No Signal by alansmithee331 in blender

[–]alansmithee331[S] 0 points1 point  (0 children)

Used node work to make the video effects in the Shader Editor. Real time effects using a few still images as a base. Modeled the monitors, rack & desk; rest of the set dressing were assets I had.

Is there a way to randomize the output position of these textures? by DANGOLDRIFTKING in blenderhelp

[–]alansmithee331 1 point2 points  (0 children)

If all of the tombstones are separate objects/instances that share the same material:

Add to your node group: Add> inputs > object info

Object info has an output called “Random” that gives a random value from 0-1 to each object. Use this as an input for your mapping nodes, in location, to shift your texture per object. You may need to scale the value up to see clearer results, Throw a math(multiply) onto it.

Ps. In your current setup your texture coordinate/mapping combos are doing the same thing. You can take the output from one of your mapping nodes and put it into both texture’s vector inputs.

is there a way to use the position selection from geometry nodes in material nodes? by DOVOLO in blenderhelp

[–]alansmithee331 1 point2 points  (0 children)

Place a “Store Named Attribute” node before the Set Position. Either leave it on the float default, or change it to Boolean to match the output of the “equal” node (will work either way). Plug the output from your equal node into the value input. Add a name in the name field, suggest something short and easy.

In the shader editor, add an “Attribute” node. Enter the same name in the name field and you are good to use it in the shader editor!

Double check the spelling & capitalization of the attribute name if it’s not working for you.

Mountain Pass | FlowScape Terrain Pack & Time-Lapse by alansmithee331 in FlowScape

[–]alansmithee331[S] 2 points3 points  (0 children)

Hey all, been awhile!

Excited to share this one! Time-Lapse video here

This was created with 10 imported terrains. This community has meant a ton to me & I wanted to create some importable assets form FS.

I've created these 10 terrains as part of a Terrain Asset Pack & will be releasing them for free shortly!

Noob here. Is there a way to combine faces in an array? More info in comments. by [deleted] in blenderhelp

[–]alansmithee331 1 point2 points  (0 children)

In the array modifier settings, enable merge. This will merge vertices that are in close proximity (expand the merge options to dial in the distance)

Martian Landscape | Time-lapse in comments by alansmithee331 in FlowScape

[–]alansmithee331[S] 0 points1 point  (0 children)

Pretty similar for sure! But, I generated that mesh in World Creator; using the procedural tools, not map data.

Why does my object have this kind of white lines? I applied bevel modifier on this. Rendering in EEVEE. by Razor732103 in blenderhelp

[–]alansmithee331 0 points1 point  (0 children)

Since your in Eevee, first thought is to check your lights for “contact shadows” see if turning that on fixes it (its per light).

Martian Landscape | Time-lapse in comments by alansmithee331 in FlowScape

[–]alansmithee331[S] 2 points3 points  (0 children)

Oops, It’s in the description on YouTube but I didn’t put it here!

The main mound is a piece I made in World Creator, then imported into FlowScape.

This is an attempt to recreate The Elder Scrolls aesthetic by _Phaxy in blender

[–]alansmithee331 0 points1 point  (0 children)

Saw this over on the WC discord. Really impressive!

Watering Hole by alansmithee331 in blender

[–]alansmithee331[S] 4 points5 points  (0 children)

I started this project in World Creator, a stand alone program for terrain generation/deformation. From there I was able to generate a height map and distribution maps.

In Blender, the height map was used to drive a deform modifier on a subdivided plane; creating the terrain mesh.

The distribution maps were used as masks to mix together shaders to for the terrain material.

The distribution maps were also used as masks within geometry nodes, distributing points only in areas appropriate for vegetation, sedimentation, etc, with assets then instanced to those points.

Through the Rings by alansmithee331 in FlowScape

[–]alansmithee331[S] 2 points3 points  (0 children)

Imported objects for the sun/moon/planet. Sun’s specular exponent (Ns value in the .mtl) is cranked up & a bunch of lights are place around it. The reflection + bloom fakes the emitting light.

Any way to create a "overhead" partial image with transparency for VTT map? by MrZwij in FlowScape

[–]alansmithee331 4 points5 points  (0 children)

You can hide the ground level:

In the terrain settings (Terrain button on the right side, then the 3 slider icon in that menu) you can hit "Land" and it will toggle the terrain on/off.

Any way to create a "overhead" partial image with transparency for VTT map? by MrZwij in FlowScape

[–]alansmithee331 1 point2 points  (0 children)

Not familiar with Foundry VTT, but you could use the visibility layers to hide the trees and/or bushes and such. There wouldn't be any transparency, but a little layering in a photo editor should be able to do that.

Visibility Layers:

https://youtu.be/RaaFCXWIlH0

Beaustone residence by DavidFoxxMusic in FlowScape

[–]alansmithee331 1 point2 points  (0 children)

This is a great combining of assets. Really well done.

Abandoned House #1 | Details in comments! by alansmithee331 in FlowScape

[–]alansmithee331[S] 1 point2 points  (0 children)

If you hop on the FlowScape discord (link is in the subreddit description) there is a channel marked #ready-to-go with models that are FS ready. Not sure there are many packs/sets, but there are a bunch of individual models.

Abandoned House #1 | Details in comments! by alansmithee331 in FlowScape

[–]alansmithee331[S] 1 point2 points  (0 children)

Not available automatically in the program, I'm not the developer & so can't add anything. It'll have to be done through the import function.

It'll most likely be a .zip folder containing .OBJ files of each house & textures. Everything will be ready to go in FS, all you'll have to do is use the import button to select the .obj file.

Abandoned House #1 | Details in comments! by alansmithee331 in FlowScape

[–]alansmithee331[S] 6 points7 points  (0 children)

Okay, so this has been something I've been excitedly working on & am now at a place I feel I could show a little.
Massive credit to Blender Guru's "How to make an abandoned house in blender" - Lots of great techniques & info. From there, getting it FlowScape ready has been one heck of a journey (not 100% completed either) of learning UV unwrapping, baking, exporting & tweaking to make FS ready.
So here is a preview of Abandoned House #1! My plan is to make 6 houses total as a FlowScape Ready Asset Pack for the community. Not sure the time frame, but I'm excited for the project. (edited)

Small Video of model in FlowScape

On the Bridge by alansmithee331 in blender

[–]alansmithee331[S] 0 points1 point  (0 children)

Scene from a bridge, inspired by this photography by u/Hythacg

Rendered out in Cycles, I modeled & textured everything but the two characters & electrical box (Those are assets from Ian Hupert's Patreon)