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Request #6

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mavizasyon opened this issue May 29, 2024 · 7 comments
Open

Request #6

mavizasyon opened this issue May 29, 2024 · 7 comments

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@mavizasyon
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Hi, I loved your addon, I have a request, could you add erosion for arbitrary gravity according to a lowpoly surface, what I mean with that we would have a lowpoly model, with an option you should change particle gravity direction according to lowpoly face normal where particle at, I wanted make a planet but erosion can only happen in Z direction, and that messed up my sphere, otherwise addon works pretty well and thank you

@ozikazina
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Hello and thank you!
3D erosion like that would be difficult with the current system, but I can look into it. It can technically be as simple as adding UV maps to erosion, though there might be artifacts around edges. I'll hopefully push out a major update sometime next week and I'll see if I can't add that in too.

@mavizasyon
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mavizasyon commented May 30, 2024

thank you, looking for it, it is sad to you reached a few people,
what about interpolating gravity between normals for possible aftifacts around edges
I have one question, is there a way to make erosion without making object 3d, I mean with noise texture or texture image, would be great if we can run the addon on image, it is using too much ram when I trying to get quality of mesh, after all I will bake my mesh to image
Also it would be great to use it with some mask in shader nodes, I wouldn't want to rain to sand dunes, I want to make rain to areas which unmasked

@ozikazina
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The artifacts would mainly come from the distorsions of the 3D object into a 2D texture, so the poles on a planet would have more detail than the rest for example, but there might be ways to compensate for that. As long as the sphere can be flattened relatively accurately then it'll look fine.
As for eroding images directly instead of 3D objects, that feature should already be in main, the last release is fairly old. The most recent features are in the Mei branch.
Masking surfaces and variable strength erosion are currently planned, I'm just going to have to juggle texture slots around during simulation.

@mavizasyon
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thanks, where is that Mei branch, I downloaded from https://github.com/ozikazina/Hydra/releases/tag/v1.0.1
if it is right version, how can I manuplate directly from image, it is working great with ANTlanscape generated 3d objects but not sure how to erode image

@ozikazina
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To get the mei branch you have to clone the repository or download the source code from: https://github.com/ozikazina/Hydra/tree/mei , then you have to replace your Blender hydra addon files (%appdata%\Blender Foundation\Blender\4.x\scripts\addons\hydra if you're on Windows) with the contents of src/hydra from the downloaded repo. For development I have a symlink in Blender addons that points to the source files so that I don't have to move things around.
The version from Mei is a bit buggy but it should work and should be stable by next week, so it might be easier to wait :D

@mavizasyon
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thanks

@ozikazina
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ozikazina commented Jul 22, 2024

No need to close this just yet, turns out the planetary erosion needed a lot more than just UV mapping but it's coming along nicely. A semi-completed version is currently in the v1.1.1 branch.
obrazek

@ozikazina ozikazina reopened this Jul 22, 2024
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