While you can move and decorate almost anything on your island, rocks are unique in that they cannot be moved - only mined or destroyed - unless you make a huge effort to alter your island in way that allows you to move rocks to specific parts of your island - which you can do to create your own rock garden or easy area for resource gathering.
Unity3D Rock And Boulders 2l
Download: https://tweeat.com/2vIDDb
This guide, put forth by YouTuber Mayor Mori and other Animal Crossing users, is a lengthy but useful process for island customization. Be aware that the process of moving all six rocks around your island will take about a week - unless you want to use time-traveling to speed the process of reforming rocks up.
Before you do anything else, you'll want to allocate a section of your island where you want your 6 rocks to be placed. Where you place them is entirely up to you - they can all go in a nice box somewhere, or strategically placed in front of a plateau full of DIY stones, or whatever else you'd like.
If you're looking to create a small "pen" for your rocks, we recommend creating fencing in a 9x7 box, allowing for two rows of three rocks with one space between them, and one space away from the fencing.
Once you're finally sure you want to go ahead with this plan, you'll need to begin the process by removing all rocks from your island. This can easily be done by eating some fruit, and striking a rock with an Axe or Shovel to break the rock apart. It's probably best you do any resource gathering you need before breaking these rocks - as you won't see them all again for awhile.
There are also less permanent situations where a rock cannot spawn, namely if anything is obstructing the ability for resources to drop in a 8 tile grid around it. However this grid is fine with hard paths such as brick, so a grass tile surrounded by eight wood tiles is rock-friendly.
Using the Island Designer tool, you can place hard paths down (like stone, brick, or wood) to stop rocks from appearing on that tile. By turning all parts of your island that are grass into harder paths, you'll prevent the rocks from appearing - except the spots you've designated. They can however spawn adjacent to a path, so you'll need to be thorough.
Since rocks can't appear next to solid objects, you can place physical items on the ground every fourth tile to stop a rock from spawning nearby (as it needs space on all sides to appear. Though you may not have 1,000 small items to throw all over your island, your Custom Design App is actually a free source of physical objects in the form of mannequins. When selecting Display Here, you can choose to place a design as mannequin to spawn a moveable object that will stay in place.
Since its placement will conflict with rock appearances to a wider radius, you won't have to place as many of them as you would ground tiles or paths. If you're unsure, just dig two holes with a shovel, place a mannequin, dig two more, and repeat in all directions.
Gaea packs geological shapes, sophisticated erosion, snow, and river simulations, rock tools, and one of the most comprehensive texture generation packages into simple, intuitive nodes that can be used by anyone with just 10 minutes of learning.
Gaea's Embed operation can transpose details between terrains. You can craft details like cracks, rock structures, and other elements on a flat surface and drape them on non-uniform terrains as a post-process.
Here are 5 different rocks. These are experiments in poly counts (original mesh faces are 19,000 - 178,000 faces) intened for Unity 3D and faster rendering in Blender. The file is kinda big becuase of the textures (1024x1024, texture and normal). They aren't perfect but they serve their purpose on a smaller scale. If you like them, use them. Have fun.
Click Play in the Editor to run the game once again; use your worst piloting abilities to crash the lander into a nearby rock. Take a look at the Scene view in the Editor when the Restart button appears. You may notice some of the rocks have disappeared behind the backdrop image:
Click Play and test your piloting skills by picking up fuel supplies and touching down on the landing pad. Just be careful not to apply too much thrust in any one direction so that you avoid the rocks!
Amplify Impostors is a small but powerful tool that allows the creation of different types of Impostors, which are substitutes of complex high polycount objects made from flat and simple polygons, that render a fake version of the original object (hence the name).Much like traditional sprites, they usually consist of a single flat quad polygon or simple polygonal shapes and, like classic billboards, always face the camera. Think of them as a camera facing cardboard version of the object you want to render.The common purpose of using such technique is to be able to represent far distant objects with a very low polycount, for instance, trees, bushes, rocks, ruins, buildings, props, etc.
