Totally agree. GeometryNodes need a few more noises, better masking tools are also really important and finally erosion simulation and we can create get nice landscapes.
I was in a bit of a rush yesterday, and upon reading my comment again today, I see that it was rather confusing. To clarify, yes, I am fully aware that each procedural texture is just a building block (although I can definitely see how what I wrote yesterday might give the wrong impression).
When I mentioned different algorithms, I was actually thinking about some of the more obscure noise functions, which could then be combined and distorted with other basic texture nodes. Sorry if I made it sound like they were supposed to stand on their own.
I totally agree; that sort of texture node would be pretty useless.
Regarding erosion, I should clarify that when I expressed skepticism about āreal-time erosion,ā I wasnāt talking about erosion in general, but real-time simulations specifically. I agree with you 100% that some form of erosion simulation is needed.
By āreal-time erosion,ā I meant that the erosion shouldnāt be inherently tied to the scene time. Rather, I think we need an Erosion node with a ātimeā/āWā input so the user can plug any field into it (not just the scene time). I definitely garbled it a bit yesterday, but what I was trying (and arguably failing) to say is that an erosion function should be node-based.
Sorry for the confusion: entirely my fault.
Good news! Thereās work being done on some more fundamental nodes that will be useful for creating custom procedural textures:
I know itās not erosion, but itās definitely a step forward.
While these nodes are convenient to have they are not enabling us to do something we couldnāt do before? Not complaining of course, they would be a welcome addition, just curious if Iām missing something.
Hi everyone here,
I changed school 6 months ago, and I need more time to study, so I havenāt been able to continue this project. And as the current direction of Blenderās node system is on other things, this project is no longer up to date.
Iāll close this thread and archive everything related to this. It was a great learning for me, Iāll keep some ideas in mind for future works. (The work done is still available at Blender Archive - developer.blender.org)
Have a good day
Colin