Procedural Brick Generator
-
Hello!
I've been trying (though mostly struggling) to wrap my mind around setting up a generator to create procedural bricks that are then fed into a Cloner wherein each clone has a different seed value applied to a Displacer.
I've got the initial aspects of the rig setup and working great, but only for a single brick. I'd gone down a ChatGPT rabbit hole of Xpresso related questions, only to realize an hour in that it was creating... nonsensical solutions, albeit, some of the solutions sort of worked, but never fully.
Here's a link to my project file in hopes this provides more clarity on the setup, as I've currently created it:
https://www.dropbox.com/scl/fo/b70ofggf5gpsraigwy705/AKPpCqLwiNBRttQrzv4BHps?rlkey=rd18wdtcpn55c77nuofiquilv&dl=0Ty!
-
Hi ne.____.il,
Thanks for the file and for using Dropbox.
Here is your file back. Change the orientation and other elements as you like; this is just an example.
CV4_2025_drs_25_MGbg_02.c4dThe idea is simple: the first cloner blends between the two setups. Both are identical, except for the Surface-Clone Seed number.
The Shader Effector allows you to set random values to each clone created on the TopCloner, while the Blend options in the Child Cloner.
The Blend works here with Modify Clone of the Shader Effector, and its Noise from the material.In this way, you should get a good variation of the individual shapes. If there is any problem, change the noise scale.
Please let me know if that works for you.
Cheers
-
Hey Dr. Sassi!
Thank you for taking a look at my setup in addition to your insights! I had no idea you could use the Shader Effector in this manner. Very cool stuff!
Ty!
-
You're very welcome, ne.____.il,
Enjoy your project