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#geometrynodes

2 posts2 participants1 post today

Gaea is cool and everything, but what about fluvial erosion in #Blender with #GeometryNodes?

The concept rather simple:
- spawn points somewhere
- calculate a movement vector with ( N x (0,0,-1) ) x N, where N is the normal vector, sampled from the mesh surface (its a double cross product)
- update the points in a simulation zone
- accumulate the point proximity in a per-face attribute for the mesh. This requires a high res mesh
- optionally displace the mesh

I did some more UV mapping experiments in #blender #geometrynodes tonight.

This one uses a UV mapping strategy inspired by triplanar mapping and granular synthesis. Each vertex maps its tangent plane to a random disc in UV space, and then the UVs and weights needed to make interpolation work are stored in the face corners. The material samples the same texture three times and applies the weights.