Shahriar Shahrabi | شهریار شهرابی
5K posts

Shahriar Shahrabi | شهریار شهرابی
@IRCSS
An Iranian game developer. Creative lead on #PuzzlingPlaces in @realities_io . Made #SuperFlight in @_grizzlygames
Berlin Inscrit le Ocak 2014
182 Abonnements6.2K Abonnés
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@IRCSS cool!! Do you know any tutorials for this procedural modeling?
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@IRCSS Incredible. I just printed Notre Dame last week with a 0.2mm printhead. I would love to do another. Are you publishing this anywhere?

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@UXLora_app Thanks! All custome geo nodes based on vanilla blender. The nodes are on github if you want to take a look inside
x.com/IRCSS/status/2…
Shahriar Shahrabi | شهریار شهرابی@IRCSS
Since a few people asked, this project is done in blender geo nodes. The nodes are all free for you to use under MIT, commercially or otherwise, like all my other work. Nodes here github.com/IRCSS/Blender-…
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Since a few people asked, this project is done in blender geo nodes. The nodes are all free for you to use under MIT, commercially or otherwise, like all my other work. Nodes here github.com/IRCSS/Blender-…
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@IRCSS damn what software is this? i'd love to mess around with it..
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@Josh_Christiane Thanks! Btw this is all just pure vanilla blender. Also no python and only geometry nodes, it is indeed crazy how far geometry nodes have come. couple of releases ago this would have not been possible without python
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@IRCSS It's amazing how powerful Blender has become with all of the third party procedural plugins and node configurations. I would have loved something like this 12 years ago when I was doing all of that by hand, lol. Fantastic tool!
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Jokes aside messing around with the frame buffer is not ok for puzzling places, a game where the texture is the game play. we are on forward render path with no temporal shenanigans and I am already upset that unreal forces a tone mapper due to lack of LDR render target support
Puzzling Places 🧩 Coming to Steam April 9th! 🧩@PuzzlingPlaces
Yeah, no, even coming to PCVR on #Steam soon we've decided we'll keep DLLS 5 off for now😬
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@heftypuma everything is generated on the fly in geometry nodes with procedural modeling. Same as normal modeling, lots of extruding and scaling, just done mathematically and procedurally
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@IRCSS Looks great. Does it generate meshes or merge pieces by some specialized rendering? Also missing some crosses on cathedral.
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@SethGammon You mean with this project? I saw a concept art I liked of a little village and decided to make it. as for specifically procedural geometry in blender: x.com/IRCSS/status/2…
Shahriar Shahrabi | شهریار شهرابی@IRCSS
@Irrev_Giles have a look at @erindale_xyz or @simonthommes work, other than that I have written 2-3 times about how to do specific things, like this here x.com/IRCSS/status/1…
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@IRCSS I've seen a few of your videos the past few days, it's genuinely amazing what you're doing! Where did you start when you began this direction? I need to go and learn this sort of methodology.
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@lateasusual_ This is summing the signed volumes? thats neat, makes sense. thanks for sharing
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@IRCSS this is really cool! you can also quite easily calculate an exact volume directly from the mesh geometry, so long as it's watertight (the pile scan just needs a solid face on the bottom)

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A very unsual industrial use of Blenders Geometry node. Made a little node tree for a friend to measure the volume of heaps of materials they bring in the facotry. Scan with the app, Blender takes care of the rest. Nodes here> github.com/IRCSS/Blender-…
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@noio_games I get what people are saying regarding llms making it easier. But having wrote an engine once, I am still not convinced for the typical game its worth it. Teardown? sure. hades? that could have been any engine really. The render loop of transistor seems so simple from renderdoc
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this is the only version of this meme where I'm NOT the middle guy.
I'm like 100% a the-middle-guy guy
(not sure which one I *am* here tho..)
Colton Crawford@coltoncrawdaddy
I have a feeling this will be me in a couple years lol but for now I’m loving writing my game in just c++ and raylib
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@elodiebear_m the patterns in my case are made out of geometry. they go 2, 4 or 8 windows (binary tree as is typical for gothic). I capped it at 8 for realism purposes, but a cathedral with 4 nested floor doesnt exist anyways, hence the thought of maybe 16 tilings is ok!
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@IRCSS Honestly? 16 tilings is overkill for windows. I'd save that texture budget for the Gothic details.
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@our_ta_martin the box is the tightest fit possible. Then from the top face of the cube rays are shot down. These rays do a volume integration on the actual volume. The yellow volume is that volume, the sides are the measurement of the bounding box
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@IRCSS Why are the bounds and their measurements drawn out, if what you calculate is the volume?
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