Shahriar Shahrabi | شهریار شهرابی

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Shahriar Shahrabi | شهریار شهرابی

Shahriar Shahrabi | شهریار شهرابی

@IRCSS

An Iranian game developer. Creative lead on #PuzzlingPlaces in @realities_io . Made #SuperFlight in @_grizzlygames

Berlin Sumali Ocak 2014
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Shahriar Shahrabi | شهریار شهرابی
A series of paintings I did inspired by Iranian palaces of different era. Out of all the projects I have done, these have been the most fun. Alot of research went in to these. (thread) 1.Temple of Annahita (also Tomb of darius the great) 2.Persepolis 3.A fantasy palace 4.Isfehan
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UXLora
UXLora@UXLora_app·
@IRCSS "Feels like the geometry just appears as I think of it." is exactly what flow state looks like in procedural work. The cathedral details look incredible. Are you using a custom node setup or working within a specific procedural framework?
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Shahriar Shahrabi | شهریار شهرابی
finished another part of the cathedral. Also added a bunch of gizmos for modifying the building. I have been doing so much procedural modeling these days, it feels like the geometry just appears as I think of it. Feels nice!
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Mehrbod Yousefian
Mehrbod Yousefian@Mehrbod365·
@IRCSS damn what software is this? i'd love to mess around with it..
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Josh Christiane
Josh Christiane@Josh_Christiane·
@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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Shahriar Shahrabi | شهریار شهرابی
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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Hefty Puma
Hefty Puma@heftypuma·
@IRCSS Looks great. Does it generate meshes or merge pieces by some specialized rendering? Also missing some crosses on cathedral.
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Seth Gammon
Seth Gammon@SethGammon·
@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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Late as usual 🏳️‍⚧️
@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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Shahriar Shahrabi | شهریار شهرابی
Is there a less dumb way of doing this? If I have a node group with gizmos that has handles that are always visible, and reuse it in another node group, the only way I have found to "turn off" the handle is to use something like an add operation to break the hierarchy.
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Shahriar Shahrabi | شهریار شهرابی
@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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Shahriar Shahrabi | شهریار شهرابی
@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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Elodie 3DFontaine
Elodie 3DFontaine@elodiebear_m·
@IRCSS Honestly? 16 tilings is overkill for windows. I'd save that texture budget for the Gothic details.
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Shahriar Shahrabi | شهریار شهرابی
@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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Martin Lorentzon
Martin Lorentzon@our_ta_martin·
@IRCSS Why are the bounds and their measurements drawn out, if what you calculate is the volume?
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Shahriar Shahrabi | شهریار شهرابی
Alternatively if you are dealing with edges and not curves you can also look at the number of edges neighbouring a vertex. If it is 1, its an corner vertex.
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Shahriar Shahrabi | شهریار شهرابی
Extermly simple but very useful geometry node tips. If you have unconnected cruves in one geo and you want to get the tips of each spline, use points of curve to mark points that are on open end.
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