The Wonderwerk Cave in South Africa was fully scanned with a Leica scanner HDS3000 and a 3D model was generated as part of the African Cultural Heritage Sites documentation project (Rüther et al. 2009). The output allowed the generation of sections through the 3D model along any chosen axis and at any location, in both point cloud and surface format. In this way, areas and volumes of any section of the cave and the surrounding hill can be determined to derive the overburden of the cave. In addition, 3D visualisations could be made from any selected point within and outside of the cave. Furthermore, projecting images over parts of the surface or the entire surface allowed excavated sections and rock art, among other features, to be shown.
Among the numerous ancient ruins in the region of the Çatalca District on the European side of Istanbul are the İnceğiz caves, carved out of the rocks in the Karasu valley (Fig. 1). This cave system, which consists of five groups of cave structures, is known to have served as a cave monastery and rock church (Dirimtekin 1957). The İnceğiz caves, which were formed by processing and enlargement of natural rock cavities by people throughout years, were used as a living and praying area by them.
In total, there are five groups of cave structures in the region. However, in this paper, only the first group of the caves (Fig. 1) is considered, though documentary work for the other caves is under way. In the following section, the structure of the first cave group is introduced in detail. The cave was carved into a limestone block rising at a 90 angle to the Karasu creek near the village of İnceğiz. Over time, it was expanded to become a 5-storey structure through enlargement of the natural rock cavities by humans. In subsequent years, however, it was significantly eroded by the environment. The cave has two façades to the west and north (Fig. 2, left and centre). The remains of stairs leading up to the second floor on the front façade indicate that the exit/entrance to the upper floors of the original cave was here (Fig. 2, right).
Imagine a scene where we have one large planet that's at the center of a large asteroid ring. Such an asteroid ring could contain thousands or tens of thousands of rock formations and quickly becomes un-renderable on any decent graphics card. This scenario proves itself particularly useful for instanced rendering, since all the asteroids can be represented with a single model. Each single asteroid then gets its variation from a transformation matrix unique to each asteroid.
To demonstrate the impact of instanced rendering we're first going to render a scene of asteroids hovering around a planet without instanced rendering. The scene will contain a large planet model that can be downloaded from here and a large set of asteroid rocks that we properly position around the planet. The asteroid rock model can be downloaded here.
To achieve the effect we're looking for we'll be generating a model transformation matrix for each asteroid. The transformation matrix first translates the rock somewhere in the asteroid ring - then we'll add a small random displacement value to the offset to make the ring look more natural. From there we also apply a random scale and a random rotation. The result is a transformation matrix that translates each asteroid somewhere around the planet while also giving it a more natural and unique look compared to the other asteroids.
First we draw the planet model, that we translate and scale a bit to accommodate the scene, and then we draw a number of rock models equal to the amount of transformations we generated previously. Before we draw each rock however, we first set the corresponding model transformation matrix within the shader.
Here we draw the same amount of asteroids as the previous example, but this time with instanced rendering. The results should be exactly the same, but once we increase the amount you'll really start to see the power of instanced rendering. Without instanced rendering we were able to smoothly render around 1000 to 1500 asteroids. With instanced rendering we can now set this value to 100000. This, with the rock model having 576 vertices, would equal around 57 million vertices drawn each frame without significant performance drops; and only 2 draw calls!
Nature Scans for Blender is a small add-on which let you add photo scanned rocks into your Blender scenes with only a few clicks. I spent months on searching for rocks and on developing a workflow for creating the low poly version of the photo scanned rocks. The result is an add-on, which speed ups your workflow and saves your RAM.
This amount of detail makes the textures so good, that it is very hard to say which it the low and which is the high poly model. After the installation a new tab will appear in right sidebar of your viewport. Choose the asset type you want, choose the level of detail you need, select a rock and add it.
"I have been using the "Nature Scans for Blender" for a while now. It's an absolute must have for all landscape artist. The set of 22 different rocks is everything you need to add more detail into your outdoor scenes."Rudi Hendrich (Landscape artist) 2ff7e9595c
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