More rocks.
Recently, in need for some rocks, I stumbled upon this:
http://forums.odforce.net/topic/10798-procedural-stonesrocks/
A post I made some time ago - after all I thought that I could revisit that and share new insights.
I decided to re-do a rock generator that has these additional things:
- Uses the new principled shader and drives it's attributes like roughness by a procedural pattern
- Creates the overall material
- Is suitable for baking and creates low-res geometry
- Has more variance
- Has better control
- Possibly uses openVDB for some effects, as well as the low-poly mesh generation
Latest:
Houdini, box, subdivide, VOP sop.
Progress:
^^ Ah, better.