Inspired by some node-based peppercorns I came up with for nodevember, I wanted to make some ground pepper.
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I used geo nodes to scatter the piles and fill the grinder, and all shaders are procedural except for the cutting board. I did model the grinder and cutting board, and the coarse and fine grind particles.
I wanted to do the ground particles procedurally as well, but I couldn’t figure out how to scatter multiple variations just in geonodes. It works great with a collection of objects, though. so I just manually modeled the fragments.