Build Modifier based on procedural noise maps
Hey guys, I think Build modifier is really useful but with a few more features it could be amazing. Imagine being able to have a noise map so you can get more interesting patterns than just random 1 polygon at a time. You can choose either random points to propagate or based on XYZ. proximity to mesh etc. We can make some really awesome procedural destroyed buildings or objects with this.
7 Comments
That's a dream
so, something like making a mesh out of a volume thats based on the procedural texture nodes? that would indeed be amazing to have, reminds me of the volume build and mesh modifiers from C4D
* @Julien * No there wouldn't be any volumes involved, just imagine a box mapped/UV based noise texture on a shader. Sort of like what the Displace modifier lets you do. The only difference being now instead of displacing based on the noise texture value, it will delete the polygons based on value. But man the possibilities are endless, because then you can add more modifiers on top and do lots of crazy stuff.
* @xk0be3 * thats exactly how a volume based mesh generator would work.
* @Julien * Got you. Yes then, it would be awesome! Particle emission should also be able to fly from procedural noise maps
* @xk0be3 * thats an entirely different beast to tame, but that would also be cool. maybe make a new proposal named "volume based particle emission"?
* @Julien * Thank you, i will come up with something more legit that can be global and then make my proposal. I'm coming from Houdini where you can just create a Color attribute and then later down the line use that for whatever, i think with future of blender's everything nodes an approach similar to that makes sense. Maybe a "volume paint modifier" that can have node based noise. Then from there the devs know that every modifier/particles/everything should be able to work based on the values of that modifier.