250 Rocks

experimenting with procedural(ish) modelling, hard body and shading - specifically using pointiness in conjunction with anisotropic shader to simulate naturally polished edges on river stone.

Credit goes to the following tutorial: http://blendersushi.blogspot.com/2013/05/procedural-random-generative-modeling.html

Added texture and DOF.


Last one look nice…First one looks like coffee been…:slight_smile:


I was thinking deer droppings :slight_smile: