Boss battle arena location, that I created for the game Blitz: Rise of Heroes.
Create in Blender 3.5
Render - Cycles
Texture - Substance Designer
https://www.artstation.com/artwork/EvE6Rv
Procedural Branch created with geometry nodes
Boss battle arena location, that I created for the game Blitz: Rise of Heroes.
Create in Blender 3.5
Render - Cycles
Texture - Substance Designer
https://www.artstation.com/artwork/EvE6Rv
Procedural Branch created with geometry nodes
I featured you on BlenderNation, have a great weekend!
I’d kill to know how you rigged up that grass node.
To put it simply, it is a hair curve with a line profile. Although I use the hair curve only because of the convenience of drawing points on any surface, and I use the height of the hair curve as a scale for instances (instead of grass, you can insert any object, for example, stones).
Wind made as a rotate of instances which is controlled by noise
The shader can get a little complicated, but it’s just a few color variations depending on the position
Also added Duplicate Hair Curves from default hair asset, for grass density
Nice. Thanks.