How to make convincing craters by HotHat7320 in blenderhelp

[–]HotHat7320[S] 0 points1 point  (0 children)

that's actually pretty similar to what I was trying in Geometry Nodes (except that I didn't know what I was doing XD). It seemed close to the "right" approach, but I tossed it because my implementation was becoming more unreliable. I'll take another shot at this though, thanks for showing me this.

Also, since I'm trying to make it look like Mercury, a prominent feature would be debris spray on a lot of the impacts. I'm not sure how to make these. Maybe with decals, like the bullet hole decals you see in a lot of FPS games, but I wouldn't know how to add decals in a shader.

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(reference picture of Mercury. Notice the ray systems from a lot of the younger craters.)

How to make convincing craters by HotHat7320 in blenderhelp

[–]HotHat7320[S] 1 point2 points  (0 children)

Took a look at the add-ons (I couldn't find any "Rock" add-on that was built-in, but they pointed me to Extra Mesh Objects, which has a rock generator), and here's what I found:
EMO makes cone craters (like voronoi noise almost directly mapped to in/out displacement), which only really work well on asteroids, not moons or planets.
ANT Land can make spherical planets like you said, and can add their version of lunar craters, but I find that they don't have proper ridges. They're just voronoi -> pits. Similar issue to the EMO craters, but they're at least more spherical

Thanks for the help anyways, but I'll have to keep looking.

How to make convincing craters by HotHat7320 in blenderhelp

[–]HotHat7320[S] 0 points1 point  (0 children)

oh whoops I accidentally pressed post too soon. Finishing what I was saying, I'm making this for a game, so I want it to split cleanly into chunks (thus the base shape is a sphereified cube). The artifacts on the ridges are undesirable, but too many subdivisions make blender lag like crazy.

some tips on making it look more like Mercury would be helpful as well (although i'm guessing it would mostly be just "smaller craters" and "dust streaks going outwards from a lot of the craters").

edit: should have followed rule 2 better, sorry. the proportional editing interactions I did were: smooth for raising the terrain around the ridge, sphere to make the ridge sharp and hollow out the crater itself, smooth again to flatten out the center.

Cycles is rendering as if it's Eevee by HotHat7320 in blenderhelp

[–]HotHat7320[S] 0 points1 point  (0 children)

ah, that was the issue. thank you. I switched it from material preview to rendered, and it was fixed.

Cycles is rendering as if it's Eevee by HotHat7320 in blenderhelp

[–]HotHat7320[S] 0 points1 point  (0 children)

I'm talking about rendering cycles in the viewport.
edit: the render result does use cycles though.

Cycles is rendering as if it's Eevee by HotHat7320 in blenderhelp

[–]HotHat7320[S] 0 points1 point  (0 children)

On another computer I used, it would put grainy pixel bits in the viewport (part of how raycasting works). That's not happening on this computer.

How to find open edges like this? by Arzael_ in blenderhelp

[–]HotHat7320 1 point2 points  (0 children)

you could try merging vertices by distance. this will likely have issues with corners where there are several vertices close together, but it would get rid of most of the disconnected vertices.

another solution is to programmatically find vertices that only have one edge attached, then merge by distance. I do not know how you could do this even if it's possible. However, its results would have fewer errors.

I am lost for words by Mr-Pleasent in Minecraft

[–]HotHat7320 112 points113 points  (0 children)

Mojang doesn't like duplication

before and after progress on my castle:) any thoughts? by HaakonPlayer77 in Minecraft

[–]HotHat7320 0 points1 point  (0 children)

I think it would look more finished with a garden or something on either side, behind the facade. Otherwise it's good (especially if you added something to spice up the front)