# A Portrait of Tenochtitlan

**URL:** <https://blenderartists.org/t/a-portrait-of-tenochtitlan/1481274>\
**Category:** Finished Projects\
**Tags:** featured\
**Created:** [September 3, 2023, 7:01pm UTC](https://blenderartists.org/t/a-portrait-of-tenochtitlan/1481274 "2023-09-03T19:01:54Z")\
**Posts on this page:** 1\
**Showing post:** 13

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**Author:** ![ThomasKole](https://blenderartists.org/user_avatar/blenderartists.org/thomaskole/32/1388979_2.png) [@ThomasKole](https://blenderartists.org/u/ThomasKole)\
**Post date:** [September 5, 2023, 7:42am UTC](https://blenderartists.org/t/a-portrait-of-tenochtitlan/1481274/13 "2023-09-05T07:42:51Z")

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Thanks guys : )  
Not sure if I have the time to make full-blown tutorials, but a few of my posts outline some of the most important “new” techniques.

 ![](https://blenderartists.org/uploads/default/original/4X/b/0/3/b03d4c7a2e5a4b2a6b9d36dcbcb89665b31c7188.jpeg)

> [@Fluffy, mostly procedural Clouds for Cycles](https://blenderartists.org/t/fluffy-mostly-procedural-clouds-for-cycles/1448689/):
>
> Not really sure where this post belongs, but here it is. Fluffy clouds in Cycles, using volumetric rendering. In my Tenochtitlan project I have been searching for a good cloud solution. I have tried many things, but I think I will settle on this. You can tweak a few things, such as cloud coverage, thickness and scale. You can also grab the sun light and rotate it for different times of day. It’s not at all lightweight - GPU rendering is almost a must with how heavy this is. But…

![](https://blenderartists.org/uploads/default/original/4X/9/0/6/9060fd376ca4440afd3926c12454d2beddf9b90c.gif)

> [@View-aligned voronoi islands (for infinite forests, Eevee and Cycles)](https://blenderartists.org/t/view-aligned-voronoi-islands-for-infinite-forests-eevee-and-cycles/1366131/):
>
> A while back I posted an update about my Tenochtitlan project: [tmp] I’m showing the way I am generating a procedural infinite forest in a shader. The underlying concept is what I’m calling view-aligned islands. Essentially, I’m generating little UV islands which always look at the camera, but also stay anchored in their centers. [tmp] Let’s Begin It starts with a voronoi node. This creates the cells as a basis for the islands. A vector pointing towards the center of each island is creat…

 ![](https://blenderartists.org/uploads/default/original/4X/a/a/5/aa5f17c31e07b892b0f66d2821441637061d372a.jpeg)

> [@Request: Geometry Nodes Camera Outline](https://blenderartists.org/t/request-geometry-nodes-camera-outline/1420290/):
>
> Does anyone have a good idea of how to create some sort of selection that works like the Outline effect from Grease Pencil? I’m not sure where to start, perhaps some of you smart people have an idea.

 ![](https://blenderartists.org/uploads/default/original/4X/1/3/6/136c667f8959299e2135d2d440833ecb160faf0d.jpeg)

> [@Procedural streaks / leaks in Cycles](https://blenderartists.org/t/procedural-streaks-leaks-in-cycles/1388126/):
>
> Here’s a quick tip: Use the ambient occlusion node in a “magic” way to generate procedural leaks / streaks, for large built objects. You can experiment with different textures for different looks. Works well, but is a bit slow due to the AO node. Does not work in Eevee. (I also posted this [on twitter](https://twitter.com/ThomasKoleTA/status/1541362050068250625))

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