- Dijkstra
Program testing can be used to show the presence of bugs, but never to show their absence! -- Dijkstra
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- oliviacefai
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Continuing with the theme of procedural product design, I explored how preparing attributes do influence the scatter and align node. So I built a procedural shoe sole generator using topobuild in combo as well. The main sole is indeed generated from an imported contour DXF line and the thickness of the rubber calculated from a ramp along the length. The treads (switchable variants) are oriented using the influence of 3 curves that define a flow map. They are dynamically sized based on a paint node and a few other parameters. One tedious part of this project was to compute and maintain correct UVs for the microstructures to render properly with displacement and normals.
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- ibuildspace
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Day 3 | Scatter & Aline Sop
I decided I wanted to make a few buildings and scatter those around on a landscape.
I decided to start off with roads / pathways that would be the heart of the system, all roads lead to point 0 at the center![](/static/djangobb_forum/img/smilies/smile.png)
![](https://cdnb.artstation.com/p/media_assets/images/images/001/258/199/large/1.jpg?1709497458)
The plan is that I would spawn different variations over the landscape
![](https://cdna.artstation.com/p/media_assets/images/images/001/258/200/large/2.jpg?1709497939)
I then project the points onto the surface of the terrain so that the pathways conform to the surface
![](https://cdnb.artstation.com/p/media_assets/images/images/001/258/203/medium/3.jpg?1709498193)
At this point it had already taken me too long, so I decided that I would have to just focus on a single village / city for today, otherwise I had no chance of completing today’s challenge.
I re-meshed some of the basic shapes near the end of today and added some edge wear, which is what you can see below.
![](https://cdna.artstation.com/p/media_assets/images/images/001/258/204/medium/15_placeholder_building_variations.jpg?1709498397)
Here is my first use of the aline and scatter node, I use it to orient the buildings in a random but manmade fashion- so it feels like it was positioned with intent by the people that built it, rather than just randomly placed.
![](https://cdnb.artstation.com/p/media_assets/images/images/001/258/205/medium/8_scatter.jpg?1709498740)
I then decide I want to join up some of the buildings with some walls to give the whole place some more interest
![](https://cdna.artstation.com/p/media_assets/images/images/001/258/206/medium/5.jpg?1709498913)
I then do a bunch of operations on those lines, which eventually give me this result
![](https://cdnb.artstation.com/p/media_assets/images/images/001/258/207/medium/6.jpg?1709499057)
Here you can see the town with those walls connecting some of the buildings together.
![](https://cdna.artstation.com/p/media_assets/images/images/001/258/208/medium/4.jpg?1709499113)
I used the Houdini character to quickly make a statue; I also made a stone block and a pillar with Houdini, quickly realizing I won’t be able to make everything in Houdini, not with the time constraints, so I grabbed a Quixel megascans crate and barrel.
![](https://cdnb.artstation.com/p/media_assets/images/images/001/258/209/medium/Small_decors.jpg?1709499516)
Below you can see the full geo graph
![](https://cdna.artstation.com/p/media_assets/images/images/001/258/210/medium/10_full_graph_wire.jpg?1709499796)
another angle
![](https://cdnb.artstation.com/p/media_assets/images/images/001/258/211/medium/11_full_graph_wire_image_angle.jpg?1709499857)
I created some materials for Octane - I used Quixel megascans Brick and Sand textures as a base and then I did a bunch of masking and color corrections based on ambient occlusion and dirt buildup to get some half decent variation.
The brick mat graph
![](https://cdna.artstation.com/p/media_assets/images/images/001/258/212/medium/13_brick_mat.jpg?1709499965)
and the ground mat graph, next to a view of the town from above.
![](https://cdnb.artstation.com/p/media_assets/images/images/001/258/213/medium/14_floor_mat.jpg?1709500010)
Here is a closer view with the full graph ( almost )
![](https://cdna.artstation.com/p/media_assets/images/images/001/258/214/medium/21_cool_view_a.jpg?1709500074)
and another close up, with the wireframe
![](https://cdnb.artstation.com/p/media_assets/images/images/001/258/215/medium/22_cool_view_2.jpg?1709500124)
All in all I'm pleased with today’s outcome - It may not look like much but I have most of the systems in place there’s a lot that’s not shown here. I will definitely find time in the future to finish this asset in its entirety.
For now this is the end result...
![](https://cdna.artstation.com/p/media_assets/images/images/001/258/216/medium/Scatter_Aline.jpg?1709500321)
Dam those materials! - I think I must have packed them or something; anyway I didn’t have time to fix. The Atmosphere uses the same volumetric system I did for yesterdays challenge. Also, I didn’t use any of the Octane post processing; all post processing was done in COPS, using the same setup I did for yesterdays challenge.
I decided I wanted to make a few buildings and scatter those around on a landscape.
I decided to start off with roads / pathways that would be the heart of the system, all roads lead to point 0 at the center
![](/static/djangobb_forum/img/smilies/smile.png)
![](https://cdnb.artstation.com/p/media_assets/images/images/001/258/199/large/1.jpg?1709497458)
The plan is that I would spawn different variations over the landscape
![](https://cdna.artstation.com/p/media_assets/images/images/001/258/200/large/2.jpg?1709497939)
I then project the points onto the surface of the terrain so that the pathways conform to the surface
![](https://cdnb.artstation.com/p/media_assets/images/images/001/258/203/medium/3.jpg?1709498193)
At this point it had already taken me too long, so I decided that I would have to just focus on a single village / city for today, otherwise I had no chance of completing today’s challenge.
I re-meshed some of the basic shapes near the end of today and added some edge wear, which is what you can see below.
![](https://cdna.artstation.com/p/media_assets/images/images/001/258/204/medium/15_placeholder_building_variations.jpg?1709498397)
Here is my first use of the aline and scatter node, I use it to orient the buildings in a random but manmade fashion- so it feels like it was positioned with intent by the people that built it, rather than just randomly placed.
![](https://cdnb.artstation.com/p/media_assets/images/images/001/258/205/medium/8_scatter.jpg?1709498740)
I then decide I want to join up some of the buildings with some walls to give the whole place some more interest
![](https://cdna.artstation.com/p/media_assets/images/images/001/258/206/medium/5.jpg?1709498913)
I then do a bunch of operations on those lines, which eventually give me this result
![](https://cdnb.artstation.com/p/media_assets/images/images/001/258/207/medium/6.jpg?1709499057)
Here you can see the town with those walls connecting some of the buildings together.
![](https://cdna.artstation.com/p/media_assets/images/images/001/258/208/medium/4.jpg?1709499113)
I used the Houdini character to quickly make a statue; I also made a stone block and a pillar with Houdini, quickly realizing I won’t be able to make everything in Houdini, not with the time constraints, so I grabbed a Quixel megascans crate and barrel.
![](https://cdnb.artstation.com/p/media_assets/images/images/001/258/209/medium/Small_decors.jpg?1709499516)
Below you can see the full geo graph
![](https://cdna.artstation.com/p/media_assets/images/images/001/258/210/medium/10_full_graph_wire.jpg?1709499796)
another angle
![](https://cdnb.artstation.com/p/media_assets/images/images/001/258/211/medium/11_full_graph_wire_image_angle.jpg?1709499857)
I created some materials for Octane - I used Quixel megascans Brick and Sand textures as a base and then I did a bunch of masking and color corrections based on ambient occlusion and dirt buildup to get some half decent variation.
The brick mat graph
![](https://cdna.artstation.com/p/media_assets/images/images/001/258/212/medium/13_brick_mat.jpg?1709499965)
and the ground mat graph, next to a view of the town from above.
![](https://cdnb.artstation.com/p/media_assets/images/images/001/258/213/medium/14_floor_mat.jpg?1709500010)
Here is a closer view with the full graph ( almost )
![](https://cdna.artstation.com/p/media_assets/images/images/001/258/214/medium/21_cool_view_a.jpg?1709500074)
and another close up, with the wireframe
![](https://cdnb.artstation.com/p/media_assets/images/images/001/258/215/medium/22_cool_view_2.jpg?1709500124)
All in all I'm pleased with today’s outcome - It may not look like much but I have most of the systems in place there’s a lot that’s not shown here. I will definitely find time in the future to finish this asset in its entirety.
For now this is the end result...
![](https://cdna.artstation.com/p/media_assets/images/images/001/258/216/medium/Scatter_Aline.jpg?1709500321)
Dam those materials! - I think I must have packed them or something; anyway I didn’t have time to fix. The Atmosphere uses the same volumetric system I did for yesterdays challenge. Also, I didn’t use any of the Octane post processing; all post processing was done in COPS, using the same setup I did for yesterdays challenge.
Edited by ibuildspace - March 3, 2024 16:42:27
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