Procedural mesh fracturing in Blender usually means slow calculations, messy topology, or relying on heavy third-party add-ons.
Environment and technical artist Jolan Huijskes built a custom Geometry Nodes fracturing solution that splits 3D models into clean, procedural stone blocks and cracked surface tiles in real time—and he's releasing the nodes for free.
By leveraging Blender's Manifold booleans and accumulating cuts across individual mesh islands, the setup generates realistic stone cracks and edge damage without tanking viewport performance.
Do you rely on Geometry Nodes for procedural destruction and asset variation, or do you still prefer destructible physics tools and manual sculpting?
#b3d #GeometryNodes #Blender3D #TechArt #EnvironmentArt
Real-time lens tracing experiment in three.js (WIP)
Turns out you can generate metric depth with a 40 MB model on the CPU in the browser in about 10 seconds. That's enough to drive the lens simulation, no 3D scene needed.
Might turn the 2D part into its own app.
#threejs
More cursed references with facial landmark dots 🤲
Pretty sure there are 42 smiles… Some look similar but have different sets of muscles involved. For isolated blendshape, FACS, & phoneme references: https://t.co/A7fRPit1MV 💕
#drawing#3danim#rigtips
It takes 42s to render the latest Blender splash art using Cycles on my machine. That's ~0.02FPS and clearly not suitable for real-time applications.
But what if we wanted to?
@SpenserFX recently described how they created a 3D Gaussian Splat (follow him!) from the Blender file and they kindly uploaded the splat to SuperSplat, which was then compressed into a 50MB .ssog file.
Now anyone with a browser can inspect this masterpiece from any angle in real time (thanks to the powerful @playcanvas engine).
Link in the comment below (download available).
For the last 15 years, I've been building tools for Maya.
About 12 years ago, I started rethinking Maya from the ground up and wrote a plan to reinvent every tool. The original dream was a single, all-in-one product that would change everything, and I spent years working toward exactly that.
But a product that ambitious was always years away. So rather than make you wait, or just release small products, I decided to release it the way it should have been all along: as a series of focused tools, each one reinventing a different part of Maya.
This is the first: a sculpting toolset that brings powerful, GPU-based modern sculpting right inside Maya, no round-tripping to another app, no breaking your workflow.
And this is just the beginning!
https://t.co/7zpiBFEzUd
Discover how understanding real-world physics helps animators create better shots with The Principles of Physics for Action Scenes, @Gnomon_Workshop's new tutorial, recorded by former Scanline VFX Animation Supervisor Wolfgang Haas
https://t.co/f8MEiQzzlr
#animation#VFX#Maya