This mesh was created in Blender 2.48 by starting with a 32 x 32 grid, applying a fractal subdivision, randomly selecting 10% of the faces and extruding to a random extent, and applying 6 different material shaders including various colors and degrees of Fresnel ray mirroring. The background is simply a noise texture between two different shades of blue.
Saturday, May 16
Cityscape
This mesh was created in Blender 2.48 by starting with a 32 x 32 grid, applying a fractal subdivision, randomly selecting 10% of the faces and extruding to a random extent, and applying 6 different material shaders including various colors and degrees of Fresnel ray mirroring. The background is simply a noise texture between two different shades of blue.
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This is a remarkably effective impression of urban development generated by random factors. It appears that the square footprint is of equal density. Could you run a similar impression with a larger footprint, using a point of maximum density, with realistic thinning at distances from the center?
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