Advanced greeble tools ?

Just saw this one for 3DS MAX: http://www.automodeller.com/

Pretty cool tool. Would be nice for Discombobulator to have similar functionality.

You can achieve the same thing by using the particle system and displacement modifier, though it would be difficult to get the same results.

But how translate Greeble in French or other, please? What is it a greeble?

EDIT: Le “Greeble”, qui n’a pas d’équivalent en français, est un effet graphique assez connu dans le monde de la 3D. Il consiste à couvrir les surfaces de milliers de parallélépipèdes (le plus souvent des cubes) de différentes tailles et hauteurs, pour composer un effet de foisonnement très graphique. Il est souvent utilisé dans le domaine de la science-fiction, pour couvrir les vaisseaux, les planètes etc. de structures à l’aspect technologique et donner une impression de fourmillement.

On peut dire aussi une tesselation de la surface par des petits volumes hétérogènes!

Wow, really cool tool.

Have anyone tried this?
http://albertofx.wix.com/afxlab#!blender-add-ons/x2aqq

@Const
it’s not the same thing…

“But how translate Greeble in French or other, please? What is it a greeble?”

Y’a pas de traduction, tout le monde dit greeble
Tu peux utiliser une periphrase du genre “rajouter du bordel sur un volume de maniere plus ou moins automatique” sinon.

@Motorstep… wasn’t Albertofox working on something for the discombobulator? Anyway there are a lot of cool ways to sort of automate this sort of thing, but you are right… the 3DS plugin looks way cool.

Doh!.. didn’t see the link to his work But, no, it’s not the same. Still, it could be used to come close.

Absolutely amazing.

Hi all,
this is pretty neat idea. Maybe someone here can take this as an idea for the new pluggin :wink:

URL: Click Here

http://media.automodeller.com/gifs/feature8s.gifhttp://media.automodeller.com/gifs/feature2s.gif

@Mich

was going to,
but it’s not really the same.

yep it rocks, but I think a python addon can’t do that. Maybe it’s something for the new node system from Lukas and some python addon on top of it.

Michalis solution is really good for hardsurface, but for castles like in the automodeller example, we need real 3D objects (so displaced in all directions and not 2.5D = perpendicular to surface only).

look up Asset Sketcher.

Since the threads were merged, my last post makes no sense hehe… :stuck_out_tongue:

Maybe with the addition of the object nodes in the next version of Blender we could make our own tool…? Lukas Tonne has been doing a great job on this. From the Blender 2.7x development thread:

I completely forgot about asset sketcher. That might get close to this.

Asset Sketcher can probably achieve the same concept if the code is modified to work only as an advanced modeller.

I think we need a system for building environments,
Almost like fallout 4’s system to build settlements, but with the ability to create unique instances, and apply geometry to the instance (like greebles)

And then building game maps using Blender would be fun.

Are you seen tissue addon?

Why people keep posting links to stuff that has some features common to what I linked, but none really allowing to do what you see on the video ?! o.O

Tissue is cool, but can it do what’s shown on the video ?

Hehe, well that must be because there’s currently nothing that can do exactly that… If there was a tool like that in Blender I think much more people would be using it by now.

As I posted before, I think the best option would be to have a system that allows the user to create his/her own modifier and/or tool, something like the max creation graph or Softimage’s ICE; and by the looks of it, the object nodes branch Lukas Tonne is working on may be such a system.