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.