Please remember to state if your entry is pure, open or non-competing.
“There are two main goals for these contests: Fun and Glory.
Fun: You get only 4 days to create a cool image, based on the theme for the week.
Glory: After 2 days of voting, a winner is declared. The winner picks the theme for next week and will be featured in the Feature Row.”
Sounds like a great idea. In order to save some resources, a mix of both solutions might also work just fine. A Bevel-Modifier could be used on the foreground columns while a shader could take care of the background.
A 100% Geometry Nodes scene. The only objects in the scene are: Camera, Light, Light.001, BezierCurve(to dictate tunnel route). Here’s my nodetree (which has several subtrees that I developed earlier, but none of them produce visible geometry). All materials and compositing are procedural.
It’s a subway car being chased by water flooding into the tunnel, which the storm grates (brown, on the bottom of the tunnel) are doing nothing to stop. At least the lights still work (for now). I wanted to add some fish and a mouse, but I couldn’t figure out how to do that in GN (and I ran out of time). In the meantime, litter flows with the water and sits on the tunnel floor. Minus the water and subway car, I now have a reusable subway generator that only needs a curve to tell the path.
Oi so you were that weird camera man I thought it was weird that some won wood jump into the water with a 10K camera, but didn’t say anythinggrinning:
Love it looks greet did you use geometry nodes for the pillars?
My goal was to create an illustration in a style reminiscent of Chesley Bonestell, (1888 to 1986), who’s art depicted space flight and the exploration of distant planets. His work appeared long before the advent of space exploration as we know it today. I hope you enjoy my rendition of “water tunnel”.
Modeled in Blender 3.5.1 and rendered in Cycles. Pure. 1 rock PBR texture and 1 ground PBR texture used.