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Geometry Nodes :: Random Terrain Generation

Crafted a simple random terrain generator via Blender's Geometry Nodes (geonodes) while learning to work the nodes systems. If drives the terrain from a noise node and you can specify additional parameters later as water and foliage. You can also specify the terrain's main features via a curve to some extent although it is still random. The grass I did modeled myself as well as the sample terrain texture, then I did render a small sample of the output for presentation. I'll continue elaborating later and add new progress screenshots in agreement.

I ended up loving how geonodes do work and by the time of this post I have already gone trough a lot more of related research about different related techniques around them, so I'm really happy with the results in terms of the learning experience as well and do plan to fully implement this on my current DCC workflows for sure!

Credits about the learning source - Blenderdude : www.youtube.com/@blenderdude5050

Some notes about the things I did noticed room for improvement that I did changed was the scale for objects, I did noticed that it was more efficient to just not attempt to render them at all instead of just trying to affect the scale and then let Blender decide what to do about zeroing out their scale. So I did modified that to simply not attempt to draw stuff I considered not to be at valid positions instead. Also added a bit of offset for the grass into the water so it felt more natural growth and a few other things around.