How's the recent update treating you? Enjoying the fluff? Don't forget to watch the update video to know what's up. I've put a playlist link up in the product pages for the changelog videos if anyone missed it in the email.
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Random Flow v1.6.0 is out on both stores. Log-in and get your free updates. I'll be focusing on more quality of life updates in the next version and hopefully start work on the CFlow.
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Added direct boolean action while in drawing or extraction mode. You can freely switch between cut, add, intersect and slice or deactivate boolean anytime. All of which are non-destructive and can be redesigned afterwards.
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Creative Flow is at 80+%. A few more days and this is done. This is designed to make basemeshing faster in combination with RFlow.
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Work in progress. Trying out the new RFlow panel solver to create megastructures around a planet. I hope I can make the proper shaders to render this properly.
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Another quickie. I've started work on Creative Flow and I think I can finish in a few weeks. I'm excited to combo these tools to create lightweight 3D assets for everyone to enjoy.
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Using a collection as flanges/couplings for tubes or cables. In the upcoming update, spacing these meshes are made faster and simpler.
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So basically with the save mesh data feature, I can more freely play with the source object's topology knowing that I can easily bring the original back.
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For those still wondering what RVColor is. It's basically a fill colour function for objects, island or selection faces for quick material visualization using vertex colour. You can multiply your dirt effects right after this node.
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I'm already seeing areas where I can improve this. Collision was actually the greatest contributor on speed slowdown so maybe this will off by default next time. This and maybe finally physics for the cables as well in the next update.
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Next project, scatter ready environmental props. For this kind of models, I mostly work with the intersect and edit draw function in CFlow.
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I'm starting the doc. I got sidetracked with solving the parented object issue. Apparently, extracting from transformed children creates the randomized mesh in the original location before the parent moved.
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For the next update, another cable connection type besides catenary. This will be useful for instances where the hanging cables effect is not practical. I'll upload this quickly after I've perfected the process.
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Added mesh type for Panel Screws and Flanges/Couplings. This allows you to select a single mesh to act as screw or flanges/couplings. Collection type can be used before to achieve this result but this is more direct and less confusing.
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Made collisions off by default. Added toggle to remove faces selected from the source mesh. I've also started testing self-collision. Fractal noise also has improved result. All of this in the next update.
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Round city template. I'm about 60% in the pdf guide and still editing the scripts for some unnoticed bugs but we're pretty close to an update.
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