10-10-2023, 07:34 PM
(This post was last modified: 10-10-2023, 07:34 PM by SomeGuyEight.)
(10-09-2023, 09:51 AM)_Aka_ Wrote: I never dived in this subject this deep, I am discovering with you uncharted territories. Please keep us updated with your progress. This forum thread seems to me to be a good place to share said progress.
Feel free to ask questions here if needed.
Wishing you all the best with your cave system.
I will do that thank you! I have the splines connecting pretty well with the Bspline unclamped and 2nd degree. I just march one space down the connecting spline so they match each other.
It is not always seamless, but the transitions will be easy to mask.
I am still just prototyping, but I will likely use the mesh deform for some nicer geometry and textures later on.
I am working on the cavern spline portion next. The main issue I am having is setting up multiple cross shapes for a spline to transition through. I have to turn optimization off, but when I combine multiple variable shape modules, it is quite a bit of work to get them all plugged in. It ‘works’ currently, but I have to make multiple prefabs and restrict my cavern length in control points to the number I have in each prefab. Is there an easier way to get multiple cross shapes on a spline?
I attached two quick sketches. One shows the lateral view of the spline I can create. The second is how I have to set up the curves in the variable shape modules. I am nesting multiple variable shape modifiers together and shifting their weight out. When I nest them, the right shape comes through each time when it transitions. I need to manipulate the cross at each cp, because I have a randomly generated volume that builds the cross sections of the cavern. The volume has to match the surrounding generated caves.