Shahriar Shahrabi | شهریار شهرابی
@ircss.bsky.social
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Creative Lead in Realities IO, made Puzzling Places and Superflight
https://ircss.github.io/
pinned post!
Our game Puzzling Places is coming to Steam on April 9th. It will give you hours of flow and relaxtion. If that's your kind of thing share and give it a review on launch day, because it will help with the algorithmn.
store.steampowered.com/app/3530820/...
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4 days ago
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After god knows how many doors I made for this project, I finally wrote a version where you can easily randomize the individual doors. So if you use it to spaw 100 from edges, each will look different
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about 2 hours ago
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after a short break its time to get back in. fixed a bunch of bugs and started adding the gizmos to the earlier assets for ease of use. Next is windmill, and some farm stuff
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about 4 hours ago
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I was todays years old when I accidently found out I can define panels for group inputs in blender. Nicely grouping in related paramters in a collapsible UI. Life changer!
about 6 hours ago
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Everytime I make a project that goes around the internet abit, I get reminded that there are some strange people out there. I have gotten a dozen comments like these. Thank you, lone genious who figured out cathedrals dont have nested upper floors, no one else did!
3 days ago
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So I wrote my own fancy way of wrapping NASA maps around a sphere to maximize texture quality (as opposed to uv spheres unwrap), then had to calculate my own mip level with ddx and ddy (which... good luck) now I am having really cool artifacts!
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4 days ago
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Our game Puzzling Places is coming to Steam on April 9th. It will give you hours of flow and relaxtion. If that's your kind of thing share and give it a review on launch day, because it will help with the algorithmn.
store.steampowered.com/app/3530820/...
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4 days ago
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so here was loosly my reference
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4 days ago
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reposted by
Shahriar Shahrabi | شهریار شهرابی
Rune Skovbo Johansen
5 days ago
My erosion filter is out! Video, blog post, and shader source. It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks. Explainer video:
www.youtube.com/watch?v=r4V2...
Companion blog post:
blog.runevision.com/2026/03/fast...
#ProcGen
#vfx
#GameDev
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The Cathedral! Generated fully in geometry nodes in Blender. Only procedural modeling, no booleans, 40k nodes. 🤡 Nodes available on my github, consider sharing because it will get the free asset to the hands of those who need it:
github.com/IRCSS/Blende...
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5 days ago
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A fully procedural dome with 4697 nodes. I wonder if this is the most complex building I have done! Next is the cathedral, now comes the fun part of putting all these components together for one ridiculously detailed building. Nodes here:
github.com/IRCSS/Blende...
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6 days ago
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Finished the foundation for the dome. Next the dome with all the tiny details.
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6 days ago
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So the cathedral tower is DONE! Only took 2189 nodes 😅 last building of the cathedral is the centeral doma tower. Geo nodes available here:
github.com/IRCSS/Blende...
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7 days ago
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New trick! A problem in creating roofs is that you have some fucked up shape, now you need to make it regural to make a beautiful roof. Here what I am doing is constructing a regurally sided octagon, but ensuring that the ordering of vertices is the same between it and my base
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7 days ago
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Decent progress on the church tower. Am I overdoing the binary aesthetic? 😅The patterns get denser in binary distribution the taller the tower gets. Nodes here:
github.com/IRCSS/Blende...
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8 days ago
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I realize this looks more like Mordor than a church tower, I hope I can fix that later, but before that, gotta rewrite my Edge to Arcs function because its not always return clean topology!
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10 days ago
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I might feature creep and add a mill and some farm stuff. The hardest part is finding the right reference, Moulin de la Tour seems like a good one
en.wikipedia.org/wiki/Moulin_...
10 days ago
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back at my project again. Now building the fundation for the bell towers. No wonder old architects were so obsessed with binary distributions, it make for very compelling way to subdivide for support beams. both aesthetically as well as practically
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11 days ago
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finished another part of the cathedral. Also added a bunch of gizmos for modifying the building. I have been doing so much procedural modeling these days, it feels like the geometry just appears as I think of it. Feels nice!
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17 days ago
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The front part of the second cathedral building is done. I am wondering if for the huge front windows I should allow 2 to the power 4 tilings.
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18 days ago
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Extermly simple but very useful geometry node tips. If you have unconnected cruves in one geo and you want to get the tips of each spline, use points of curve to mark points that are on open end.
18 days ago
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A very unsual industrial use of Blenders Geometry node. Made a little node tree for a friend to measure the volume of heaps of materials they bring in the facotry. Scan with the app, Blender takes care of the rest. Nodes here>
github.com/IRCSS/Blende...
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18 days ago
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Since alot of logic is the same, finishing second part of the cathedral is going rather fast. It still feels like WWIII will come before I can finish this project 😒 Nodes here:
github.com/IRCSS/Blende...
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19 days ago
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A puzzle for @PuzzlingPlaces we almost made, which we decided against at the end because the back face of mont saint michel was too dark! I have covered the day night technique here though:
medium.com/@shahriyarsh...
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19 days ago
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With this I have the first building type I need for the cathedral compeleted. With all the functions I already have in place, hopefully the rest will go faster.
