Shahriar Shahrabi | شهریار شهرابی
@ircss.bsky.social
📤 1171
📥 62
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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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2 months ago
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ignore the terrible lighting. but I realized I can reuse the node I wrote to add extentions as balkony or entrances can also be used for attic windows. Though I would need to add some control paramters
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3 days ago
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So added the extention too! time to go back again to the magic school scene. I hope this time I can just finish it 😅😅
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6 days ago
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added the lower part to the extention for the cases where its attached to a wall. Next is adding the extention balkony for when there is a door.
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7 days ago
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I havent had a lot of time to code, but making small progress on the building extention. Added a roof to the door and some controls
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8 days ago
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someone mentioned I should straighten the geometry nodes noodles lines. Yeah, I am never going back to curves.
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8 days ago
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Back from Amaze. Started working on a terrace type. Would like to easily be able to add extentions with windows and doors to the main buildings. Still quite a bit of work left
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13 days ago
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My favourite game event Amaze is starting tomorrow! Hit me up if you are around!
19 days ago
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added flow speed based on the inclination of the river. Now I can use it for different type of streams. I still honestly think I should just paint the river in whenever I need it
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22 days ago
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fixed a small bug and brought the node tree to the other blend file. Current workflow is to fix in the main git tracked blend file and reimport the whole thing every time fixes are done. I should have set things up properly as asset library.
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22 days ago
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I repurposed the mill for the main centeral tower of the school. Added attic windows, control for frequency of the windows on upper floors etc. Not sure about the distribution of the attic windows yet. But we will see!
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23 days ago
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Couple of days of break, back at it again. I started doing the magic school scene for real, and immedietly had a to do list of 30 items. Added more controls for the shape the towers. Loving the vibe
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24 days ago
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Everything on my todo list is done, time to go back and properly make the magic school scene. Tonight I added more scale control for the cliff side and added an extra layer of voronoi noise to the second cliff. This will make it easier to make giant landscapes
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about 1 month ago
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I prefer painting the path in the texture mostly but for large landscapes its nice to have something like this so made one. I would probably remesh at the end and bake.
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about 1 month ago
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For my magic school I need still two things, one of them is a bottom for the floaty towers, hence I added this module. Second a better rocky cliff. I am still not happy with the landscape I have 🥸
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about 1 month ago
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So, here is the river. Its a spline, so you can just extend it and it adopts to the landscape using geo node, and unrwaps it in a rivery way for the procedural materials to do their magic
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about 1 month ago
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One day I will just ship a game that looks like this. Like these hipster cafes that decided their deco style is unpainted walls and broken furniture!
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about 1 month ago
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This is the reason I needed the extra shore line edge loop. Technically I could use the new ray cast node in the material of blender 5.1 and just sample the depth map for shore line as you would in game engines, but that would require geometry under the river
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about 1 month ago
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Time for rivers. The mesh auto fills the space of the river channel. I also inserted an edge loop at certain distance from river bank so that we can do the stylized foam on the edges
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about 1 month ago
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realistic waterfalls are hard 🥲I will settle for stylized
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about 1 month ago
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begining of a waterfall
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about 1 month ago
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Very happy with the second cliff type. This should make the whole landscape generation a bit easier. I low key had Etretat in mind
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about 1 month ago
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Making the demo scenes, the toughest things was always the landscape. So I am making a second type of cliff, this time using a whole different method. If nothing else, we get table cloth out of it😃
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about 1 month ago
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based on the little magic school scene I made, I realized I need a way to not have doors on the gothic structures so that I can git bash them. Potentially I would need controls also for the window sizes because they can gt a bit out of hand
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about 1 month ago
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Another demo scene. I can finish these in around one and half hour. I did realize here that I need new front type for the gothic structures that has no door and window, and new tower tops. But over all very happy with what the tool can do so far
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about 1 month ago
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It was annoying that the doors were all the same size, so I randomized it
about 1 month ago
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Have a baisic house generation along spline wokring, as usual all geometry nodes. It still needs a few improvement, but slowly I just want to get start with the next pahse.
