Today I have mostly been trying to improve the ‘damage system’ and getting extremely pee’d off with the mesh boolean node. There are now two ways to remove blocks or change the shape of the wall; you can knock stones off (as shown earlier, but now you can either leave the capstones turned on (so they follow the new shape) or have them removed too (so more like decay) or you can ‘slice’ the wall using a boolean. Both use collections as ‘cutters’. Suffice to say that this ‘feature’ is extremely temperamental, glitchy, infuriating, frustrating, slow… did I say frustrating? I assume I’d have to call it ‘experimental’ if released as a product! ![]()
However, if willing to persevere I think you can get some nice-ish results. Although, again, in many cases I can’t see why anyone would bother using this when a material would probably be just as good (and, when I start cranking up the noise and making my node group a bit more drystone wall-like and potentially useful, the blummin’ thing gets even more bothersome and slow!)
Anyway, some example renders to share (I’ve rendered them so going to share them!)
‘Ornamental’ brick garden wall - maybe - using boolean… but here I imagine a material might do the job just as well.
‘Ornamental’ brick wall using original block removal. For your lazy builder who doesn’t want to cut any bricks. On both of these, you can see I’ve abandoned mortar for now.
Stoney serpentine wall using booleans (capstones hide some of the mess left by the boolean node)
As above but the other method - looks a bit more like general decay, though in this case not very random.
A more formal wall - using boolean to change height and add a slope - but again a decent stone material / texture might do the job here too. Adding any noise or variation here made it go nuts.
And finally something more rugged, using block removal and no capstones. Quite like this one.
Cheers
Laz
































