Using Blender Geometry Nodes for 3D Assets


Hi,

Just a quick post to mention how I used Blender’s Geometry Nodes in my GTMK Jam entry.

I needed an external hull panel graphic, and I wanted some variation. So I made a panel with an outer layer, an inner layer and a bulkhead/rib. I then made a gometry node graph that would subdivide the surface, mark faces for deletion with a noise texture and delete them, using the same noise I displaced the hull mesh to make it look like the hull was punctured or blown out. There are settings for the deletion threshold, displacement amount, noise positioning and scale, and some other tweakable parameters.

I used a Decimate, Solidify and a Weighted Normals modifier to finish up the whole lot, and this is the final result.

Not bad for fairly optimal geometry for a game jam. I let UE4 generate LODs and the transitions are flawless.

With this system I was able to quickly knock out 4 variations of each part, which I mixed and matched in UE4. If I wrote a script in python I could generate infinite variations with a single click, though I didn’t need that many variations for this project.

I’ll be posting how I made a graph to auto-generate decent collision hulls with Geometry Nodes in Blender 3.0 Alpha.

Get Cast Adrift

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