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about 1 month ago
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Windows has been utter trash recently, each update worse than before. from constant kernel crashes to randomly changing monitor resolution. That said, happy acciedent, kinda digging this DOOM 2016 on ultra low resolution
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about 1 month ago
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I have somewhat of a thing that distributes the foundation of the houses. A lot of work still left but starting to do something
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about 1 month ago
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Little geo nodes tips for resampling curves with irregural distances. First decide per edge how long each edge should be as weights. Then normalize using attribute statistics node and finally set per point position in a repeat zone
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about 1 month ago
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I am trying to do some quick scenes with my procedural houses tools to get a feel for what I would need. I probably should tackle house placement along splines or blocks next because manual work is a pain. This scene is inspired by Simon Hintermanns work.
add a skeleton here at some point
about 2 months ago
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added wind to the geo plants, rendered the video, realize the wind animation is barely visible 😅well whatever its there.
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about 2 months ago
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I was gonna call it a day with the farm stuff. But then I looked at this shot and though, "we need a wind system for the plants!" Guess thats next
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about 2 months ago
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I am done with the farm stuff 🥳 Sunflower, wheat, corn, pumpkin, windmills, fences and wooden bridges. All done 100 procedurally in geometry nodes, blener with thousands of nodes. Nodes here:
github.com/IRCSS/Blende...
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about 2 months ago
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And fully procedural pumpkin. Geo node + material editor combi. Nodes here:
github.com/IRCSS/Blende...
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about 2 months ago
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I cant believe it took me so long to realize Blenders curve to mesh's curve profile is baiscially a function revolution. So instead of just making dumb tubes from curves I can make anything like a base for a pumpkin! Give me back my life before this 😅
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about 2 months ago
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Geo nodes could be both easy and hard. I really struggle explaining it to 3d juniors who ask me for resources to be able to do the same thing. How do I explain that the fourth column of the matrix is for position, without teaching the whole of linear algebra?
about 2 months ago
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This is probably the best book I have read on marketing! Backed by a bunch of studies and very easy to follow actionable steps
about 2 months ago
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I think I am getting somewhere. The albedo values are alot more reasonable. The sun still blows away though. Maybe thats just a question of good post LUTs
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about 2 months ago
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So I have decided to tackle the issue with sucking at the whole tone mapper + pbr thing in blender once and for all. Started using the sky texture. Its so crazy bright! Now I am thinking mayb my albedos are all too bright.
about 2 months ago
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Puzzling Places is on popular upcoming on Steam 🕺💃I am slightly anxious for the launch as usual! 😅Wish us luck and leave us a review ♥️
about 2 months ago
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added a drop down menu to switch between low poly and high poly wheat. Now that I look at it... isnt that baisically corn ... 🧐
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about 2 months ago
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geo node tip, use float curves to real time modifiy the shape of things you are creating
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about 2 months ago
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I am so fortunate that Puzzling Places pipeline is unlit with no tone mappers. Here the colors I get from the color transform (left), colors I am setting (right). PBR also gets on the way. Without LUT, it takes alot of work and skills to nail that vibrancy in PBR + tonemapper
about 2 months ago
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And if you think about it, wheat and sunflowers are mathematically baiscially the same thing
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about 2 months ago
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In other news, I made some fully procedural sun flowers with geometry! Every petal is unique, everything is mathematically modeled
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about 2 months ago
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Today US bombed radio stations in the neighborhood where I grew up. Everyday is the same routine, wake up, try to somehow get a hold of someone in Iran to ask them if everyone is ok, as news here report bombs dropping meters away from where my parents live
about 2 months ago
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reposted by
Shahriar Shahrabi | شهریار شهرابی
4GamerNews
about 2 months ago
4Gamer 🔗
https://www.4gamer.net/s/G099679.260407030
スローペースで世界各地のロケーションを再現したミニチュアを組み立てる3Dジグソーパズル「Puzzling Places」,2026年4月10日にSteamで発売 スペイン王宮やノルマンディーの修道院などを精巧に再現。落ち着いたペースで組み立て,癒やしのひとときを楽しめる
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スローペースで世界各地のロケーションを再現したミニチュアを組み立てる3Dジグソーパズル「Puzzling Places」,2026年4月10日にSteamで発売
https://www.4gamer.net/games/996/G099679/20260407030/
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Geometry node tip! When doing procedural modeling, its very common to create flipped faces accidently. EEVEE or Cycle wont make it obvious when it happens. So add a back face visualizer node to all the materials + a global bool control to turn it on and off. Time to fix all these flipped faces 😅
about 2 months ago
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I realized I almsot have a wooden bridge with the fences, so finished that too. Nodes here:
github.com/IRCSS/Blende...
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about 2 months ago
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And I was todays years old as I found that in blender nodes you can just drag the ONE input you want and connect that instead of having to have a giant Group Input everytime you want a single paramter
about 2 months ago
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