Procedural Mountains *Footnote*

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  • Опубликовано: 15 сен 2024

Комментарии • 3

  • @eclecticgamer5144
    @eclecticgamer5144 2 года назад

    *Much* easier, less data storage intensive way to accomplish the same thing:
    Use object coordinates and Drivers.
    Walkthrough I made just for this video: ruclips.net/video/I95xXXY0Y84/видео.html

    • @ltfilm
      @ltfilm  2 года назад +1

      Wow, that is a much more elegant solution. Not sure why I shied away from using the object coordinates before, but I didn't realize it was the exact same thing as passing them through from the Geo Nodes. And I definitely didn't know about copying the value of the water level as a driver. A little clarification though, this method drastically improves RAM utilization, rather than data storage. (Small improvement to file size too, but it's already just in the order of kilobytes anyways.) Thanks for the information!
      While the premise of this video is flawed and not the ideal solution, I'll leave it up because I believe it does provide useful information about how to pass through other types of data for which your solution might not work.

    • @eclecticgamer5144
      @eclecticgamer5144 2 года назад

      @@ltfilm Ya, there are times when getting data *out* of geo nodes for textures is very useful. I made a different video of exactly that. But for position and inputs, the method I use is better.
      I use the exact method you describe for passing the "on/off" switch for freckles in my procedural skin texture on my 100% procedurally generated human. Impossible to just use "position" data, as it's a moving model.