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20 days ago
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Geo node tip! extremly simple trick for getting equal distanced subdividion
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21 days ago
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Added some fun stuff like irregurality to the windows, and hooked it up to my building. I am almost done with one of the 4 building types I have planned for the cathedral
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21 days ago
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Added a little cenetral control paramters with drivers to switch between day and night. Moody stuff
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21 days ago
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ok got the procedural fractal patterns with curves and a cleaning meshing in geo nodes to work! There is a point of mathing where it becomes magic to you too. I hope I dont have to ever touch this function again 😂😂
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22 days ago
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I have a decent setup to get the fractal paterns with binary tree intervals in geo nodes. But getting this to line up properly and meshing it is goin to be a real damn pain. I am slowly thinking of precomputing the meshing in a collection I sample
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22 days ago
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I thought in the eye of the modern law my fiduciary duty as a director is above all else. For profit companies operate to maximize profit. This is a good book by John Kay. Turns out neither in the statute laws nor court rulings is that straight forward.
22 days ago
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Got the begining of the windowed walls! Gothic windows are unfortunatly (who even came up with this ****) fractal, so I havent figured out how to best do the patterns on the windows themselves! Nodes here:
github.com/IRCSS/Blende...
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23 days ago
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speaking of me being an idiot. Not just scaling around pivot, but I was making all my extrudes edge by edge to generate patterns. Scale Element nodes allows you to very easily model in complex shapes! The whole indent pattern is this one repeat zone
23 days ago
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Made good progress on the facade! Geo nodes here:
github.com/IRCSS/Blende...
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24 days ago
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again no booleans, just pure procedural modeling in geometry nodes. I show the nodes at the end of the video
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24 days ago
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god I am an idiot. Geoemetry nodes procedural modeling tips. I have been constructing my own pivots around elements I want to scale. I just randomly decided to look at the Scale Elements node, realizing it does all I want. This project has 100s of nodes and I am still learning!
24 days ago
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I am not even finished with a small aprt of the front facade of 🥲🥲 This is gonna be a loooong ride
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25 days ago
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One of the first things I wrote for
@puzzlingplaces.bsky.social
was a procedural color system. Every color, including all UI, is a transformation matrix instead of a RGB value. The matrix transforms 4 key colors, which allows quick generation of procedural color scheme for each puzzles
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26 days ago
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added all the controls to the gates. One challenge of proceduralism is knowing what to expose. There are 20 different meaningfull paramters, but exposing all of them will be chaotic. Anyways nodes here:
github.com/IRCSS/Blende...
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27 days ago
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Progress on the procedural cathedral gate in geometry nodes. Procedural toplogy can be very clean, I show the models topology at the end
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28 days ago
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Continuing with the front gate of the cathedral in geometry nodes. As usual no boolean, just procedural modeling. Depending on how many doors there are and building widths, the arcs adjust too! Nodes here:
github.com/IRCSS/Blende...
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29 days ago
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Working on a little shader for
@puzzlingplaces.bsky.social
to allow peeking through walls to puzzle interiors. The shader part is a cone in view space, the tough part is mirroring everythign in CPU so that raycasts go through colliders where ever pixels are hidden
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29 days ago
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Humble begining, the front doors of the cathedral. Cologne cathedral took a 1000 years to build, I hope I finish this one faster
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30 days ago
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A tough part of procedural modeling is laying out the toplogy to extrude things from. For example for the enterance of the church, as the user extends the width of the building it needs to switch between 1-3 doors with adoptive lenghts, placed at the right spot. showed here
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30 days ago
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Blender 5.1 is almost here, and I am ready for that Ray cast node in the shader editor. Crazy useful for so many different effects and baking. Bonus is online asset libraries. Thats very useful for our studio use case.
30 days ago
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reposted by
Shahriar Shahrabi | شهریار شهرابی
Puzzling Places 🧩 Coming to Steam Apr 9th! 🧩
about 1 month ago
🎉 Big news, puzzlers! 🎉 We’re super excited to announce that Puzzling Places - 3D Jigsaw Sim is coming to Steam on April 9th! 🧩 We can’t wait to share it all with you - be sure to wishlist now so you don’t miss out!
#Steam
#VRgaming
#comingsoon
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I am procrastinating on making the church. slowly running out of random stuff😅 So here, some defense towers in geometry nodes, I even tried to give the observation a realistic supprot. Nodes here:
github.com/IRCSS/Blende...
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about 1 month ago
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It never ceases to amaze me how hyper developed our brain is to project meaning on anything that looks like a face. This whole shader is only a couple of nodes, but has such a vast possibility space of expressions
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about 1 month ago
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Since someone asked for it and it was easy to do, here a specific stall geo node with easy controls
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about 1 month ago
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flag placement
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about 1 month ago
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For my Blender geo node project I am slowly approaching the final boss, the church! I thought, lets keep it simple, maybe very early flamboyant, bit of Romanesque or norman style. Why not Bayeux cathedral, that one was simple! hahhaha no, jesus thats complicated
about 1 month ago
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