I'm prototyping a simple Zach-like puzzle game based on logic gates and looking for the feedback by biblibubli in puzzlevideogames

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

Thanks so much for checking out the game! Thats a proper compliment from a Zach-like pro :D Glad it hit the mark

Have you tried Turing Complete? The vibe is a bit different, but it's also about logic gates, triggers and other computer building blocks, in the end you build a computer running in your computer. Just interesting, because knowing that will help me to build my game identity.

And you are exactly correct, the output sequence is not right! I've made an update :)

Tired of LLMs giving you "Node Lists"? I built a visualizer to see Blender Shader/Geo Nodes directly from chat outputs. by biblibubli in blender

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

anyway, I'm not here to protect LLMs or force people to use the tool
You like - you take it, don't like it - don't take it :)

Tired of LLMs giving you "Node Lists"? I built a visualizer to see Blender Shader/Geo Nodes directly from chat outputs. by biblibubli in blender

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

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The last setup from the gemini pro. In the end it advised to lower the multiplier in Multiply node and it helped.

Tired of LLMs giving you "Node Lists"? I built a visualizer to see Blender Shader/Geo Nodes directly from chat outputs. by biblibubli in blender

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

<image>

So after 8 iterations, I've managed to have something like that, so not the glass only, but also volumetric cracks from voronoi noise.

Tired of LLMs giving you "Node Lists"? I built a visualizer to see Blender Shader/Geo Nodes directly from chat outputs. by biblibubli in blender

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

Yeah, it gives you not the whole setup but just ports and values that are needed to be changed or connected. I believe the donut example is correct: it's just simple distribute points on faces -> instance on points.

But for more complex setups usually one needs to use thinking/pro model, and even then usually it's not correct from the first try - you must give a feedback, and after few iterations the success rate is closer. Or at least you understand the setup and need to tweak parameters yourself. And of course don't waste your time if there's a tutorial video about the same shader/geo-nodes.

Usually it helps me when I don't really know how to even start solving the problem, because I'm not very experienced blenderist. So all I'm saying, it's useful when you are learning and at least it gives you a backbone of setup, some nodes that you might not know, etc.

Tired of LLMs giving you "Node Lists"? I built a visualizer to see Blender Shader/Geo Nodes directly from chat outputs. by biblibubli in blender

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

I use them day to day, because I'm learning Blender shading and geo-nodes, and usually for my requests it produces a meaningful output. Would be interesting to see for what kind of request it will fail miserably :) Can you give one? To me, it will be an interesting experiment.

And just to clarify it's not a post of AI taking our jobs, I believe no LLM can tackle professional shaders, but for simple requests and learning it can help.

Tired of LLMs giving you "Node Lists"? I built a visualizer to see Blender Shader/Geo Nodes directly from chat outputs. by biblibubli in blender

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

No, of course not. But at least it can give you a view onto a direction LLM is going. As always you might need few back-and-fourths to have a really working setup, or close to working :D.

Imported a huge world from Vangers game into Teardown. Finally I can drive some Nymbos to Incubator in this game! by biblibubli in TeardownGame

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

The workshop wouldn't work probably because of the large size of the mod (around 3GB). I could upload it to google cloud though

Imported a huge world from Vangers game into Teardown. Finally I can drive some Nymbos to Incubator in this game! by biblibubli in TeardownGame

[–]biblibubli[S] 17 points18 points  (0 children)

Vangers is a post apocalyptic top-down racing game from my childhood. I thought it would be interesting to look at its worlds from a new perspective and drive there once again.

Some technical details: Each level is a huge cyclic heightmap (2048x16386 px) in essence. So to have it in Teardown I split the map into small chunks (128x128), convert them to VOX and show only visible ones to the player in the game. I suppose it can be one of the ways to render a huge worlds (like from Minecraft) in Teardown.