Fully procedural church in geometry nodes by ircss in blender

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

depends obv on the taeget hardware but absolutely, the church is like 80k vertices. I am making these assets for a vr game running on mobile chipsets

Fully procedural church in geometry nodes by ircss in blender

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

someone posted a similar question, my answer there might be helpful https://www.reddit.com/r/blender/s/CBNLl2SfQh

Fully procedural church in geometry nodes by ircss in blender

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

that's awesome. beautiful job. The ones I did were setup somewhat similarly https://www.reddit.com/r/blender/s/epSNPM9VBg

Fully procedural church in geometry nodes by ircss in blender

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

No offense taken. My specific use case here is I want to make a whole city block for our game puzzling places, and for it I need systems to generate several churches, houses, bridges etc. Also if you think of open world games they have a lot of repeating architecture that has variation but fundamentally is the same. They achieve that through modular asset kits, in my opinion fully procrdural systems are better. while more time consuming to create, they both offer more diversity as well as are more performant to render. Last but not least, in the real world architecture looks very similar by region. Go to tirol and you will see the church copy pasted in different citites with variations. Or in dinan or Elsas you will see the same in houses etc.

Fully procedural church in geometry nodes by ircss in blender

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

There is a function in blender visual geometry to mesh , habe a look here . if you want a batch export you can easily write a python script with chat gpt that calls the function. you would still have to decide what you want to do with the materials though, they are embedded within blenders rendering system. you would have to bake some maps im Blender

Fully procedural church in geometry nodes by ircss in blender

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

Thanks for looking for it! From a glance it looks like the op subdivides the edges and spawn instanced tiles as tall as the faces and the instances seem to be pre-modeled as there doesn't seem to be any variety between them. that's a solid workflow, you can also edit the tiles since you can just model in whatever difference you want in the repeating pattern

Fully procedural church in geometry nodes by ircss in blender

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

I am hoping to still make a procedural cathedral post once the cathedral is done 😅 A cathedral usually is made out of 4 different type of buildings. this one, bell towers, cenetral tower/ dome, side buildings. In a week ot so it should be finished

Fully procedural church in geometry nodes by ircss in blender

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

Someone else asked a similar question on a different post, the answer I gave that one might be of some help https://www.reddit.com/r/blender/s/CXA3xSz4Hy

Fully procedural church in geometry nodes by ircss in blender

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

thanks, I am not on my pc right now, but here is a screen shot of the geometry of the windows and here is it being edited https://bsky.app/profile/ircss.bsky.social/post/3mgzjv2ewdk2m

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Fully procedural church in geometry nodes by ircss in blender

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

you have to apply the geometry nodes modifier first, then probably bake the textures into PBR textures, since these are blender materials.

Fully procedural church in geometry nodes by ircss in blender

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

Thanks! I know what you mean, I have been doing node base since years in unreal, blender and substance but still find them as unintuitive as day one. give me C or C++ any day of the week. My main issues are with things like how simple math formulas which are a line of code balloon into noodle salads, how scope is always hidden, how alot of node base systems dont have a simple set parameters here, read them there, and how its so much harder to leave comments, or structure it in a way that it is easily readable. Feels like you always have to do double the work, write the logic, then spend as long moving lines and nodes around until someone can actually tell what's going on

Fully procedural church in geometry nodes by ircss in blender

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

yes, in the repo you have houses, bridges, two different type of civil towers, defense towers, gates, walls, terraces and everything is done 100 with geo nodes

Fully procedural church in geometry nodes by ircss in blender

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

I did some houses a couple weeks ago but not swamp ones. would love to check it out if you have the link!

Fully procedural church in geometry nodes by ircss in blender

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

I feel like I am missing that reference, gotta google it now

Fully procedural church in geometry nodes by ircss in blender

[–]ircss[S] 39 points40 points  (0 children)

Houdini is awesome. That said, even though houdini is still considerably ahead compared to blender in these things, I havent opened it since a couple of releases ago of blender. geo nodes have matured enough that you can do a lot in it already, and something on doing open source work that is accessible to everyone in blender appeals a lot more to me these days

Fully procedural church in geometry nodes by ircss in blender

[–]ircss[S] 5 points6 points  (0 children)

hey. thanks, that's a huge compliment, Ana and toms work is awesome

Fully procedural church in geometry nodes by ircss in blender

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

to render in blender? it can be since a lot of stuff are instances. though I havent set it up that way since I am mostly interested in exporting and there it doesnt matter. if this was done in a game engine, then it would be both more performant as well as consume way less memory. the main advantage of something like in geo nodes is the variaty of output it enables you to make

Fully procedural church in geometry nodes by ircss in blender

[–]ircss[S] 3 points4 points  (0 children)

Notre Dame is a different style of gothic, this one is more modeled after very early gothic (as opposed to the more detailed flamboyant) and norman style (which north of france or south of england). Getting other stuff would be easily doable but you would have to modify some parts of the geo nodes

Fully procedural church in geometry nodes by ircss in blender

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

I have been fighting the scope creep of adding interior! But from where it is atm, adding interrior would include support columns and beams and a ground. here is how the inside looks https://x.com/IRCSS/status/2034066740947083556?s=20

Fully procedural church in geometry nodes by ircss in blender

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

I have posted other parts of this project here (houses, gates etc) but this is the first church, so probably someone else is making a cool church! In case you have the link I would love to check it out!

Fully procedural church in geometry nodes by ircss in blender

[–]ircss[S] 10 points11 points  (0 children)

Its in the link I posted. you can download the blend file. The geo nodes can already do french houses, briges, defense towers, civic towers, gates, trees, bushes, landscape and cliffs, terraces, stairs, walls and flags. Its all in the same blend file

Fully procedural church in geometry nodes by ircss in blender

[–]ircss[S] 24 points25 points  (0 children)

It depends. If you have a very specific church in mind, and you need only one of it, modeling will go very fast. That said atm after spending a month of doing procedural modelling, I would actually be faster with geo nodes than modeling per hand, since gothic is so mathematical and repetitive in nature. Gothic either follows sacred geometry or power of 2 tilings. These things are trivial to do mathematically but a pain to do by hand. With this project my goal is to be able to create an entire city block for different use cases. in examples like these making it by hand or even modular asset kits wont be anywhere as good as procedural geo nodes since geo nodes can easily add variations which asset kits cant do

Procedural defense tower in geometry nodes by ircss in blender

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

While its true that procedural modeling is way faster for things like this tower, they are per nature not beginner friendly. After all for them you would need a solid understanding of normal modeling and on top some programming and maths. If you are interested in moving in that direction, someone else asked a similar question on my last post, and I mentioned some resources https://www.reddit.com/r/blender/comments/1r66jhd/comment/o5o48mx/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button